/**********************Miner Lockers**************************/ /obj/structure/closet/secure_closet/miner name = "miner's equipment" icon_state = "miningsec1" icon_closed = "miningsec" icon_locked = "miningsec1" icon_opened = "miningsecopen" icon_broken = "miningsecbroken" icon_off = "miningsecoff" req_access = list(access_mining) /obj/structure/closet/secure_closet/miner/New() ..() sleep(2) if(prob(50)) new /obj/item/weapon/storage/backpack/industrial(src) else new /obj/item/weapon/storage/backpack/satchel_eng(src) new /obj/item/device/radio/headset/headset_cargo(src) new /obj/item/clothing/under/rank/miner(src) new /obj/item/clothing/gloves/black(src) new /obj/item/clothing/shoes/black(src) new /obj/item/device/analyzer(src) new /obj/item/weapon/storage/bag/ore(src) new /obj/item/device/flashlight/lantern(src) new /obj/item/weapon/shovel(src) new /obj/item/weapon/pickaxe(src) new /obj/item/clothing/glasses/material(src) /******************************Lantern*******************************/ /obj/item/device/flashlight/lantern name = "lantern" icon_state = "lantern" desc = "A mining lantern." brightness_on = 6 // luminosity when on /*****************************Pickaxe********************************/ /obj/item/weapon/pickaxe name = "mining drill" desc = "The most basic of mining drills, for short excavations and small mineral extractions." icon = 'icons/obj/items.dmi' flags = CONDUCT slot_flags = SLOT_BELT force = 15.0 throwforce = 4.0 icon_state = "pickaxe" item_state = "jackhammer" w_class = 4.0 matter = list(DEFAULT_WALL_MATERIAL = 3750) var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1) attack_verb = list("hit", "pierced", "sliced", "attacked") var/drill_sound = 'sound/weapons/Genhit.ogg' var/drill_verb = "drilling" sharp = 1 var/excavation_amount = 100 /obj/item/weapon/pickaxe/hammer name = "sledgehammer" //icon_state = "sledgehammer" Waiting on sprite desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this." /obj/item/weapon/pickaxe/silver name = "silver pickaxe" icon_state = "spickaxe" item_state = "spickaxe" digspeed = 30 origin_tech = list(TECH_MATERIAL = 3) desc = "This makes no metallurgic sense." /obj/item/weapon/pickaxe/drill name = "advanced mining drill" // Can dig sand as well! icon_state = "handdrill" item_state = "jackhammer" digspeed = 30 origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINERING = 2) desc = "Yours is the drill that will pierce through the rock walls." drill_verb = "drilling" /obj/item/weapon/pickaxe/jackhammer name = "sonic jackhammer" icon_state = "jackhammer" item_state = "jackhammer" digspeed = 20 //faster than drill, but cannot dig origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINERING = 2) desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards." drill_verb = "hammering" /obj/item/weapon/pickaxe/gold name = "golden pickaxe" icon_state = "gpickaxe" item_state = "gpickaxe" digspeed = 20 origin_tech = list(TECH_MATERIAL = 4) desc = "This makes no metallurgic sense." drill_verb = "picking" /obj/item/weapon/pickaxe/plasmacutter name = "plasma cutter" icon_state = "plasmacutter" item_state = "gun" w_class = 3.0 //it is smaller than the pickaxe damtype = "fire" digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINERING = 3) desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff." drill_verb = "cutting" drill_sound = 'sound/items/Welder.ogg' sharp = 1 edge = 1 /obj/item/weapon/pickaxe/diamond name = "diamond pickaxe" icon_state = "dpickaxe" item_state = "dpickaxe" digspeed = 10 origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINERING = 4) desc = "A pickaxe with a diamond pick head." drill_verb = "picking" /obj/item/weapon/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME! name = "diamond mining drill" icon_state = "diamonddrill" item_state = "jackhammer" digspeed = 5 //Digs through walls, girders, and can dig up sand origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINERING = 5) desc = "Yours is the drill that will pierce the heavens!" drill_verb = "drilling" /obj/item/weapon/pickaxe/borgdrill name = "cyborg mining drill" icon_state = "diamonddrill" item_state = "jackhammer" digspeed = 15 desc = "" drill_verb = "drilling" /*****************************Shovel********************************/ /obj/item/weapon/shovel name = "shovel" desc = "A large tool for digging and moving dirt." icon = 'icons/obj/items.dmi' icon_state = "shovel" flags = CONDUCT slot_flags = SLOT_BELT force = 8.0 throwforce = 4.0 item_state = "shovel" w_class = 3.0 origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1) matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked") sharp = 0 edge = 1 /obj/item/weapon/shovel/spade name = "spade" desc = "A small tool for digging and moving dirt." icon_state = "spade" item_state = "spade" force = 5.0 throwforce = 7.0 w_class = 2.0 /**********************Mining car (Crate like thing, not the rail car)**************************/ /obj/structure/closet/crate/miningcar desc = "A mining car. This one doesn't work on rails, but has to be dragged." name = "Mining car (not for rails)" icon = 'icons/obj/storage.dmi' icon_state = "miningcar" density = 1 icon_opened = "miningcaropen" icon_closed = "miningcar" // Flags. /obj/item/stack/flag name = "flags" desc = "Some colourful flags." singular_name = "flag" amount = 10 max_amount = 10 icon = 'icons/obj/mining.dmi' var/upright = 0 var/base_state /obj/item/stack/flag/New() ..() base_state = icon_state /obj/item/stack/flag/red name = "red flags" singular_name = "red flag" icon_state = "redflag" /obj/item/stack/flag/yellow name = "yellow flags" singular_name = "yellow flag" icon_state = "yellowflag" /obj/item/stack/flag/green name = "green flags" singular_name = "green flag" icon_state = "greenflag" /obj/item/stack/flag/attackby(obj/item/W as obj, mob/user as mob) if(upright && istype(W,src.type)) src.attack_hand(user) else ..() /obj/item/stack/flag/attack_hand(user as mob) if(upright) upright = 0 icon_state = base_state anchored = 0 src.visible_message("[user] knocks down [src].") else ..() /obj/item/stack/flag/attack_self(mob/user as mob) var/obj/item/stack/flag/F = locate() in get_turf(src) var/turf/T = get_turf(src) if(!T || !istype(T,/turf/simulated/floor/asteroid)) user << "The flag won't stand up in this terrain." return if(F && F.upright) user << "There is already a flag here." return var/obj/item/stack/flag/newflag = new src.type(T) newflag.amount = 1 newflag.upright = 1 anchored = 1 newflag.name = newflag.singular_name newflag.icon_state = "[newflag.base_state]_open" newflag.visible_message("[user] plants [newflag] firmly in the ground.") src.use(1)