moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
quartz235@gmail.com
2012-01-25 05:05:55 +00:00
parent cbe487dbd5
commit b3f7865754
82 changed files with 21831 additions and 21392 deletions

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@@ -1,24 +1,24 @@
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
)

View File

@@ -1,19 +1,19 @@
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
icon_state = "blank"

View File

@@ -1,432 +1,432 @@
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
return

View File

@@ -1,290 +1,290 @@
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return

View File

@@ -1,47 +1,47 @@
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
return

View File

@@ -1,53 +1,53 @@
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
name = "West Mining Outpost"

View File

@@ -1,234 +1,234 @@
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"

View File

@@ -1,425 +1,425 @@
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
src.updateMineralOverlays()

View File

@@ -1,256 +1,256 @@
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
return

View File

@@ -1,114 +1,114 @@
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/adamantine(src)

View File

@@ -1,281 +1,281 @@
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4

View File

@@ -1,121 +1,121 @@
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
return