Files
CHOMPStation2/code/modules/mining/ore.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/obj/item/weapon/ore
name = "small rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
w_class = ITEMSIZE_SMALL
var/datum/geosample/geologic_data
var/material
/obj/item/weapon/ore/uranium
name = "pitchblende"
icon_state = "ore_uranium"
origin_tech = list(TECH_MATERIAL = 5)
material = "uranium"
/obj/item/weapon/ore/iron
name = "hematite"
icon_state = "ore_iron"
origin_tech = list(TECH_MATERIAL = 1)
material = "hematite"
/obj/item/weapon/ore/coal
name = "raw carbon"
icon_state = "ore_coal"
origin_tech = list(TECH_MATERIAL = 1)
material = "carbon"
/obj/item/weapon/ore/glass
name = "sand"
icon_state = "ore_glass"
origin_tech = list(TECH_MATERIAL = 1)
material = "sand"
slot_flags = SLOT_HOLSTER
// POCKET SAND!
/obj/item/weapon/ore/glass/throw_impact(atom/hit_atom)
..()
var/mob/living/carbon/human/H = hit_atom
if(istype(H) && H.has_eyes() && prob(85))
H << "<span class='danger'>Some of \the [src] gets in your eyes!</span>"
H.eye_blind += 5
H.eye_blurry += 10
spawn(1)
if(istype(loc, /turf/)) qdel(src)
/obj/item/weapon/ore/phoron
name = "phoron crystals"
icon_state = "ore_phoron"
origin_tech = list(TECH_MATERIAL = 2)
material = "phoron"
/obj/item/weapon/ore/silver
name = "native silver ore"
icon_state = "ore_silver"
origin_tech = list(TECH_MATERIAL = 3)
material = "silver"
/obj/item/weapon/ore/gold
name = "native gold ore"
icon_state = "ore_gold"
origin_tech = list(TECH_MATERIAL = 4)
material = "gold"
/obj/item/weapon/ore/diamond
name = "diamonds"
icon_state = "ore_diamond"
origin_tech = list(TECH_MATERIAL = 6)
material = "diamond"
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "ore_platinum"
material = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "ore_hydrogen"
material = "mhydrogen"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Someone screwed up..."
icon_state = "slag"
material = null
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()