mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
- removed adamantine ore - removed adamantine mineral walls - added a new adamantine recipe, but it's commented out for the moment - added a new material, mythril, with a nice urist sprite - added a mythril coin - added a mythril recipe, but it's commented out for the moment So yeah, adamantine will have a new recipe and will no longer be gained from ore and added mythril to the procesisng unit, stacking unit and coin press. NOTE TO URIST: to enable this, you only have to uncomment the part with your name in machine_processing.dm Everything else is already in working order. Oh and you need to make the coin and sheet sprite. Revision: r3146 Author: baloh.matevz
410 lines
13 KiB
Plaintext
410 lines
13 KiB
Plaintext
/**********************Mineral processing unit console**************************/
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/obj/machinery/mineral/processing_unit_console
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name = "production machine console"
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icon = 'mining_machines.dmi'
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icon_state = "console"
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density = 1
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anchored = 1
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var/id = ""
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var/obj/machinery/mineral/processing_unit/machine = null
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var/machinedir = EAST
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/obj/machinery/mineral/processing_unit_console/New()
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..()
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spawn(7)
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src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
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if (machine)
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machine.CONSOLE = src
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else
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del(src)
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/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
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var/dat = "<b>Smelter control console</b><br><br>"
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//iron
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if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
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if(machine.ore_iron)
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if (machine.selected_iron==1)
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dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Iron: [machine.ore_iron]<br>")
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else
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machine.selected_iron = 0
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//sand - glass
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if(machine.ore_glass)
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if (machine.selected_glass==1)
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dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Sand: [machine.ore_glass]<br>")
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else
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machine.selected_glass = 0
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//plasma
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if(machine.ore_plasma)
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if (machine.selected_plasma==1)
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dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Plasma: [machine.ore_plasma]<br>")
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else
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machine.selected_plasma = 0
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//uranium
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if(machine.ore_uranium)
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if (machine.selected_uranium==1)
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dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Uranium: [machine.ore_uranium]<br>")
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else
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machine.selected_uranium = 0
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//gold
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if(machine.ore_gold)
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if (machine.selected_gold==1)
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dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Gold: [machine.ore_gold]<br>")
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else
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machine.selected_gold = 0
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//silver
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if(machine.ore_silver)
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if (machine.selected_silver==1)
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dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Silver: [machine.ore_silver]<br>")
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else
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machine.selected_silver = 0
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//diamond
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if(machine.ore_diamond)
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if (machine.selected_diamond==1)
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dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Diamond: [machine.ore_diamond]<br>")
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else
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machine.selected_diamond = 0
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//bananium
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if(machine.ore_clown)
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if (machine.selected_clown==1)
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dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Bananium: [machine.ore_clown]<br>")
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else
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machine.selected_clown = 0
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//On or off
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dat += text("Machine is currently ")
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if (machine.on==1)
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dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
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else
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dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
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else
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dat+="---No Materials Loaded---"
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user << browse("[dat]", "window=console_processing_unit")
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/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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if(href_list["sel_iron"])
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if (href_list["sel_iron"] == "yes")
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machine.selected_iron = 1
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else
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machine.selected_iron = 0
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if(href_list["sel_glass"])
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if (href_list["sel_glass"] == "yes")
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machine.selected_glass = 1
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else
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machine.selected_glass = 0
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if(href_list["sel_plasma"])
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if (href_list["sel_plasma"] == "yes")
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machine.selected_plasma = 1
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else
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machine.selected_plasma = 0
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if(href_list["sel_uranium"])
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if (href_list["sel_uranium"] == "yes")
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machine.selected_uranium = 1
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else
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machine.selected_uranium = 0
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if(href_list["sel_gold"])
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if (href_list["sel_gold"] == "yes")
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machine.selected_gold = 1
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else
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machine.selected_gold = 0
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if(href_list["sel_silver"])
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if (href_list["sel_silver"] == "yes")
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machine.selected_silver = 1
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else
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machine.selected_silver = 0
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if(href_list["sel_diamond"])
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if (href_list["sel_diamond"] == "yes")
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machine.selected_diamond = 1
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else
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machine.selected_diamond = 0
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if(href_list["sel_clown"])
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if (href_list["sel_clown"] == "yes")
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machine.selected_clown = 1
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else
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machine.selected_clown = 0
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if(href_list["set_on"])
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if (href_list["set_on"] == "on")
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machine.on = 1
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else
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machine.on = 0
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src.updateUsrDialog()
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return
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/**********************Mineral processing unit**************************/
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/obj/machinery/mineral/processing_unit
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name = "furnace"
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icon = 'mining_machines.dmi'
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icon_state = "furnace"
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density = 1
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anchored = 1.0
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var/id = ""
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var/obj/machinery/mineral/input = null
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var/obj/machinery/mineral/output = null
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var/obj/machinery/mineral/CONSOLE = null
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var/ore_gold = 0;
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var/ore_silver = 0;
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var/ore_diamond = 0;
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var/ore_glass = 0;
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var/ore_plasma = 0;
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var/ore_uranium = 0;
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var/ore_iron = 0;
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var/ore_clown = 0;
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var/ore_adamantine = 0;
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var/selected_gold = 0
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var/selected_silver = 0
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var/selected_diamond = 0
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var/selected_glass = 0
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var/selected_plasma = 0
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var/selected_uranium = 0
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var/selected_iron = 0
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var/selected_clown = 0
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var/on = 0 //0 = off, 1 =... oh you know!
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/obj/machinery/mineral/processing_unit/New()
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..()
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spawn( 5 )
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for (var/dir in cardinal)
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src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(src.input) break
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for (var/dir in cardinal)
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src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(src.output) break
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processing_objects.Add(src)
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return
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return
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/obj/machinery/mineral/processing_unit/process()
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if (src.output && src.input)
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var/i
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for (i = 0; i < 10; i++)
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if (on)
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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)
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if (ore_glass > 0)
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ore_glass--;
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new /obj/item/stack/sheet/glass(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_glass > 0 && ore_iron > 0)
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ore_glass--;
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ore_iron--;
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new /obj/item/stack/sheet/rglass(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_gold > 0)
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ore_gold--;
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new /obj/item/stack/sheet/gold(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_silver > 0)
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ore_silver--;
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new /obj/item/stack/sheet/silver(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_diamond > 0)
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ore_diamond--;
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new /obj/item/stack/sheet/diamond(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_plasma > 0)
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ore_plasma--;
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new /obj/item/stack/sheet/plasma(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_uranium > 0)
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ore_uranium--;
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new /obj/item/stack/sheet/uranium(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_iron > 0)
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ore_iron--;
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new /obj/item/stack/sheet/metal(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_iron > 0 && ore_plasma > 0)
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ore_iron--;
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ore_plasma--;
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new /obj/item/stack/sheet/plasteel(output.loc)
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else
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on = 0
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continue
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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)
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if (ore_clown > 0)
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ore_clown--;
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new /obj/item/stack/sheet/clown(output.loc)
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else
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on = 0
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continue
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//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
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//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
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/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium >= 2 && ore_diamond >= 1)
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ore_uranium -= 2
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ore_diamond -= 1
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new /obj/item/stack/sheet/adamantine(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver >= 1 && ore_plasma >= 3)
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ore_silver -= 1
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ore_plasma -= 3
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new /obj/item/stack/sheet/mythril(output.loc)
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else
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on = 0
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continue*/
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//if a non valid combination is selected
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var/b = 1 //this part checks if all required ores are available
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if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
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b = 0
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if (selected_gold == 1)
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if (ore_gold <= 0)
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b = 0
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if (selected_silver == 1)
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if (ore_silver <= 0)
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b = 0
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if (selected_diamond == 1)
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if (ore_diamond <= 0)
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b = 0
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if (selected_uranium == 1)
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if (ore_uranium <= 0)
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b = 0
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if (selected_plasma == 1)
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if (ore_plasma <= 0)
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b = 0
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if (selected_iron == 1)
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if (ore_iron <= 0)
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b = 0
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if (selected_glass == 1)
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if (ore_glass <= 0)
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b = 0
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if (selected_clown == 1)
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if (ore_clown <= 0)
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b = 0
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if (b) //if they are, deduct one from each, produce slag and shut the machine off
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if (selected_gold == 1)
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ore_gold--
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if (selected_silver == 1)
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ore_silver--
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if (selected_diamond == 1)
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ore_diamond--
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if (selected_uranium == 1)
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ore_uranium--
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if (selected_plasma == 1)
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ore_plasma--
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if (selected_iron == 1)
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ore_iron--
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if (selected_clown == 1)
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ore_clown--
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new /obj/item/weapon/ore/slag(output.loc)
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on = 0
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else
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on = 0
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break
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break
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else
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break
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for (i = 0; i < 10; i++)
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var/obj/item/O
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O = locate(/obj/item, input.loc)
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if (O)
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if (istype(O,/obj/item/weapon/ore/iron))
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ore_iron++;
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/glass))
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ore_glass++;
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/diamond))
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ore_diamond++;
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/plasma))
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ore_plasma++
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/gold))
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ore_gold++
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/silver))
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ore_silver++
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/uranium))
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ore_uranium++
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/clown))
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ore_clown++
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del(O)
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continue
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O.loc = src.output.loc
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else
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break
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return |