/*********************NEW AUTOLATHE / CRAFT LATHE***********************/ var/list/datum/craftlathe_item/CRAFT_ITEMS = list() var/CRAFT_ITEMS_SETUP = 1 //this should probably be a pre-game thing, but i'll do it so the first lathe2 that's created will set-up the recipes. proc/check_craftlathe_recipe(var/list/param_recipe) if(param_recipe.len != 9) return var/i var/match = 0 //this one counts if there is at least one non-"" ingredient. for(var/datum/craftlathe_item/CI in CRAFT_ITEMS) match = 0 for(i = 1; i <= 9; i++) if(CI.recipe[i] != param_recipe[i]) match = 0 //use this so it passes by the match > 0 check below, otherwise i'd need a new variable to tell the return CI below that the check failed break if(CI.recipe[i] != "") match++ if(match > 0) return CI return 0 /datum/craftlathe_item var/id = "" //must be unique for each item type. used to create recipes var/name = "unknown" //what the lathe will show as it's contents var/list/recipe = list("","","","","","","","","") //the 9 items here represent what items need to be placed in the lathe to produce this item. var/item_type = null //this is used on items like sheets which are added when inserted into the lathe. var/amount = 1 var/amount_attackby = 1 /datum/craftlathe_item/New(var/param_id,var/param_name,var/param_amount,var/param_ammount_per_attackby,var/list/param_recipe,var/param_type = null) ..() id = param_id name = param_name recipe = param_recipe item_type = param_type amount = param_amount; amount_attackby = param_ammount_per_attackby return //this proc checks the recipe you give in it's parameter with the entire list of available items. If any match, it returns the item from CRAFT_ITEMS. the returned item should not be changed!! /obj/machinery/autolathe2 name = "Craft lathe" icon_state = "autolathe" density = 1 anchored = 1 var/datum/craftlathe_item/selected = null var/datum/craftlathe_item/make = null var/list/datum/craftlathe_item/craft_contents = list() var/list/current_recipe = list("","","","","","","","","") /obj/machinery/autolathe2/New() ..() if(CRAFT_ITEMS_SETUP) CRAFT_ITEMS_SETUP = 0 build_recipes() return /obj/machinery/autolathe2/attack_hand(mob/user as mob) var/dat dat = text("
| ")
dat += text("Materials ")
var/datum/craftlathe_item/CI
var/i
for(i = 1; i <= craft_contents.len; i++)
CI = craft_contents[i]
if (CI == selected)
dat += text("[CI.name] ([CI.amount]) | ")
dat += text("Crafting Table ") dat += text("
") dat += text("Will make: ") if (make) dat += text("[make.name]") else dat += text("nothing useful") dat += text(" |
| Container picture | Container name | Contents |
| Utility belt | ![]() |
|
| Backpack | ![]() |
|
| Box |
Note that some of these are for roleplay reasons only. Although you can wear a welding mask all the time it makes little to no sense to do that from a roleplay standpoint. Same applies to keeping a pen (but you will not start with a pen). You'll need it very rarely, but a time will come when you'll actually need it. Roleplay too determines if you're a good engineer or not.
The solars are the next thing you need to worry about. As starting the singularity can be a bit risky, you should watch others do it before you attempt it alone. In the mean time, you can do the wiring of the solars. To do this you will need the RIG suit as well as internals (oxygen tank and gas mask), all of which can be found in engineering. Note that it is a good idea to return the RIG suit once you're done. More on wiring solars can be found in the book entitled 'Solar Panels on Space Stations'
Wiring intersections demand special mention. Making an intersection requires all the wire pieces to be end-points. If you make a smooth wire going south to north and place a half-wire going east, they will not be connected. To connect them you have to remove the smooth wire and replace it with two half-wires. Once all of them are placed, if you right click the tile you should see three wire pieces, all of which meet in the center.
For more on construction read the book entitled 'Station Repairs and Construction'
For more on construction read the book entitled 'Station Repairs and Construction'
Blowing up cyborgs is normally done by the roboticist or Research Director, but you may need to help them create a robotics console at some point. One of these can be found in tech storage, but is usually stolen quickly.
The alternative methods to being helpful included hacking APCs and doors, usually to disable the AI control. This is especially important anywhere near a robotics control, engine, or any of the SMES rooms. The AI has no reason to have control over these anyway.
Step one: PANIC!
Step two: Get your ass over to engineering! QUICKLY!!!
Step three: Get to the Area Power Controller which controls the power to the emitters.
Step four: Swipe it with your ID card - if it doesn't unlock, continue with step 15.
Step five: Open the console and disengage the cover lock.
Step six: Pry open the APC with a Crowbar.
Step seven: Take out the empty power cell.
Step eight: Put in the new, full power cell - if you don't have one, continue with step 15.
Step nine: Quickly put on a Radiation suit.
Step ten: Check if the singularity field generators withstood the down-time - if they didn't, continue with step 15.
Step eleven: Since disaster was averted you now have to ensure it doesn't repeat. If it was a powersink which caused it and if the engineering apc is wired to the same powernet, which the powersink is on, you have to remove the piece of wire which links the apc to the powernet. If it wasn't a powersink which caused it, then skip to step 14.
Step twelve: Grab your crowbar and pry away the tile closest to the APC.
Step thirteen: Use the wirecutters to cut the wire which is conecting the grid to the terminal.
Step fourteen: Go to the bar and tell the guys how you saved them all. Stop reading this guide here.
Step fifteen: GET THE FUCK OUT OF THERE!!!
If you’ve gotten this far, congratulations! You have mastered the art of cloning. Now, the real problem is how to resurrect yourself after that traitor had his way with you for cloning his target.
"}
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
return
/**********************Miner Lockers**************************/
/obj/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/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/clothing/under/color/white(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)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 15
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("Mining shuttle: Call")
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 (!mining_shuttle_moving)
usr << "\blue shuttle called and will arrive 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 << "The computer's controls are now all access"
/**********************Mine areas**************************/
/area/mine/explored
name = "Mine"
icon_state = "janitor"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "captain"
music = null
/area/mine/lobby
name = "Mining station Hallways"
icon_state = "mine"
/area/mine/storage
name = "Mining station Storage"
icon_state = "green"
/area/mine/production
name = "Mining station Production Area"
icon_state = "janitor"
/area/mine/living_quarters
name = "Mining station Living Quarters"
icon_state = "yellow"
/area/mine/eva
name = "Mining station EVA"
icon_state = "eva"
/area/mine/maintenance
name = "Mining station Maintenance"
icon_state = "maintcentral"
/**********************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)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25)
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(M)
src = M
M.levelupdate()
return
/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/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/airless/asteroid/W
var/old_dir = dir
W = new /turf/simulated/floor/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.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
user << "\red You start picking."
//playsound(src.loc, 'Welder.ogg', 100, 1)
sleep(40)
if ((user.loc == T && user.equipped() == W))
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
")
if (amt_gold)
dat += text("Gold ore: [amt_gold]
")
if (amt_silver)
dat += text("Silver ore: [amt_silver]
")
if (amt_iron)
dat += text("Metal ore: [amt_iron]
")
if (amt_glass)
dat += text("Sand: [amt_glass]
")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]
")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]
")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]
")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]
")
dat += text("
Empty box")
user << browse("[dat]", "window=orebox")
return
/obj/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
/**********************Alien Seeds**************************/
/obj/item/seeds/alien/alien1
name = "Space Fungus seed"
desc = "The seed to the most abundant and annoying weed in the galaxy"
icon = 'Hydroponics.dmi'
icon_state = "seed-alien1"
/obj/item/seeds/alien/alien2
name = "Asynchronous Catitius seed"
desc = "This seed was only recently discovered and has not been studied properly yet."
icon = 'Hydroponics.dmi'
icon_state = "seed-alien2"
/obj/item/seeds/alien/alien3
name = "Previously undiscovered seed"
desc = "This appears to be a new type of seed"
icon = 'Hydroponics.dmi'
icon_state = "seed-alien3"
/obj/item/seeds/alien/alien4
name = "Donot plant seed"
desc = "Is the X a warning?"
icon = 'Hydroponics.dmi'
icon_state = "seed-alien4"
/**********************Artifacts**************************/
/obj/machinery/artifact/artifact1
name = "Alien artifact 1"
desc = "This odd artifact is something from an alien civilization. I wonder what it does"
icon = 'Items.dmi'
icon_state = "strangepresent"
/obj/machinery/artifact/artifact2
name = "Alien artifact 2"
desc = "This odd artifact is something from an alien civilization. I wonder what it does"
icon = 'Items.dmi'
icon_state = "strangepresent"
/obj/machinery/artifact/artifact3
name = "Alien artifact 3"
desc = "This odd artifact is something from an alien civilization. I wonder what it does"
icon = 'Items.dmi'
icon_state = "strangepresent"
/obj/machinery/artifact/artifact4
name = "Alien artifact 4"
desc = "This odd artifact is something from an alien civilization. I wonder what it does"
icon = 'Items.dmi'
icon_state = "strangepresent"
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'craft.dmi'
icon_state = "core"
name = "Input area"
density = 0
anchored = 1.0
/obj/machinery/mineral/output
icon = 'craft.dmi'
icon_state = "core"
name = "Output area"
density = 0
anchored = 1.0
/**********************Mineral purifier (not used, replaced with mineral processing unit)**************************/
/obj/machinery/mineral/purifier
name = "Ore Purifier"
desc = "A machine which makes building material out of ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/processed = 0
var/processing = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/purifier/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("CONNECTED")
else
dat += text("NOT CONNECTED")
dat += text("
output connection status: ")
if (output)
dat += text("CONNECTED")
else
dat += text("NOT CONNECTED")
dat += text("
Purify")
dat += text("
found: [processed]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/purifier/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["purify"])
if (src.output)
processing = 1;
var/obj/item/weapon/ore/O
processed = 0;
while(locate(/obj/item/weapon/ore, input.loc))
O = locate(/obj/item/weapon/ore, input.loc)
if (istype(O,/obj/item/weapon/ore/iron))
new /obj/item/stack/sheet/metal(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/diamond))
new /obj/item/stack/sheet/diamond(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/plasma))
new /obj/item/stack/sheet/plasma(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/gold))
new /obj/item/stack/sheet/gold(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/silver))
new /obj/item/stack/sheet/silver(output.loc)
del(O)
if (istype(O,/obj/item/weapon/ore/uranium))
new /obj/item/weapon/ore/uranium(output.loc)
del(O)
processed++
sleep(5);
processing = 0;
src.updateUsrDialog()
return
/obj/machinery/mineral/purifier/New()
..()
spawn( 5 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, WEST))
src.output = locate(/obj/machinery/mineral/output, get_step(src, EAST))
return
return
/**********************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)
)
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'terminals.dmi'
icon_state = "production_console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, EAST))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "Smelter control console
"
//iron
if(machine.ore_iron || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Iron: [machine.ore_iron]
")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Sand: [machine.ore_glass]
")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Plasma: [machine.ore_plasma]
")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Uranium: [machine.ore_uranium]
")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Gold: [machine.ore_gold]
")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Silver: [machine.ore_silver]
")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Diamond: [machine.ore_diamond]
")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("Smelting ")
else
dat += text("Not smelting ")
dat += text("Bananium: [machine.ore_clown]
")
else
machine.selected_clown = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("On ")
else
dat += text("Off ")
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["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 = 'stationobjs.dmi'
icon_state = "controller"
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/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/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, NORTH))
src.output = locate(/obj/machinery/mineral/output, get_step(src, SOUTH))
processing_items.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)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
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)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
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)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
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)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
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)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
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)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/weapon/ore/uranium(output.loc)
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)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
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)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
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)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
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))
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 (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--
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
O.loc = src.output.loc
else
break
return
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'terminals.dmi'
icon_state = "production_console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, SOUTHEAST))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("Stacking unit console
")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] Release
")
if(machine.ore_steel)
dat += text("Steel: [machine.ore_steel] Release
")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] Release
")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] Release
")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] Release
")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] Release
")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] Release
")
if(machine.ore_diamond)
dat += text("Damond: [machine.ore_diamond] Release
")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] Release
")
dat += text("Stacking: [machine.stack_amt]
")
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 ("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 ("steel")
if (machine.ore_steel > 0)
var/obj/item/stack/sheet/r_metal/G = new /obj/item/stack/sheet/r_metal
G.amount = machine.ore_steel
G.loc = machine.output.loc
machine.ore_steel = 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
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'stationobjs.dmi'
icon_state = "controller"
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_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_steel = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, EAST))
src.output = locate(/obj/machinery/mineral/output, get_step(src, WEST))
processing_items.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++;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass++
del(O)
continue
if (istype(O,/obj/item/stack/sheet/r_metal))
ore_steel++
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_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_steel >= stack_amt)
var/obj/item/stack/sheet/r_metal/G = new /obj/item/stack/sheet/r_metal
G.amount = stack_amt
G.loc = output.loc
ore_steel -= stack_amt
return
return
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'stationobjs.dmi'
icon_state = "controller"
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 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, SOUTH))
src.output = locate(/obj/machinery/mineral/output, get_step(src, NORTH))
processing_items.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/ore_box, input.loc))
var/obj/ore_box/BOX = locate(/obj/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
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "controller"
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/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 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, NORTH))
src.output = locate(/obj/machinery/mineral/output, get_step(src, SOUTH))
processing_items.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/weapon/ore/uranium))
amt_uranium += 100
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)
/obj/machinery/mineral/mint/attack_hand(user as mob)
var/dat = "Coin Press
"
if (!input)
dat += text("input connection status: ")
dat += text("NOT CONNECTED
")
if (!output)
dat += text("
output connection status: ")
dat += text("NOT CONNECTED
")
dat += text("
Gold inserterd: [amt_gold] ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Silver inserterd: [amt_silver] ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Iron inserterd: [amt_iron] ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Diamond inserterd: [amt_diamond] ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Plasma inserterd: [amt_plasma] ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("Choose")
/*dat += text("
uranium inserterd: [amt_uranium] ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("Choose")*/
if(amt_clown > 0)
dat += text("
Bananium inserterd: [amt_clown] ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Will produce [coinsToProduce] [chosen] coins if enough materials are available.
")
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("-10 ")
dat += text("-5 ")
dat += text("-1 ")
dat += text("+1 ")
dat += text("+5 ")
dat += text("+10 ")*/
dat += text("
In total this machine produced [newCoins] coins.")
dat += text("
Make coins")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
if(processing==1)
usr << "\blue The machine is processing."
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseamt"])
coinsToProduce += href_list["chooseamt"]
if(href_list["makeCoins"])
if (src.output)
processing = 1;
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);
processing = 0;
coinsToProduce = 10;
src.updateUsrDialog()
return
/*****************************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
/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"
/*****************************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
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++;
var/dat = text("The contents of the moneybag reveal...
")
if (amt_gold)
dat += text("Gold coins: [amt_gold]
Remove one")
if (amt_silver)
dat += text("Silver coins: [amt_silver]
Remove one")
if (amt_iron)
dat += text("Metal coins: [amt_iron]
Remove one")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond]
Remove one")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma]
Remove one")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium]
Remove one")
if (amt_clown)
dat += text("Bananium coins: [amt_clown]
Remove one")
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."
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(!COIN)
return
COIN.loc = src.loc
return
/**********************Gas extractor**************************/
/obj/machinery/mineral/gasextractor
name = "Gas extractor"
desc = "A machine which extracts gasses from ores"
icon = 'computer.dmi'
icon_state = "aiupload"
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/message = "";
var/processing = 0
var/newtoxins = 0
density = 1
anchored = 1.0
/obj/machinery/mineral/gasextractor/New()
..()
spawn( 5 )
src.input = locate(/obj/machinery/mineral/input, get_step(src, NORTH))
src.output = locate(/obj/machinery/mineral/output, get_step(src, SOUTH))
return
return
/obj/machinery/mineral/gasextractor/attack_hand(user as mob)
if(processing == 1)
user << "The machine is processing"
return
var/dat
dat = text("input connection status: ")
if (input)
dat += text("CONNECTED")
else
dat += text("NOT CONNECTED")
dat += text("
output connection status: ")
if (output)
dat += text("CONNECTED")
else
dat += text("NOT CONNECTED")
dat += text("
Extract gas")
dat += text("
Message: [message]")
user << browse("[dat]", "window=purifier")
/obj/machinery/mineral/gasextractor/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["extract"])
if (src.output)
if (locate(/obj/machinery/portable_atmospherics/canister,output.loc))
newtoxins = 0
processing = 1
var/obj/item/weapon/ore/O
while(locate(/obj/item/weapon/ore/plasma, input.loc) && locate(/obj/machinery/portable_atmospherics/canister,output.loc))
O = locate(/obj/item/weapon/ore/plasma, input.loc)
if (istype(O,/obj/item/weapon/ore/plasma))
var/obj/machinery/portable_atmospherics/canister/C
C = locate(/obj/machinery/portable_atmospherics/canister,output.loc)
C.air_contents.toxins += 100
newtoxins += 100
del(O)
sleep(5);
processing = 0;
message = "Canister filled with [newtoxins] units of toxins"
else
message = "No canister found"
src.updateUsrDialog()
return
/******************************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 = "wrench"
w_class = 4.0
m_amt = 50
/*****************************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 = "wrench"
w_class = 3.0
m_amt = 50
/******************************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"
/obj/item/stack/sheet/gold/New()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/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"
/obj/item/stack/sheet/silver/New()
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"
/obj/item/stack/sheet/diamond/New()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/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"
/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"
/obj/item/stack/sheet/clown/New()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/**********************Rail track**************************/
/obj/machinery/rail_track
name = "Rail track"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
var/id = null //this is needed for switches to work Set to the same on the whole length of the track
anchored = 1
/**********************Rail intersection**************************/
/obj/machinery/rail_track/intersections
name = "Rail track intersection"
icon_state = "rail_intersection"
/obj/machinery/rail_track/intersections/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (5) dir = 4
if (4) dir = 9
if (9) dir = 2
if (2) dir = 10
if (10) dir = 8
if (8) dir = 6
if (6) dir = 1
return
/obj/machinery/rail_track/intersections/NSE
name = "Rail track T intersection"
icon_state = "rail_intersection_NSE"
dir = 2
/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
switch (dir)
if (1) dir = 5
if (2) dir = 5
if (5) dir = 9
if (9) dir = 2
return
/obj/machinery/rail_track/intersections/SEW
name = "Rail track T intersection"
icon_state = "rail_intersection_SEW"
dir = 8
/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
switch (dir)
if (8) dir = 6
if (4) dir = 6
if (6) dir = 5
if (5) dir = 8
return
/obj/machinery/rail_track/intersections/NSW
name = "Rail track T intersection"
icon_state = "rail_intersection_NSW"
dir = 2
/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
switch (dir)
if (1) dir = 10
if (2) dir = 10
if (10) dir = 6
if (6) dir = 2
return
/obj/machinery/rail_track/intersections/NEW
name = "Rail track T intersection"
icon_state = "rail_intersection_NEW"
dir = 8
/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
switch (dir)
if (4) dir = 9
if (8) dir = 9
if (9) dir = 10
if (10) dir = 8
return
/**********************Rail switch**************************/
/obj/machinery/rail_switch
name = "Rail switch"
icon = 'Mining.dmi'
icon_state = "rail"
dir = 2
icon = 'recycling.dmi'
icon_state = "switch-off"
var/obj/machinery/rail_track/track = null
var/id //used for to change the track pieces
/obj/machinery/rail_switch/New()
spawn(10)
src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
if(track)
id = track.id
return
/obj/machinery/rail_switch/attack_hand(user as mob)
user << "You switch the rail track's direction"
for (var/obj/machinery/rail_track/T in world)
if (T.id == src.id)
var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
if (C)
switch (T.dir)
if(1)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(2)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "N"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(4)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(8)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "W"
if("W") C.direction = "E"
if(5)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "E"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(6)
switch(C.direction)
if("N") C.direction = "S"
if("S") C.direction = "W"
if("E") C.direction = "S"
if("W") C.direction = "S"
if(9)
switch(C.direction)
if("N") C.direction = "E"
if("S") C.direction = "E"
if("E") C.direction = "N"
if("W") C.direction = "E"
if(10)
switch(C.direction)
if("N") C.direction = "W"
if("S") C.direction = "W"
if("E") C.direction = "W"
if("W") C.direction = "N"
return
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/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
openicon = "miningcaropen"
closedicon = "miningcar"
/**********************Rail car**************************/
/obj/machinery/rail_car
name = "Rail car"
icon = 'Storage.dmi'
icon_state = "miningcar"
var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
var/moving = 0;
anchored = 1
density = 1
var/speed = 0
var/slowing = 0
var/atom/movable/load = null //what it's carrying
/obj/machinery/rail_car/attack_hand(user as mob)
if (moving == 0)
processing_items.Add(src)
moving = 1
else
processing_items.Remove(src)
moving = 0
return
/*
for (var/client/C)
C << "Dela."
*/
/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
if(user.stat)
return
if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
return
if(ismob(C))
load(C)
/obj/machinery/rail_car/proc/load(var/atom/movable/C)
if(get_dist(C, src) > 1)
return
//mode = 1
C.loc = src.loc
sleep(2)
C.loc = src
load = C
C.pixel_y += 9
if(C.layer < layer)
C.layer = layer + 0.1
overlays += C
if(ismob(C))
var/mob/M = C
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
//mode = 0
//send_status()
/obj/machinery/rail_car/proc/unload(var/dirn = 0)
if(!load)
return
overlays = null
load.loc = src.loc
load.pixel_y -= 9
load.layer = initial(load.layer)
if(ismob(load))
var/mob/M = load
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
if(dirn)
step(load, dirn)
load = null
// in case non-load items end up in contents, dump every else too
// this seems to happen sometimes due to race conditions
// with items dropping as mobs are loaded
for(var/atom/movable/AM in src)
AM.loc = src.loc
AM.layer = initial(AM.layer)
AM.pixel_y = initial(AM.pixel_y)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.perspective = MOB_PERSPECTIVE
M.client.eye = src
/obj/machinery/rail_car/relaymove(var/mob/user)
if(user.stat)
return
if(load == user)
unload(0)
return
/obj/machinery/rail_car/process()
if (moving == 1)
if (slowing == 1)
if (speed > 0)
speed--;
if (speed == 0)
slowing = 0
else
if (speed < 10)
speed++;
var/i = 0
for (i = 0; i < speed; i++)
if (moving == 1)
switch (direction)
if ("S")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
if (R.dir == 10)
direction = "W"
if (R.dir == 9)
direction = "E"
if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
for (var/mob/living/M in locate(src.x,src.y-1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("N")
for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
if (R.dir == 5)
direction = "E"
if (R.dir == 6)
direction = "W"
if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
for (var/mob/living/M in locate(src.x,src.y+1,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("E")
for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
if (R.dir == 6)
direction = "S"
if (R.dir == 10)
direction = "N"
if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
for (var/mob/living/M in locate(src.x+1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
if ("W")
for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
if (R.dir == 9)
direction = "N"
if (R.dir == 5)
direction = "S"
if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
for (var/mob/living/M in locate(src.x-1,src.y,src.z))
step(M,get_dir(src,R))
step(src,get_dir(src,R))
break
else
moving = 0
speed = 0
sleep(1)
else
processing_items.Remove(src)
moving = 0
return
/**********************Spaceship builder area definitions**************************/
/area/shipbuilder
requires_power = 0
luminosity = 1
sd_lighting = 0
/area/shipbuilder/station
name = "shipbuilder station"
icon_state = "teleporter"
/area/shipbuilder/ship1
name = "shipbuilder ship1"
icon_state = "teleporter"
/area/shipbuilder/ship2
name = "shipbuilder ship2"
icon_state = "teleporter"
/area/shipbuilder/ship3
name = "shipbuilder ship3"
icon_state = "teleporter"
/area/shipbuilder/ship4
name = "shipbuilder ship4"
icon_state = "teleporter"
/area/shipbuilder/ship5
name = "shipbuilder ship5"
icon_state = "teleporter"
/area/shipbuilder/ship6
name = "shipbuilder ship6"
icon_state = "teleporter"
/**********************Spaceship builder**************************/
/obj/machinery/spaceship_builder
name = "Robotic Fabricator"
icon = 'surgery.dmi'
icon_state = "fab-idle"
density = 1
anchored = 1
var/metal_amount = 0
var/operating = 0
var/area/currentShuttleArea = null
var/currentShuttleName = null
/obj/machinery/spaceship_builder/proc/buildShuttle(var/shuttle)
var/shuttleat = null
var/shuttleto = "/area/shipbuilder/station"
var/req_metal = 0
switch(shuttle)
if("hopper")
shuttleat = "/area/shipbuilder/ship1"
currentShuttleName = "Planet hopper"
req_metal = 25000
if("bus")
shuttleat = "/area/shipbuilder/ship2"
currentShuttleName = "Blnder Bus"
req_metal = 60000
if("dinghy")
shuttleat = "/area/shipbuilder/ship3"
currentShuttleName = "Space dinghy"
req_metal = 100000
if("van")
shuttleat = "/area/shipbuilder/ship4"
currentShuttleName = "Boxvan MMDLVI"
req_metal = 120000
if("secvan")
shuttleat = "/area/shipbuilder/ship5"
currentShuttleName = "Boxvan MMDLVI - Security edition"
req_metal = 125000
if("station4")
shuttleat = "/area/shipbuilder/ship6"
currentShuttleName = "Space station 4"
req_metal = 250000
if (metal_amount - req_metal < 0)
return
if (!shuttleat)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = shuttleat
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/proc/scrapShuttle()
var/shuttleat = "/area/shipbuilder/station"
var/shuttleto = currentShuttleArea
if (!shuttleto)
return
var/area/from = locate(shuttleat)
var/area/dest = locate(shuttleto)
if(!from || !dest)
return
currentShuttleArea = null
currentShuttleName = null
from.move_contents_to(dest)
return
/obj/machinery/spaceship_builder/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(operating == 1)
user << "The machine is processing"
return
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/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
user << "\blue You insert all the metal into the machine."
metal_amount += M.amount * 100
del(M)
else
return attack_hand(user)
return
/obj/machinery/spaceship_builder/attack_hand(user as mob)
if(operating == 1)
user << "The machine is processing"
return
var/dat
dat = text("Ship fabricator
")
dat += text("Current ammount of Metal: [metal_amount]
")
if (currentShuttleArea)
dat += text("Currently building
[currentShuttleName]
")
dat += text("Build the shuttle to your liking.
This shuttle will be sent to the station in the event of an emergency along with a centcom emergency shuttle.")
dat += text("
Scrap current shuttle")
else
dat += text("Available ships to build:
")
dat += text("Planet hopper - Tiny, Slow, 25000 metal
")
dat += text("Blunder Bus - Small, Decent speed, 60000 metal
")
dat += text("Space dinghy - Medium size, Decent speed, 100000 metal
")
dat += text("Boxvan MMDLVIr - Medium size, Decent speed, 120000 metal
")
dat += text("Boxvan MMDLVI - Security eidition - Large, Rather slow, 125000 metal
")
dat += text("Space station 4 - Huge, Slow, 250000 metal
")
user << browse("[dat]", "window=shipbuilder")
/obj/machinery/spaceship_builder/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["ship"])
buildShuttle(href_list["ship"])
if(href_list["scrap"])
scrapShuttle(href_list["ship"])
src.updateUsrDialog()
return