/**********************Mineral deposits**************************/ /turf/simulated/mineral //wall piece name = "Rock" icon = 'icons/turf/walls.dmi' icon_state = "rock" oxygen = 0 nitrogen = 0 opacity = 1 density = 1 blocks_air = 1 temperature = T0C var/mineral/mineral var/mined_ore = 0 var/last_act = 0 var/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe. var/datum/geosample/geologic_data var/excavation_level = 0 var/list/finds var/next_rock = 0 var/archaeo_overlay = "" var/excav_overlay = "" var/obj/item/weapon/last_find var/datum/artifact_find/artifact_find has_resources = 1 /turf/simulated/mineral/New() MineralSpread() spawn(2) var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST) for(var/direction in step_overlays) var/turf/turf_to_check = get_step(src,step_overlays[direction]) if(istype(turf_to_check,/turf/simulated/floor/plating/airless/asteroid)) var/turf/simulated/floor/plating/airless/asteroid/T = turf_to_check T.updateMineralOverlays() else if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor)) turf_to_check.overlays += image('icons/turf/walls.dmi', "rock_side_[direction]") /turf/simulated/mineral/ex_act(severity) switch(severity) if(2.0) if (prob(70)) mined_ore = 1 //some of the stuff gets blown up GetDrilled() if(1.0) mined_ore = 2 //some of the stuff gets blown up GetDrilled() /turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj) // Emitter blasts if(istype(Proj, /obj/item/projectile/beam/emitter)) emitter_blasts_taken++ if(emitter_blasts_taken > 2) // 3 blasts per tile mined_ore = 1 GetDrilled() /turf/simulated/mineral/Bumped(AM) . = ..() if(istype(AM,/mob/living/carbon/human)) var/mob/living/carbon/human/H = AM if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand)) attackby(H.l_hand,H) else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand) attackby(H.r_hand,H) else if(istype(AM,/mob/living/silicon/robot)) var/mob/living/silicon/robot/R = AM if(istype(R.module_active,/obj/item/weapon/pickaxe)) attackby(R.module_active,R) else if(istype(AM,/obj/mecha)) var/obj/mecha/M = AM if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill)) M.selected.action(src) /turf/simulated/mineral/proc/MineralSpread() if(mineral && mineral.spread) for(var/trydir in cardinal) if(prob(mineral.spread_chance)) var/turf/simulated/mineral/random/target_turf = get_step(src, trydir) if(istype(target_turf) && !target_turf.mineral) target_turf.mineral = mineral target_turf.UpdateMineral() target_turf.MineralSpread() /turf/simulated/mineral/proc/UpdateMineral() if(!mineral) name = "\improper Rock" icon_state = "rock" return name = "\improper [mineral.display_name] deposit" overlays.Cut() overlays += "rock_[mineral.name]" //Not even going to touch this pile of spaghetti /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/device/core_sampler)) geologic_data.UpdateNearbyArtifactInfo(src) var/obj/item/device/core_sampler/C = W C.sample_item(src, user) return if (istype(W, /obj/item/device/depth_scanner)) var/obj/item/device/depth_scanner/C = W C.scan_atom(user, src) return if (istype(W, /obj/item/device/measuring_tape)) var/obj/item/device/measuring_tape/P = W user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].") if(do_after(user,25)) user << "\blue \icon[P] [src] has been excavated to a depth of [2*excavation_level]cm." return if (istype(W, /obj/item/weapon/pickaxe)) var/turf/T = user.loc if (!( istype(T, /turf) )) return var/obj/item/weapon/pickaxe/P = W if(last_act + P.digspeed > world.time)//prevents message spam return last_act = world.time playsound(user, P.drill_sound, 20, 1) //handle any archaeological finds we might uncover var/fail_message if(finds && finds.len) var/datum/find/F = finds[1] if(excavation_level + P.excavation_amount > F.excavation_required) //Chance to destroy / extract any finds here fail_message = ". [pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]" user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]." if(fail_message && prob(90)) if(prob(25)) excavate_find(5, finds[1]) else if(prob(50)) finds.Remove(finds[1]) if(prob(50)) artifact_debris() if(do_after(user,P.digspeed)) user << "\blue You finish [P.drill_verb] the rock." 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 else return attack_hand(user) /turf/simulated/mineral/proc/DropMineral() if(!mineral) return var/obj/item/weapon/ore/O = new mineral.ore (src) if(istype(O)) geologic_data.UpdateNearbyArtifactInfo(src) O.geologic_data = geologic_data return O /turf/simulated/mineral/proc/GetDrilled(var/artifact_fail = 0) //var/destroyed = 0 //used for breaking strange rocks if (mineral && mineral.result_amount) //if the turf has already been excavated, some of it's ore has been removed for (var/i = 1 to mineral.result_amount - mined_ore) DropMineral() //destroyed artifacts have weird, unpleasant effects //make sure to destroy them before changing the turf though if(artifact_find && artifact_fail) var/pain = 0 if(prob(50)) pain = 1 for(var/mob/living/M in range(src, 200)) M << "[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!" if(pain) flick("pain",M.pain) if(prob(50)) M.adjustBruteLoss(5) else flick("flash",M.flash) if(prob(50)) 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/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid) N.overlay_detail = "asteroid[rand(0,9)]" // Kill and update the space overlays around us. 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]") // Update the N.updateMineralOverlays(1) if(rand(1,500) == 1) visible_message("An old dusty crate was buried within!") new /obj/structure/closet/crate/secure/loot(src) /turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F) //with skill and luck, players can cleanly extract finds //otherwise, they come out inside a chunk of rock var/obj/item/weapon/X if(prob_clean) X = new /obj/item/weapon/archaeological_find(src, new_item_type = F.find_type) else X = new /obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type) geologic_data.UpdateNearbyArtifactInfo(src) X:geologic_data = geologic_data //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" if(!X) X = last_find if(X) display_name = X.name //many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted if(prob(F.prob_delicate)) 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[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].") del(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! //Give a random amount of loot from 1 to 3 or 5, varying on severity. 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) if(2) var/obj/item/stack/tile/R = new(src) R.amount = rand(1,5) if(3) var/obj/item/stack/sheet/metal/R = new(src) R.amount = rand(5,25) if(4) var/obj/item/stack/sheet/plasteel/R = new(src) R.amount = rand(5,25) if(5) var/quantity = rand(1,3) for(var/i=0, i