mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
# This is a combination of 2 commits.
# The first commit's message is: Rewriting the mining turfs to reduce worldstart lag. # This is the 2nd commit message: Map cleanup.
This commit is contained in:
@@ -74,11 +74,7 @@
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return
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//Drill through the flooring, if any.
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if(istype(get_turf(src), /turf/simulated/floor/asteroid))
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var/turf/simulated/floor/asteroid/T = get_turf(src)
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if(!T.dug)
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T.gets_dug()
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else if(istype(get_turf(src), /turf/simulated/floor))
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if(istype(get_turf(src), /turf/simulated/floor))
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var/turf/simulated/floor/T = get_turf(src)
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T.ex_act(2.0)
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@@ -235,7 +235,7 @@
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var/obj/item/stack/flag/F = locate() in get_turf(src)
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var/turf/T = get_turf(src)
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if(!T || !istype(T,/turf/simulated/floor/asteroid))
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if(!T || !istype(T,/turf/simulated/mineral))
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user << "The flag won't stand up in this terrain."
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return
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@@ -5,7 +5,7 @@
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icon_state = "rock-dark"
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/turf/simulated/mineral //wall piece
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name = "Rock"
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name = "rock"
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icon = 'icons/turf/walls.dmi'
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icon_state = "rock"
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oxygen = 0
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@@ -14,11 +14,13 @@
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density = 1
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blocks_air = 1
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temperature = T0C
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var/mined_turf = /turf/simulated/floor/asteroid
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var/ore/mineral
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var/sand_dug
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var/mined_ore = 0
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var/last_act = 0
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var/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe.
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var/overlay_detail
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var/datum/geosample/geologic_data
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var/excavation_level = 0
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@@ -28,26 +30,108 @@
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var/excav_overlay = ""
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var/obj/item/weapon/last_find
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var/datum/artifact_find/artifact_find
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var/ignore_mapgen
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has_resources = 1
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/turf/simulated/mineral/New()
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spawn(0)
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MineralSpread()
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spawn(2)
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updateMineralOverlays(1)
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/turf/simulated/mineral/ignore_mapgen
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ignore_mapgen = 1
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/turf/simulated/mineral/proc/updateMineralOverlays(var/update_neighbors)
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var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
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for(var/direction in step_overlays)
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var/turf/turf_to_check = get_step(src,step_overlays[direction])
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if(update_neighbors && istype(turf_to_check,/turf/simulated/floor/asteroid))
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var/turf/simulated/floor/asteroid/T = turf_to_check
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T.updateMineralOverlays()
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else if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor))
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turf_to_check.overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
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/turf/simulated/mineral/floor
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name = "sand"
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icon = 'icons/turf/flooring/asteroid.dmi'
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icon_state = "asteroid"
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density = 0
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opacity = 0
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/turf/simulated/mineral/floor/ignore_mapgen
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ignore_mapgen = 1
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/turf/simulated/mineral/proc/make_floor()
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if(!density && !opacity)
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return
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density = 0
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opacity = 0
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update_icon()
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reconsider_lights()
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/turf/simulated/mineral/proc/make_wall()
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if(density && opacity)
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return
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density = 1
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opacity = 1
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update_icon()
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reconsider_lights()
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/turf/simulated/mineral/Entered(atom/movable/M as mob|obj)
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. = ..()
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if(istype(M,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = M
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if(R.module)
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if(istype(R.module_state_1,/obj/item/weapon/storage/bag/ore))
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attackby(R.module_state_1,R)
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else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
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attackby(R.module_state_2,R)
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else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
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attackby(R.module_state_3,R)
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else
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return
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/turf/simulated/mineral/initialize()
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if(prob(20))
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overlay_detail = "asteroid[rand(0,9)]"
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if(density)
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spawn(0)
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MineralSpread()
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update_icon(1)
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/turf/simulated/mineral/update_icon(var/update_neighbors)
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overlays.Cut()
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var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
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if(density)
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if(mineral)
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name = "[mineral.display_name] deposit"
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else
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name = "rock"
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icon = 'icons/turf/walls.dmi'
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icon_state = "rock"
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for(var/direction in step_overlays)
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var/turf/T = get_step(src,step_overlays[direction])
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if(istype(T) && !T.density)
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T.overlays += image('icons/turf/walls.dmi', "rock_side", dir = turn(step_overlays[direction], 180))
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else
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name = "sand"
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icon = 'icons/turf/flooring/asteroid.dmi'
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icon_state = "asteroid"
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if(sand_dug)
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overlays += image('icons/turf/flooring/asteroid.dmi', "dug_overlay")
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for(var/direction in step_overlays)
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if(istype(get_step(src, step_overlays[direction]), /turf/space))
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overlays += image('icons/turf/flooring/asteroid.dmi', "asteroid_edges", dir = step_overlays[direction])
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else
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var/turf/simulated/mineral/M = get_step(src, step_overlays[direction])
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if(istype(M) && M.density)
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overlays += image('icons/turf/walls.dmi', "rock_side", dir = step_overlays[direction])
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if(overlay_detail)
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overlays |= image(icon = 'icons/turf/flooring/decals.dmi', icon_state = overlay_detail)
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if(update_neighbors)
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var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
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for(var/direction in all_step_directions)
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if(istype(get_step(src, direction), /turf/simulated/mineral))
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var/turf/simulated/mineral/M = get_step(src, direction)
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M.update_icon()
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/turf/simulated/mineral/ex_act(severity)
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switch(severity)
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if(2.0)
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if (prob(70))
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@@ -62,13 +146,17 @@
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// Emitter blasts
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if(istype(Proj, /obj/item/projectile/beam/emitter))
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emitter_blasts_taken++
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if(emitter_blasts_taken > 2) // 3 blasts per tile
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mined_ore = 1
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GetDrilled()
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/turf/simulated/mineral/Bumped(AM)
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. = ..()
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if(!density)
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return .
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if(istype(AM,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
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@@ -91,7 +179,7 @@
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for(var/trydir in cardinal)
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if(prob(mineral.spread_chance))
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var/turf/simulated/mineral/target_turf = get_step(src, trydir)
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if(istype(target_turf) && !target_turf.mineral)
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if(istype(target_turf) && target_turf.density && !target_turf.mineral)
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target_turf.mineral = mineral
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target_turf.UpdateMineral()
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target_turf.MineralSpread()
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@@ -99,143 +187,185 @@
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/turf/simulated/mineral/proc/UpdateMineral()
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clear_ore_effects()
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if(!mineral)
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name = "\improper Rock"
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icon_state = "rock"
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return
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name = "\improper [mineral.display_name] deposit"
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new /obj/effect/mineral(src, mineral)
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if(mineral)
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new /obj/effect/mineral(src, mineral)
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update_icon()
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//Not even going to touch this pile of spaghetti
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/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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if (istype(W, /obj/item/device/core_sampler))
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geologic_data.UpdateNearbyArtifactInfo(src)
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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return
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if(!density)
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if (istype(W, /obj/item/device/depth_scanner))
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var/obj/item/device/depth_scanner/C = W
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C.scan_atom(user, src)
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return
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var/list/usable_tools = list(
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/obj/item/weapon/shovel,
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/obj/item/weapon/pickaxe/diamonddrill,
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/obj/item/weapon/pickaxe/drill,
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/obj/item/weapon/pickaxe/borgdrill
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)
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if (istype(W, /obj/item/device/measuring_tape))
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var/obj/item/device/measuring_tape/P = W
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user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
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if(do_after(user,25))
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user << "\blue \icon[P] [src] has been excavated to a depth of [2*excavation_level]cm."
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return
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var/valid_tool
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for(var/valid_type in usable_tools)
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if(istype(W,valid_type))
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valid_tool = 1
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break
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if (istype(W, /obj/item/weapon/pickaxe))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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var/obj/item/weapon/pickaxe/P = W
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if(last_act + P.digspeed > world.time)//prevents message spam
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return
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last_act = world.time
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playsound(user, P.drill_sound, 20, 1)
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//handle any archaeological finds we might uncover
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var/fail_message
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if(finds && finds.len)
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var/datum/find/F = finds[1]
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if(excavation_level + P.excavation_amount > F.excavation_required)
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//Chance to destroy / extract any finds here
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fail_message = ". <b>[pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]</b>"
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user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
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if(fail_message && prob(90))
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if(prob(25))
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excavate_find(5, finds[1])
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else if(prob(50))
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finds.Remove(finds[1])
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if(prob(50))
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artifact_debris()
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if(do_after(user,P.digspeed))
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user << "\blue You finish [P.drill_verb] the rock."
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if(finds && finds.len)
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var/datum/find/F = finds[1]
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if(round(excavation_level + P.excavation_amount) == F.excavation_required)
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//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
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if(excavation_level + P.excavation_amount > F.excavation_required)
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//if you can get slightly over, perfect extraction
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excavate_find(100, F)
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else
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excavate_find(80, F)
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else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
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//just pull the surrounding rock out
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excavate_find(0, F)
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if( excavation_level + P.excavation_amount >= 100 )
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//if players have been excavating this turf, leave some rocky debris behind
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var/obj/structure/boulder/B
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if(artifact_find)
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if( excavation_level > 0 || prob(15) )
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//boulder with an artifact inside
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B = new(src)
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if(artifact_find)
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B.artifact_find = artifact_find
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else
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artifact_debris(1)
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else if(prob(15))
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//empty boulder
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B = new(src)
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if(B)
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GetDrilled(0)
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else
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GetDrilled(1)
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if(valid_tool)
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if (sand_dug)
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user << "<span class='warning'>This area has already been dug.</span>"
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return
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excavation_level += P.excavation_amount
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var/turf/T = user.loc
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if (!(istype(T)))
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return
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//archaeo overlays
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if(!archaeo_overlay && finds && finds.len)
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var/datum/find/F = finds[1]
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if(F.excavation_required <= excavation_level + F.view_range)
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archaeo_overlay = "overlay_archaeo[rand(1,3)]"
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overlays += archaeo_overlay
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user << "<span class='notice'>You start digging.</span>"
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playsound(user.loc, 'sound/effects/rustle1.ogg', 50, 1)
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//there's got to be a better way to do this
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var/update_excav_overlay = 0
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if(excavation_level >= 75)
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if(excavation_level - P.excavation_amount < 75)
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update_excav_overlay = 1
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else if(excavation_level >= 50)
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if(excavation_level - P.excavation_amount < 50)
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update_excav_overlay = 1
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else if(excavation_level >= 25)
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if(excavation_level - P.excavation_amount < 25)
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update_excav_overlay = 1
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if(!do_after(user,40)) return
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//update overlays displaying excavation level
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if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
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var/excav_quadrant = round(excavation_level / 25) + 1
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excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
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overlays += excav_overlay
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//drop some rocks
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next_rock += P.excavation_amount * 10
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while(next_rock > 100)
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next_rock -= 100
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var/obj/item/weapon/ore/O = new(src)
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geologic_data.UpdateNearbyArtifactInfo(src)
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O.geologic_data = geologic_data
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user << "<span class='notice'>You dug a hole.</span>"
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GetDrilled()
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else if(istype(W,/obj/item/weapon/storage/bag/ore))
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var/obj/item/weapon/storage/bag/ore/S = W
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if(S.collection_mode)
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for(var/obj/item/weapon/ore/O in contents)
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O.attackby(W,user)
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return
|
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else if(istype(W,/obj/item/weapon/storage/bag/fossils))
|
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var/obj/item/weapon/storage/bag/fossils/S = W
|
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if(S.collection_mode)
|
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for(var/obj/item/weapon/fossil/F in contents)
|
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F.attackby(W,user)
|
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return
|
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else
|
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return attack_hand(user)
|
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if (istype(W, /obj/item/device/core_sampler))
|
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geologic_data.UpdateNearbyArtifactInfo(src)
|
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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return
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if (istype(W, /obj/item/device/depth_scanner))
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var/obj/item/device/depth_scanner/C = W
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C.scan_atom(user, src)
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return
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|
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if (istype(W, /obj/item/device/measuring_tape))
|
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var/obj/item/device/measuring_tape/P = W
|
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user.visible_message("<span class='notice'>\The [user] extends \a [P] towards \the [src].</span>","<span class='notice'>You extend \the [P] towards \the [src].</span>")
|
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if(do_after(user,25))
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user << "<span class='notice'>\icon[P] [src] has been excavated to a depth of [2*excavation_level]cm.</span>"
|
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return
|
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|
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if (istype(W, /obj/item/weapon/pickaxe))
|
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var/turf/T = user.loc
|
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if (!( istype(T, /turf) ))
|
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return
|
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|
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var/obj/item/weapon/pickaxe/P = W
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if(last_act + P.digspeed > world.time)//prevents message spam
|
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return
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last_act = world.time
|
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|
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playsound(user, P.drill_sound, 20, 1)
|
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|
||||
//handle any archaeological finds we might uncover
|
||||
var/fail_message
|
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if(finds && finds.len)
|
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var/datum/find/F = finds[1]
|
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if(excavation_level + P.excavation_amount > F.excavation_required)
|
||||
//Chance to destroy / extract any finds here
|
||||
fail_message = ". <b>[pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]</b>"
|
||||
|
||||
user << "<span class='notice'>You start [P.drill_verb][fail_message ? fail_message : ""].</span>"
|
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|
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if(fail_message && prob(90))
|
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if(prob(25))
|
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excavate_find(5, finds[1])
|
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else if(prob(50))
|
||||
finds.Remove(finds[1])
|
||||
if(prob(50))
|
||||
artifact_debris()
|
||||
|
||||
if(do_after(user,P.digspeed))
|
||||
user << "<span class='notice'>You finish [P.drill_verb] \the [src].</span>"
|
||||
|
||||
if(finds && finds.len)
|
||||
var/datum/find/F = finds[1]
|
||||
if(round(excavation_level + P.excavation_amount) == F.excavation_required)
|
||||
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
|
||||
if(excavation_level + P.excavation_amount > F.excavation_required)
|
||||
//if you can get slightly over, perfect extraction
|
||||
excavate_find(100, F)
|
||||
else
|
||||
excavate_find(80, F)
|
||||
|
||||
else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
|
||||
//just pull the surrounding rock out
|
||||
excavate_find(0, F)
|
||||
|
||||
if( excavation_level + P.excavation_amount >= 100 )
|
||||
//if players have been excavating this turf, leave some rocky debris behind
|
||||
var/obj/structure/boulder/B
|
||||
if(artifact_find)
|
||||
if( excavation_level > 0 || prob(15) )
|
||||
//boulder with an artifact inside
|
||||
B = new(src)
|
||||
if(artifact_find)
|
||||
B.artifact_find = artifact_find
|
||||
else
|
||||
artifact_debris(1)
|
||||
else if(prob(15))
|
||||
//empty boulder
|
||||
B = new(src)
|
||||
|
||||
if(B)
|
||||
GetDrilled(0)
|
||||
else
|
||||
GetDrilled(1)
|
||||
return
|
||||
|
||||
excavation_level += P.excavation_amount
|
||||
|
||||
//archaeo overlays
|
||||
if(!archaeo_overlay && finds && finds.len)
|
||||
var/datum/find/F = finds[1]
|
||||
if(F.excavation_required <= excavation_level + F.view_range)
|
||||
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
|
||||
overlays += archaeo_overlay
|
||||
|
||||
//there's got to be a better way to do this
|
||||
var/update_excav_overlay = 0
|
||||
if(excavation_level >= 75)
|
||||
if(excavation_level - P.excavation_amount < 75)
|
||||
update_excav_overlay = 1
|
||||
else if(excavation_level >= 50)
|
||||
if(excavation_level - P.excavation_amount < 50)
|
||||
update_excav_overlay = 1
|
||||
else if(excavation_level >= 25)
|
||||
if(excavation_level - P.excavation_amount < 25)
|
||||
update_excav_overlay = 1
|
||||
|
||||
//update overlays displaying excavation level
|
||||
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
|
||||
var/excav_quadrant = round(excavation_level / 25) + 1
|
||||
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
|
||||
overlays += excav_overlay
|
||||
|
||||
//drop some rocks
|
||||
next_rock += P.excavation_amount * 10
|
||||
while(next_rock > 100)
|
||||
next_rock -= 100
|
||||
var/obj/item/weapon/ore/O = new(src)
|
||||
geologic_data.UpdateNearbyArtifactInfo(src)
|
||||
O.geologic_data = geologic_data
|
||||
return
|
||||
|
||||
return attack_hand(user)
|
||||
|
||||
/turf/simulated/mineral/proc/clear_ore_effects()
|
||||
for(var/obj/effect/mineral/M in contents)
|
||||
@@ -244,7 +374,6 @@
|
||||
/turf/simulated/mineral/proc/DropMineral()
|
||||
if(!mineral)
|
||||
return
|
||||
|
||||
clear_ore_effects()
|
||||
var/obj/item/weapon/ore/O = new mineral.ore (src)
|
||||
if(istype(O))
|
||||
@@ -253,7 +382,15 @@
|
||||
return O
|
||||
|
||||
/turf/simulated/mineral/proc/GetDrilled(var/artifact_fail = 0)
|
||||
//var/destroyed = 0 //used for breaking strange rocks
|
||||
|
||||
if(!density)
|
||||
if(!sand_dug)
|
||||
sand_dug = 1
|
||||
for(var/i=0;i<(rand(3)+2);i++)
|
||||
new/obj/item/weapon/ore/glass(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if (mineral && mineral.result_amount)
|
||||
|
||||
//if the turf has already been excavated, some of it's ore has been removed
|
||||
@@ -267,7 +404,7 @@
|
||||
if(prob(50))
|
||||
pain = 1
|
||||
for(var/mob/living/M in range(src, 200))
|
||||
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</b></font>"
|
||||
M << "<span class='danger'>[pick("A high-pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</span>"
|
||||
if(pain)
|
||||
flick("pain",M.pain)
|
||||
if(prob(50))
|
||||
@@ -278,25 +415,17 @@
|
||||
M.Stun(5)
|
||||
M.apply_effect(25, IRRADIATE)
|
||||
|
||||
|
||||
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
||||
|
||||
//Add some rubble, you did just clear out a big chunk of rock.
|
||||
|
||||
var/turf/simulated/floor/asteroid/N = ChangeTurf(mined_turf)
|
||||
|
||||
// Kill and update the space overlays around us.
|
||||
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
||||
for(var/direction in step_overlays)
|
||||
var/turf/space/T = get_step(src, step_overlays[direction])
|
||||
if(istype(T))
|
||||
T.overlays.Cut()
|
||||
for(var/next_direction in step_overlays)
|
||||
if(istype(get_step(T, step_overlays[next_direction]),/turf/simulated/mineral))
|
||||
T.overlays += image('icons/turf/walls.dmi', "rock_side_[next_direction]")
|
||||
T.overlays += image('icons/turf/walls.dmi', "rock_side", dir = step_overlays[next_direction])
|
||||
|
||||
if(istype(N))
|
||||
N.overlay_detail = "asteroid[rand(0,9)]"
|
||||
N.updateMineralOverlays(1)
|
||||
make_floor()
|
||||
|
||||
/turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
|
||||
//with skill and luck, players can cleanly extract finds
|
||||
@@ -311,7 +440,7 @@
|
||||
|
||||
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
|
||||
//yuck
|
||||
var/display_name = "something"
|
||||
var/display_name = "Something"
|
||||
if(!X)
|
||||
X = last_find
|
||||
if(X)
|
||||
@@ -322,12 +451,11 @@
|
||||
var/obj/effect/suspension_field/S = locate() in src
|
||||
if(!S || S.field_type != get_responsive_reagent(F.find_type))
|
||||
if(X)
|
||||
visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
|
||||
visible_message("<span class='danger'>\The [pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</span>")
|
||||
qdel(X)
|
||||
|
||||
finds.Remove(F)
|
||||
|
||||
|
||||
/turf/simulated/mineral/proc/artifact_debris(var/severity = 0)
|
||||
//cael's patented random limited drop componentized loot system!
|
||||
//sky's patented not-fucking-retarded overhaul!
|
||||
@@ -336,152 +464,24 @@
|
||||
for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2))
|
||||
switch(rand(1,7))
|
||||
if(1)
|
||||
var/obj/item/stack/rods/R = new(src)
|
||||
R.amount = rand(5,25)
|
||||
|
||||
new /obj/item/stack/rods(src, rand(5,25))
|
||||
if(2)
|
||||
var/obj/item/stack/material/plasteel/R = new(src)
|
||||
R.amount = rand(5,25)
|
||||
|
||||
new /obj/item/stack/material/plasteel(src, rand(5,25))
|
||||
if(3)
|
||||
var/obj/item/stack/material/steel/R = new(src)
|
||||
R.amount = rand(5,25)
|
||||
|
||||
new /obj/item/stack/material/steel(src, rand(5,25))
|
||||
if(4)
|
||||
var/obj/item/stack/material/plasteel/R = new(src)
|
||||
R.amount = rand(5,25)
|
||||
|
||||
new /obj/item/stack/material/plasteel(src, rand(5,25))
|
||||
if(5)
|
||||
var/quantity = rand(1,3)
|
||||
for(var/i=0, i<quantity, i++)
|
||||
for(var/i=1 to rand(1,3))
|
||||
new /obj/item/weapon/material/shard(src)
|
||||
|
||||
if(6)
|
||||
var/quantity = rand(1,3)
|
||||
for(var/i=0, i<quantity, i++)
|
||||
for(var/i=1 to rand(1,3))
|
||||
new /obj/item/weapon/material/shard/phoron(src)
|
||||
|
||||
if(7)
|
||||
var/obj/item/stack/material/uranium/R = new(src)
|
||||
R.amount = rand(5,25)
|
||||
new /obj/item/stack/material/uranium(src, rand(5,25))
|
||||
|
||||
/turf/simulated/mineral/random
|
||||
name = "Mineral deposit"
|
||||
var/mineralSpawnChanceList = list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
|
||||
var/mineralChance = 100 //10 //means 10% chance of this plot changing to a mineral deposit
|
||||
|
||||
/turf/simulated/mineral/random/New()
|
||||
if (prob(mineralChance) && !mineral)
|
||||
var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name
|
||||
mineral_name = lowertext(mineral_name)
|
||||
if (mineral_name && (mineral_name in ore_data))
|
||||
mineral = ore_data[mineral_name]
|
||||
UpdateMineral()
|
||||
|
||||
. = ..()
|
||||
|
||||
/turf/simulated/mineral/random/high_chance
|
||||
mineralChance = 100 //25
|
||||
mineralSpawnChanceList = list("Uranium" = 10, "Platinum" = 10, "Iron" = 20, "Coal" = 20, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 20)
|
||||
|
||||
|
||||
/**********************Asteroid**************************/
|
||||
|
||||
// Setting icon/icon_state initially will use these values when the turf is built on/replaced.
|
||||
// This means you can put grass on the asteroid etc.
|
||||
/turf/simulated/floor/asteroid
|
||||
name = "sand"
|
||||
icon = 'icons/turf/flooring/asteroid.dmi'
|
||||
icon_state = "asteroid"
|
||||
base_name = "sand"
|
||||
base_desc = "Gritty and unpleasant."
|
||||
base_icon = 'icons/turf/flooring/asteroid.dmi'
|
||||
base_icon_state = "asteroid"
|
||||
|
||||
initial_flooring = null
|
||||
oxygen = 0
|
||||
nitrogen = 0
|
||||
temperature = TCMB
|
||||
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
|
||||
var/overlay_detail
|
||||
has_resources = 1
|
||||
|
||||
/turf/simulated/floor/asteroid/New()
|
||||
|
||||
if(prob(20))
|
||||
overlay_detail = "asteroid[rand(0,9)]"
|
||||
|
||||
/turf/simulated/floor/asteroid/ex_act(severity)
|
||||
switch(severity)
|
||||
if(3.0)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(70))
|
||||
gets_dug()
|
||||
if(1.0)
|
||||
gets_dug()
|
||||
return
|
||||
|
||||
/turf/simulated/floor/asteroid/is_plating()
|
||||
return 0
|
||||
|
||||
/turf/simulated/floor/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
if(!W || !user)
|
||||
return 0
|
||||
|
||||
var/list/usable_tools = list(
|
||||
/obj/item/weapon/shovel,
|
||||
/obj/item/weapon/pickaxe/diamonddrill,
|
||||
/obj/item/weapon/pickaxe/drill,
|
||||
/obj/item/weapon/pickaxe/borgdrill
|
||||
)
|
||||
|
||||
var/valid_tool
|
||||
for(var/valid_type in usable_tools)
|
||||
if(istype(W,valid_type))
|
||||
valid_tool = 1
|
||||
break
|
||||
|
||||
if(valid_tool)
|
||||
if (dug)
|
||||
user << "\red This area has already been dug"
|
||||
return
|
||||
|
||||
var/turf/T = user.loc
|
||||
if (!(istype(T)))
|
||||
return
|
||||
|
||||
user << "\red You start digging."
|
||||
playsound(user.loc, 'sound/effects/rustle1.ogg', 50, 1)
|
||||
|
||||
if(!do_after(user,40)) return
|
||||
|
||||
user << "\blue You dug a hole."
|
||||
gets_dug()
|
||||
|
||||
else if(istype(W,/obj/item/weapon/storage/bag/ore))
|
||||
var/obj/item/weapon/storage/bag/ore/S = W
|
||||
if(S.collection_mode)
|
||||
for(var/obj/item/weapon/ore/O in contents)
|
||||
O.attackby(W,user)
|
||||
return
|
||||
else if(istype(W,/obj/item/weapon/storage/bag/fossils))
|
||||
var/obj/item/weapon/storage/bag/fossils/S = W
|
||||
if(S.collection_mode)
|
||||
for(var/obj/item/weapon/fossil/F in contents)
|
||||
F.attackby(W,user)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/stack/rods))
|
||||
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
|
||||
if(L)
|
||||
return
|
||||
var/obj/item/stack/rods/R = W
|
||||
if (R.use(1))
|
||||
user << "<span class='notice'>Constructing support lattice ...</span>"
|
||||
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
new /obj/structure/lattice(get_turf(src))
|
||||
/turf/simulated/mineral/proc/make_ore(var/rare_ore)
|
||||
if(mineral)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/stack/tile/floor))
|
||||
@@ -500,55 +500,9 @@
|
||||
return
|
||||
|
||||
else
|
||||
..(W,user)
|
||||
return
|
||||
|
||||
/turf/simulated/floor/asteroid/proc/gets_dug()
|
||||
|
||||
if(dug)
|
||||
return
|
||||
|
||||
for(var/i=0;i<(rand(3)+2);i++)
|
||||
new/obj/item/weapon/ore/glass(src)
|
||||
|
||||
dug = 1
|
||||
icon_state = "asteroid_dug"
|
||||
return
|
||||
|
||||
/turf/simulated/floor/asteroid/proc/updateMineralOverlays(var/update_neighbors)
|
||||
|
||||
overlays.Cut()
|
||||
|
||||
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
||||
for(var/direction in step_overlays)
|
||||
|
||||
if(istype(get_step(src, step_overlays[direction]), /turf/space))
|
||||
overlays += image('icons/turf/floors.dmi', "asteroid_edge_[direction]")
|
||||
|
||||
if(istype(get_step(src, step_overlays[direction]), /turf/simulated/mineral))
|
||||
overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
|
||||
|
||||
//todo cache
|
||||
if(overlay_detail) overlays |= image(icon = 'icons/turf/flooring/decals.dmi', icon_state = overlay_detail)
|
||||
|
||||
if(update_neighbors)
|
||||
var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
|
||||
for(var/direction in all_step_directions)
|
||||
var/turf/simulated/floor/asteroid/A
|
||||
if(istype(get_step(src, direction), /turf/simulated/floor/asteroid))
|
||||
A = get_step(src, direction)
|
||||
A.updateMineralOverlays()
|
||||
|
||||
/turf/simulated/floor/asteroid/Entered(atom/movable/M as mob|obj)
|
||||
..()
|
||||
if(istype(M,/mob/living/silicon/robot))
|
||||
var/mob/living/silicon/robot/R = M
|
||||
if(R.module)
|
||||
if(istype(R.module_state_1,/obj/item/weapon/storage/bag/ore))
|
||||
attackby(R.module_state_1,R)
|
||||
else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
|
||||
attackby(R.module_state_2,R)
|
||||
else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
|
||||
attackby(R.module_state_3,R)
|
||||
else
|
||||
return
|
||||
mineral_name = pickweight(list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10))
|
||||
mineral_name = lowertext(mineral_name)
|
||||
if(mineral_name && (mineral_name in ore_data))
|
||||
mineral = ore_data[mineral_name]
|
||||
UpdateMineral()
|
||||
update_icon()
|
||||
|
||||
Reference in New Issue
Block a user