/*********************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("

Craft Lathe

") 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])
") else dat += text("[CI.name] ([CI.amount])
") dat += text("

") dat += text("Crafting Table

") dat += text(" ") var/j = 0 var/k = 0 for (i = 0; i < 3; i++) dat += text(" ") for (j = 1; j <= 3; j++) k = i * 3 + j if (current_recipe[k]) dat += text(" ") else dat += text(" ") dat += text(" ") dat += text("
[current_recipe[k]]----
") dat += text("

") dat += text("Will make: ") if (make) dat += text("[make.name]") else dat += text("nothing useful") dat += text("

") user << browse("[dat]", "window=craft") /obj/machinery/autolathe2/Topic(href, href_list) if(..()) return usr.machine = src src.add_fingerprint(usr) if(href_list["remove"]) var/n = text2num(href_list["remove"]) if(!n || n < 1 || n > 9) return current_recipe[n] = "" if(href_list["select"]) var/n = text2num(href_list["select"]) if(!n || n < 1 || n > 9) return selected = craft_contents[n] if(href_list["add"]) var/n = text2num(href_list["add"]) if(!n || n < 1 || n > 9) return if(selected) current_recipe[n] = selected.id if(href_list["make"]) var/datum/craftlathe_item/MAKE = check_craftlathe_recipe(src.current_recipe) if(MAKE) for (var/datum/craftlathe_item/CI2 in craft_contents) if(CI2.id == MAKE.id) CI2.amount += CI2.amount_attackby src.updateUsrDialog() return craft_contents += new/datum/craftlathe_item(MAKE.id,MAKE.name,MAKE.amount,MAKE.amount_attackby,MAKE.recipe,MAKE.item_type) var/datum/craftlathe_item/CI = check_craftlathe_recipe(src.current_recipe) if(CI) make = CI else make = null src.updateUsrDialog() /obj/machinery/autolathe2/attackby(obj/item/weapon/W as obj, mob/user as mob) usr.machine = src src.add_fingerprint(usr) for (var/datum/craftlathe_item/CI in CRAFT_ITEMS) if(W.type == CI.item_type) for (var/datum/craftlathe_item/CI2 in craft_contents) if(CI2.item_type == W.type) CI2.amount += CI2.amount_attackby rmv_item(W) return craft_contents += new/datum/craftlathe_item(CI.id,CI.name,CI.amount,CI.amount_attackby,CI.recipe,CI.item_type) rmv_item(W) return src.updateUsrDialog() return /obj/machinery/autolathe2/proc/rmv_item(obj/item/W as obj) if(istype(W,/obj/item/stack)) var/obj/item/stack/S = W S.amount-- if (S.amount <= 0) del(S) else del(W) /obj/machinery/autolathe2/proc/build_recipes() //Parameters: ID, Name, Amount, Amount_added_per_attackby, Recipe, Object type CRAFT_ITEMS += new/datum/craftlathe_item("METAL","Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/metal) CRAFT_ITEMS += new/datum/craftlathe_item("R METAL","Reinforced Metal",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/r_metal) CRAFT_ITEMS += new/datum/craftlathe_item("GLASS","Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/glass) CRAFT_ITEMS += new/datum/craftlathe_item("R GLASS","Reinforced Glass",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/rglass) CRAFT_ITEMS += new/datum/craftlathe_item("GOLD","Gold",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/gold) CRAFT_ITEMS += new/datum/craftlathe_item("SILVER","Silver",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/silver) CRAFT_ITEMS += new/datum/craftlathe_item("DIAMOND","Diamond",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/diamond) CRAFT_ITEMS += new/datum/craftlathe_item("PLASMA","Plasma",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/plasma) CRAFT_ITEMS += new/datum/craftlathe_item("URANIUM","Uranium",1,1,list("","","","","","","","",""),/obj/item/weapon/ore/uranium) CRAFT_ITEMS += new/datum/craftlathe_item("CLOWN","Bananium",1,1,list("","","","","","","","",""),/obj/item/stack/sheet/clown) CRAFT_ITEMS += new/datum/craftlathe_item("SCREWS","Screws",9,9,list("","","","","METAL","","","METAL","")) CRAFT_ITEMS += new/datum/craftlathe_item("COGS","Cogs",9,9,list("","METAL","","METAL","METAL","METAL","","METAL","")) CRAFT_ITEMS += new/datum/craftlathe_item("SWITCH","Switch",12,12,list("METAL","","METAL","METAL","METAL","","METAL","","")) CRAFT_ITEMS += new/datum/craftlathe_item("KEYBOARD","Keyboard",1,1,list("","","","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH","SWITCH")) CRAFT_ITEMS += new/datum/craftlathe_item("M PANEL","Metal Panel",10,10,list("","","","","METAL","METAL","","METAL","METAL")) CRAFT_ITEMS += new/datum/craftlathe_item("CASE","Equipment Case",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL")) CRAFT_ITEMS += new/datum/craftlathe_item("G PANEL","Glass Panel",10,10,list("","","","","GLASS","GLASS","","GLASS","GLASS")) CRAFT_ITEMS += new/datum/craftlathe_item("SCREEN","Screen",1,1,list("","GLASS","","GLASS","PLASMA","GLASS","","GLASS","")) CRAFT_ITEMS += new/datum/craftlathe_item("EL SILVER","Electronics Silver",30,30,list("","","","","SILVER","","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("EL GOLD","Electronics Gold",6,6,list("","","","","GOLD","","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("TINTED GL","Tinted Glass",2,2,list("","METAL","","","GLASS","","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("TANK VALVE","Tank Transfer Valuve",1,1,list("","PIPE","","","PIPE","SWITCH","","PIPE","")) CRAFT_ITEMS += new/datum/craftlathe_item("PIPE","Pipe",1,1,list("","M PANEL","","","M PANEL","","","M PANEL","")) CRAFT_ITEMS += new/datum/craftlathe_item("CB FRAME","Circuitboard Frame",1,1,list("","","","M PANEL","G PANEL","M PANEL","G PANEL","M PANEL","G PANEL")) CRAFT_ITEMS += new/datum/craftlathe_item("ROM","ROM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","","EL SILVER","EL SILVER","EL SILVER","EL SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("RAM","RAM Module",1,1,list("EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("PROCESSOR","Processor",1,1,list("EL GOLD","EL SILVER","EL GOLD","EL SILVER","EL SILVER","EL SILVER","EL SILVER","EL GOLD","EL SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("ANTENNA","Antenna",1,1,list("","","EL SILVER","","","EL SILVER","EL SILVER","EL SILVER","EL SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("OP RECEPTOR","Optic Receptor",1,1,list("G PANEL","G PANEL","G PANEL","","EL GOLD","","G PANEL","G PANEL","G PANEL")) CRAFT_ITEMS += new/datum/craftlathe_item("THERMAL OP R","Thermal Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","DIAMOND","DIAMOND","","OP RECEPTOR","")) CRAFT_ITEMS += new/datum/craftlathe_item("MASON OP R","Mason Optic Receptor",1,1,list("","OP RECEPTOR","","ROM","EL SILVER","EL SILVER","","OP RECEPTOR","")) CRAFT_ITEMS += new/datum/craftlathe_item("EAR FRAME","Earpiece Frame",1,1,list("M PANEL","M PANEL","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","")) CRAFT_ITEMS += new/datum/craftlathe_item("RADIO M","Radio Module",1,1,list("","ANTENNA","","","ROM","","CB FRAME","CB FRAME","CB FRAME")) CRAFT_ITEMS += new/datum/craftlathe_item("EARPIECE","Radio Earpiece",1,1,list("","","","","RADIO M","","","EAR FRAME","")) CRAFT_ITEMS += new/datum/craftlathe_item("EARMUFFS","Earmuffs",1,1,list("","M PANEL","","EAR FRAME","","EAR FRAME","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("GLASSES FRAME","Glasses Frame",1,1,list("M PANEL","","M PANEL","M PANEL","","M PANEL","M PANEL","M PANEL","M PANEL")) CRAFT_ITEMS += new/datum/craftlathe_item("MASONS","Mason Scanners",1,1,list("","","","MASON OP R","GLASSES FRAME","MASON OP R","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("THERMALS","Thermal Scanners",1,1,list("","","","THERMAL OP R","GLASSES FRAME","THERMAL OP R","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("SUNGLASSES","Sunglasses",1,1,list("","","","TINTED GL","GLASSES FRAME","TINTED GL","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("HELMET FR","Helmet Frame",1,1,list("METAL","METAL","METAL","METAL","","METAL","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("HELMET","Security Helmet",1,1,list("R METAL","R METAL","R METAL","R METAL","HELMET FR","R METAL","","GLASS","")) CRAFT_ITEMS += new/datum/craftlathe_item("HOS HELMET","HoS Helmet",1,1,list("SILVER","GOLD","SILVER","SILVER","HELMET","SILVER","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("HARDHAT","Hardhat",1,1,list("","FLASHLIGHT","","","HELMET FR","","","","")) CRAFT_ITEMS += new/datum/craftlathe_item("SWAT HELMET","SWAT Helmet",1,1,list("","","","","HELMET","","R GLASS","R GLASS","R GLASS")) CRAFT_ITEMS += new/datum/craftlathe_item("WELDING HELM","Welding Helmet",1,1,list("","","","","HELMET FR","","TINTED GL","TINTED GL","TINTED GL")) CRAFT_ITEMS += new/datum/craftlathe_item("SPACE HELMET","Space Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","HELMET FR","SILVER","R GLASS","R GLASS","R GLASS")) CRAFT_ITEMS += new/datum/craftlathe_item("RIG HELMET","RIG Helmet",1,1,list("R METAL","SILVER","R METAL","SILVER","SPACE HELMET","SILVER","R GLASS","R GLASS","R GLASS")) CRAFT_ITEMS += new/datum/craftlathe_item("GAS MASK","Gas Mask",1,1,list("","","","","HELMET FR","TANK VALVE","","G PANEL","")) CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR FRAME","Armor Frame",1,1,list("R METAL","","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL","R METAL")) CRAFT_ITEMS += new/datum/craftlathe_item("ARMOR","Armored Vest",1,1,list("R METAL","","R METAL","R METAL","ARMOR FRAME","R METAL","R METAL","R METAL","R METAL")) CRAFT_ITEMS += new/datum/craftlathe_item("HOS ARMOR","HoS Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","ARMOR","URANIUM","URANIUM","R METAL","URANIUM")) CRAFT_ITEMS += new/datum/craftlathe_item("CAP ARMOR","Captain Armor",1,1,list("DIAMOND","","DIAMOND","URANIUM","HOS ARMOR","URANIUM","URANIUM","R METAL","URANIUM")) CRAFT_ITEMS += new/datum/craftlathe_item("SPACE S FR","Space Suit Frame",1,1,list("SILVER","","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER","SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("SPACE SUIT","Space Suit",1,1,list("SILVER","","SILVER","RAM","SPACE S FR","RADIO M","SILVER","SILVEr","SILVER")) CRAFT_ITEMS += new/datum/craftlathe_item("RIG SUIT","RIG Suit",1,1,list("SILVER","","SILVER","SILVER","SPACE SUIT","SILVER","SILVER","SILVER","SILVER")) //TODO: Flashlight, type paths return /*********************MANUALS (BOOKS)***********************/ /obj/item/weapon/book/manual/engineering_construction name = "Station Repairs and Construction" icon = 'library.dmi' icon_state ="bookEngineering" due_date = 0 // Game time in 1/10th seconds author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {"

Construction

Advanced Materials

Rods

Use metal and click "2x metal rods" (makes two sets of rods)

Floor tiles

Use metal and click "4x floor tiles" (makes 4 floor tiles)

Reinforced Glass

Use rods on glass

Reinforced Metal

Click the metal in your hand to open the construction panel,
Choose 'Reinforced sheets' form the list

Floor

Use the rods on space
Use the floor tile on space with lattice
Use another floor tile on the plating
Alternate method - Click on
floor tile in hand while on top of an area of space. No need for rods with this method.

Walls

Click the metal in your hand to open the construction panel,
Choose 'Build wall girders' form the list
Use the remaining 2 sheets of metal on the girders

Reinforced walls

Click the metal in your hand to open the construction panel,
Choose 'Build wall girders' form the list
Use the reinforced metal on the girders to reinforce them
Use the last reinforced metal sheet reinforced girders to finish the wall

Grille

Stand where you wish the grille to be placed
Click on the stack of 2 rods with the hand you have them in

Glass panels

One directional

Click the glass pane
Click the "one direct" button
Right-click the new pane and rotate it
Use the screwdriver to fasten it down

Full

Click the glass pane
Click the "full" button
Use the screwdriver to fasten it down

Reinforced glass panels

One directional

Click the reinforced glass pane
Click the "one direct" button
Right-click the new pane and rotate it
Screwdriver (Unsecure pane.)
Crowbar (Pane out of frame.)
Screwdriver (Secure frame to floor.)
Crowbar (Pop pane in.)
Screwdriver (Secure pane.)

Full

Click the reinforced glass pane
Click the "full" button
Screwdriver
Crowbar
Screwdriver

Hidden Door

Click the metal in your hand to open the construction panel,
Choose 'Build wall girders' form the list
Use crowbar on girders and wait a few seconds for the girders to dislodge.
Use the remaining 2 sheets of metal on the girders To turn a wall into a hidden door, follow the deconstruction guide for the wall type until the final wrenching, and instead proceed from the "Use crowbar on girders" line above.

Reinforced

Click the metal in your hand to open the construction panel,
Choose 'Build wall girders' form the list
Use crowbar on girders and wait a few seconds for the girders to dislodge.
Use the reinforced metal on the dislodged girders twice to finish it

APC

Use the metal and make an APC Assembly
Use the assembly on the wall you want the APC on.
Fit it with the wire coil.
Fit it with the Power Control Module.
Screwdriver the electronics into place.
Add the Power Cell.
Crowbar shut. It starts ID locked, with the cover engaged and the main switch turned off.

Airlock

Use the metal and make an Airlock Assembly
Wrench it inplace
Add reinforced glass (Only if you wish to make a glass airlock)
Add wires
Unlock the airlock electronic board with an ID
Use the airlock electronic board and set the access level
Add the airlock electronic board to the airlock frame.
Screwdriver to finish

Computers

Use the metal to open the construction panel
Choose Computer frame
Wrench it inplace
Insert Circuitboard
Screwdriver
Wires
glass
Screwdriver to finish

AI Core

Build Frame from 4 reinforced sheets
Wrench into place
Add Circuit board
Screwdriver
Add wires
Add brain (only if you want a NEW AI)
Add reinforced glass
Screwdriver

Deconstruction

Walls

Wdlder
Wrench

Reinforced walls

Wirecutters.
Screwdriver.
Welder.
Crowbar.
Wrench.
Welder.
Crowbar.
Screwdriver.
Wirecutters.
Wrench.

Grille

Wirecutters
Welder (to destroy it)
or
screwdriver (to unfasten it)

Glass panels

The first method destroys it, the second gives a pullable pane of glass.
Welding glass shards creates a pane of glass.

Reinforced glass panels

Screwdriver to loosen the pane.
Crowbar to pop it out.
Screwdriver to unscrew the frame.
Crowbar to pop the pane in.
Screwdriver to secure it. Hitting the pane repeatedly with a blunt item will smash it into one set of metal rods and a glass shard.

Hidden Door (Regular or Reinforced)

Screwdriver
Welder
Wrench

APC

Swipe Card to unlock APC.
Remove Power Cell.
Screwdriver to unsecure electronics.
Wirecutters to remove cables.
Crowbar to remove Power Control Board.
Welder to remover from wall.
Wrenching the frame that is now detached from the wall de-constructs it to two metal sheets.

Airlock

Screwdriver the door.
Use multitool and wirecutters to disable everything except the doorbolts as detailed in books on hacking. Doorbolts must be up for this to work.
Weld the door shut.
Crowbar the electronics out.
Wirecut the wires out.
Unsecure it with a wrench.
Weld it to deconstruct to metal plates. Cannot be done to emagged airlock. RCD deconstruction must be used for that.

Computers

Screwdriver.
Crowbar.
Wirecutters.
Screwdriver.
Wrench.
Welder. "} /obj/item/weapon/book/manual/engineering_particle_accelerator name = "Particle Accelerator User's Guide" icon = 'library.dmi' icon_state ="bookParticleAccelerator" due_date = 0 // Game time in 1/10th seconds author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {"

Experienced user's guide

Setting up

  1. Wrench all pieces to the floor
  2. Add wires to all the pieces
  3. Close all the panels with your screwdriver

Use

  1. Open the control panel
  2. Set the speed to 2
  3. Start firing at the singularity generator
  4. When the singularity reaches a large enough size so it starts moving on it's own set the speed down to 0, but don't shut it off
  5. Remember to wear a radiation suit when working with this machine... we did tell you that at the start, right?
"} /obj/item/weapon/book/manual/engineering_hacking name = "Hacking" icon = 'library.dmi' icon_state ="bookHacking" due_date = 0 // Game time in 1/10th seconds author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {"

What you'll need

Important Hackables

Airlocks

Both internal and external access airlocks are hackable, despite the fact that external ones look a lot like firelocks, which are not hackable. Wires are randomized at the start of each round, but are standardized throughout the station, e.g., every orange wire might toggle the bolts. This is probably where you'll be doing the most of your hacking. Remember, cutting power to the door will stop everything else from working.
  1. Screwdriver in hand, click on the airlock to open the panel and expose the wiring
  2. With multitool, wirecutters, or an empty hand, click on the airlock to access the wiring.
  3. Fiddle with the wires by pulsing to test each one and cutting what you need to.
  4. Screwdriver the door again to shut the panel. Otherwise, trying to open the door will always give you the wiring popup.

Airlock Strategies

APCs

Used to control power to a certain room. Nice to know when a rogue AI or douchebag engineers keep turning off your power. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever's fucking with the power isn't paying attention
  1. Screwdriver in hand, click on APC to open the panel and expose the wiring
  2. Click with an empty hand to access the wiring
  3. Fiddle with the wires by pulsing to test each one and cutting what you need to.
  4. Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you've killed the power)

Autolathe

  1. Click on the autolathe to open it
  2. Click on the autolathe with an empty hand to access the wiring, then get a tool in your hand
  3. The window is glitched and won't show what wires are cut, so you better track what wires you modify. There are three important wires, which are randomized. Cutting them toggles their light permanently, pulsing does so temporarily(30 secs or something). Red light is power, green light is electrocution and blue is hacked options.
  4. Have fun accessing some new options

Air alarm/Fire alarm/Cameras

Use wirecutters to enable/disable. Disabled air alarms will show no lights, fire alarms will not automatically trigger firelocks, and cameras will show a red light and prevent anyone from viewing the room through a console (including AI).

MULE

No better way to get away from it all with a joyride on a MULE! And run over some people with it too.
  1. Unlock the controls with a Quartermaster's ID.
  2. Unscrew the maintenance panel with the screwdriver.
  3. Pulse various wires with a multitool. Pay attention to the reaction the MULE gives.
    1. Cutting the wire that causes the loading bay to thunk will remove cargo restrictions.
    2. Cutting the wire that leads to the safety light will awaken its thirst for blood and cause it to run over people in its path. DO NOT DO THIS UNLESS YOU ARE A TRAITOR OR LOVE GETTING THE SHIT ROBUSTED OUT OF YOU.
    3. Cutting one of the wires that makes the motor whine will safely speed up the MULE. Cutting both will immobilize it.
  4. Screw the panel back on.

Minor Hackables

I haven't a clue why you'd ever want to hack any of these things, but you can!

Radio/Signaler

  1. Screwdriver in hand, click on the offending radio so it can be modified or attached
  2. The usual radio use panel will pop up, but now with access to the wiring. If you've closed it by accident, just click on the radio as if you were going to change the settings on it.
  3. There are three wires. Two have apparent uses; the third is pretty much useless.
Interestingly, tracking beacons and station intercoms also count as radios.

Secure Briefcase, Safes

seriously who is dumb enough to use these things anyway god damn
  1. Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring
  2. Multi-tool-spam the (briefcase/safe) until you get a confirmation that the memory is reset.
  3. The memory is now reset. Punch in your favorite code and hit E to set it.
  4. Screwdriver the panel shut.

Vending machines

The only thing worth hacking! Four wires
  1. Firing wire when cut fires stuff at people. When pulsed will do so. Controlled by the blinking light.
  2. Contraband wire does nothing when cut, when pulsed unlocks illegal or rare goods. Wire is unknown.
  3. Access wire when cut it turns on a yellow light, allowing for ID restricted machines(med machines, sec machines, possibly botany machines) to be used by anyone.
  4. Shock wire Like the firing wire in effects from hacking, except it shocks instead of shoots.
"} /obj/item/weapon/book/manual/engineering_guide name = "Engineering Textbook" icon = 'library.dmi' icon_state ="bookEngineering2" due_date = 0 // Game time in 1/10th seconds author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {" So, you're an Engineer, fresh from the academy, eh? Well here is a guide for you, then. Engineering, the Space station 13 way!

How much game experience do i need to be a good engineer?

Engineering is rather complex, but in itself teaches you many of the station's core mechanics. Even someone with very little experience, who can pick up and empty a toolbox is able to become a good engineer.

Before we start

Engineering equipment

This is an image of the tools every engineer should be trusted to have on him at all times:

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 engine, solars and power

Generating power

The primary purpose of engineering is to maintain the station's power. To do this, you will need to start the Singularity Engine. Please read the book entitled: 'Singularity engine' for details on this.

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

If a part of the station looses power it is likely wires have been cut somewhere. To search for cut wires under floors you will need a T-Ray Scanner. To cut wires, use the wirecutters and to place new ones click on the floor where you'd like them to be placed. The wire will be placed on the targeted tile from the tile you're standing on. You can also place wires on the tile you're currently on by clicking the tile. the wire will be placed in the direction you're currently facing. To place smooth wires, click on the red dot (end point) of an existing wire with more wire in your hand.

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.

Power monitoring and distribution

an APC or Area Power Controller is located in every room. It is usually locked, but you can unlock it by swiping your ID on it. It contains a power cell. You can shut off a room's power or disable or enable lighting, equipment or atmospheric systems with it. Every room can have only one APC. The guide to their construction and deconstruction can be found in the book entitled 'Station repairs and construction'. APC's can also be hacked (More on that in the book entitled 'Hacking'). It's also a good idea to know how to do that. DO NOT PRACTICE ON THE ENGINE APCs! If you mess up, you can destroy it through hacking which can set the singularity free if you do it in engineering! You know this warning is here because it happened before.

Station structural integrity

An educated word which basically means wall repairs.

The secrets surrounding walls

Walls come in two forms: Regular and reinforced. Building a regular wall is a two step process: constructing girders and adding plating. To construct a girder have a stack of two or more sheets of metal on you (right click the metal and examine it to see how many sheets are in the stack). Left click the metal for a construction window to appear. choose "Construct wall girders" from the list and wait a few seconds while they're built. Once they're built, click on the girders with another stack of two or more metal to add the plating. Note that only fully built walls will prevent air from escaping freely through them. Reinforced walls share the first step: the building of the girders. after this, you'll need 4 sheets of metal. In the same way as you built the girders, create two reinforced sheets. Use one of them on the girders to create reinforced girders and the other on the reinforced girders to finalize them. Reinforced walls are much stronger than regular walls and take much longer to get through using regular tools.

For more on construction read the book entitled 'Station Repairs and Construction'

Pretty glass

Notice how most of the glass around the station is built as a double pane, which surrounds a grille. Making this by hand can be a bit tricky at first, but is simple once you get the hang of it. To build such a wall, you'll need 4 sheets of glass and 3 sheets of metal, alternatively you can have 6 sets of rods. You'll also need a screwdriver and crowbar, tho having wirecutters and a welder with you is a good idea, as you'll likely get it wrong the first time and will need those to dismantle the grille. First you have to prepare your materials. Use the metal on itself and create 6 sets of rods (2 are made each time). Now pick the rods up (you can stack them, but don't click too quickly or the game might think you wanted to build a grille). After this, use 4 of the rods on 4 sheets of glass to create 4 sheets of reinforced glass. Now pick up all your tools (put them on your utility belt if you have one or in your backpack) and pick up the remaining two rods in one hand and the 4 sheets of reinforced glass in your other (remember, you can stack glass too). Now stand where you'd like the glass to be. Use the rods on themselves and this will create a grille. DO NOT MOVE! Now use the glass on itself 4 times and create a single paned glass every time. Right click on the glass to rotate it until you have 3 of the 4 sides covered. The remaining side is your escape route. use the combination of screwdriver - crowbar - screwdriver on each of the 3 panes which are already in place to secure them. Now move out of the grille and rotate the last window so it covers the last side. Fasten that with the same screwdriver - crowbar - screwdriver combination. Congratulations. You've just made a proper window. You're already better at construction than most.

For more on construction read the book entitled 'Station Repairs and Construction'

Robots, Artificial Intelligence and Computers

As an engineer, it is required of you to understand how most computers are operated, how they work, how they're created, dismantled and repaired. You're also the best equipped station employee to prevent the AI from taking a life of it's own.

Computers

Computers are everywhere on SS13. Engineering has a power monitoring computer, several solar computers and a general alerts computer. Almost everything you can control is done through a computer. Making them is described in the book entitled 'Station Repairs and Construction', as is their dissasembly (for those which can be deconstructed). To learn how to operate different computer you'll need to start using them and find out how they work while doing so. There are too many to explain them all here.

Artificial int... stupidity

More often than not, the AI will be rogue. This means it has laws which are harmful. It will try it's best to kill any crew members by flooding the halls with toxic plasma, sparking fires, overloading APC's, electrifying doors, etc. At such a time you have two choices: Destroy it or reset it. As said, the AI works on a principle of laws. People can upload new ones to it and if these are harmful, you'll first want to try to reset it. In technical storage (in the maintenance hallway between assistant's storage and EVA) you have an AI upload card and an AI reset module. To reset the AI, first create an AI upload computer and once it is created, click on it to choose the rogue AI and use the module on it to reset it. If the person has uploaded a core law, then it's a bit harder. A core law cannot be reset with the AI reset module. You'll need to override it with another AI core module. These can be found in the AI upload area under lock and key. But if the person who uploaded the traitorous law got in, you can get in too, right? The often preferred alternative is to simply kill the AI. Tear down the walls and shoot it, blow it up, use the chemist to prepare something. There are many ways of doing this. Note that if hostile runtimes are reported, you'll have to get to the AI satellite, as the rogue AI is there.

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.

Getting the man out of danger... alive!

It's your job to save lives when they cry out for help.

Firefighting

Engineers get access to maintenance hallways, which contain several firesuits and extinguishers. If a fire breaks out somewhere, put it out. Firesuits allow you to walk in almost any fire. Extinguishers have a limited capacity. Refill them with water tanks, which can be found all around the station.

Physical rescue

If someone cries that he can't get out of somewhere and no one can get him out, then it's your job to do so. Hacking airlocks, deconstructing walls, basically whatever it takes to get to them. I don't need to point out that you should never put others or yourself at risk in doing so!

Space recovery

A body's been spaced? Well now it's your job to recover it. Ask the AI or captain to get a jetpack and space suit from EVA and go after the body. You'll most frequently find bodies either somewhere near the derelict or the AI satellite. Drag them to a teleporter and get them back to the station. The use of lockers will help greatly, as lockers do not drift like bodies do, but cannot travel across Z-levels. ALWAYS have tools, glass and metal with you when doing this! Some teleporters need to be rebuilt and some bodies float around randomly and need floor tiles to be build in their path to actually stop

Space exploration

Space exploration can be fun. Although there are not too many things to see in space at the moment, but things change sometimes. You may also get some things which could come in handy. "} /obj/item/weapon/book/manual/engineering_singularity_safety name = "Singularity Safety in Special Circumstances" icon = 'library.dmi' icon_state ="bookEngineeringSingularitySafety" due_date = 0 // Game time in 1/10th seconds author = "Engineering Encyclopedia" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {"

Singularity Safety in Special Circumstances

Power outage

A power problem has made the entire station loose power? Could be station-wide wiring problems or syndicate power sinks. In any case follow these steps:

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!!!

Shields get damaged

Step one: GET THE FUCK OUT OF THERE!!! FORGET THE WOMEN AND CHILDREN, SAVE YOURSELF!!!
"} /obj/item/weapon/book/manual/medical_cloning name = "Cloning techniques of the 26th century" icon = 'library.dmi' icon_state ="bookCloning" due_date = 0 // Game time in 1/10th seconds author = "Medical Journal, volume 3" // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned unique = 1 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified //big pile of shit below. dat = {"

How to Clone People

So there’s 50 dead people lying on the floor, chairs are spinning like no tomorrow and you haven’t the foggiest idea of what to do? Not to worry! This guide is intended to teach you how to clone people and how to do it right, in a simple step-by-step process! If at any point of the guide you have a mental meltdown, genetics probably isn’t for you and you should get a job-change as soon as possible before you’re sued for malpractice.
  1. Acquire body
  2. Strip body
  3. Put body in cloning machine
  4. Scan body
  5. Clone body
  6. Get clean Structurel Enzymes for the body
  7. Put body in morgue
  8. Await cloned body
  9. Use the clean SW injector
  10. Give person clothes back
  11. Send person on their way

Step 1: Acquire body

This is pretty much vital for the process because without a body, you cannot clone it. Usually, bodies will be brought to you, so you do not need to worry so much about this step. If you already have a body, great! Move on to the next step.

Step 2: Strip body

The cloning machine does not like abiotic items. What this means is you can’t clone anyone if they’re wearing clothes, so take all of it off. If it’s just one person, it’s courteous to put their possessions in the closet. If you have about seven people awaiting cloning, just leave the piles where they are, but don’t mix them around and for God’s sake don’t let the Clown in to steal them.

Step 3: Put body in cloning machine

Grab the body and then put it inside the DNA modifier. If you cannot do this, then you messed up at Step 2. Go back and check you took EVERYTHING off - a commonly missed item is their headset.

Step 4: Scan body

Go onto the computer and scan the body by pressing ‘Scan - ’. If you’re successful, they will be added to the records (note that this can be done at any time, even with living people, so that they can be cloned without a body in the event that they are lying dead on port solars and didn‘t turn on their suit sensors)! If not, and it says “Error: Mental interface failure.”, then they have left their bodily confines and are one with the spirits. If this happens, just shout at them to get back in their body, click ‘Refresh‘ and try scanning them again. If there’s no success, threaten them with gibbing. Still no success? Skip over to Step 7 and don‘t continue after it, as you have an unresponsive body and it cannot be cloned. If you got “Error: Unable to locate valid genetic data.“, you are trying to clone a monkey - start over.

Step 5: Clone body

Now that the body has a record, click ’View Records’, click the subject’s name, and then click ‘Clone’ to start the cloning process. Congratulations! You’re halfway there. Remember not to ‘Eject’ the cloning pod as this will kill the developing clone and you’ll have to start the process again.

Step 6: Get clean SEs for body

Cloning is a finicky and unreliable process. Whilst it will most certainly bring someone back from the dead, they can have any number of nasty disabilities given to them during the cloning process! For this reason, you need to prepare a clean, defect-free Structural Enzyme (SE) injection for when they’re done. If you’re a competent Geneticist, you will already have one ready on your working computer. If, for any reason, you do not, then eject the body from the DNA modifier (NOT THE CLONING POD) and take it next door to the Genetics research room. Put the body in one of those DNA modifiers and then go onto the console. Go into View/Edit/Transfer Buffer, find an open slot and click “SE“ to save it. Then click ‘Injector’ to get the SEs in syringe form. Put this in your pocket or something for when the body is done.

Step 7: Put body in morgue

Now that the cloning process has been initiated and you have some clean Structural Enzymes, you no longer need the body! Drag it to the morgue and tell the Chef over the radio that they have some fresh meat waiting for them in there. To put a body in a morgue bed, simply open the tray, grab the body, put it on the open tray, then close the tray again. Use one of the nearby pens to label the bed “CHEF MEAT” in order to avoid confusion.

Step 8: Await cloned body

Now go back to the lab and wait for your patient to be cloned. It won’t be long now, I promise.

Step 9: Use the clean SE injector on person

Has your body been cloned yet? Great! As soon as the guy pops out, grab your injector and jab it in them. Once you’ve injected them, they now have clean Structural Enzymes and their defects, if any, will disappear in a short while.

Step 10: Give person clothes back

Obviously the person will be naked after they have been cloned. Provided you weren’t an irresponsible little shit, you should have protected their possessions from thieves and should be able to give them back to the patient. No matter how cruel you are, it’s simply against protocol to force your patients to walk outside naked.

Step 11: Send person on their way

Give the patient one last check-over - make sure they don’t still have any defects and that they have all their possessions. Ask them how they died, if they know, so that you can report any foul play over the radio. Once you’re done, your patient is ready to go back to work! Chances are they do not have Medbay access, so you should let them out of Genetics and the Medbay main entrance.

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 0) && (src.seedAmt < 11)) var/i for (i=0;iThe contents of the ore box reveal...
") 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