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https://github.com/CHOMPStation2/CHOMPStation2.git
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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.
254 lines
7.3 KiB
Plaintext
254 lines
7.3 KiB
Plaintext
/**********************Miner Lockers**************************/
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/obj/structure/closet/secure_closet/miner
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name = "miner's equipment"
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icon_state = "miningsec1"
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icon_closed = "miningsec"
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icon_locked = "miningsec1"
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icon_opened = "miningsecopen"
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icon_broken = "miningsecbroken"
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icon_off = "miningsecoff"
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req_access = list(access_mining)
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/obj/structure/closet/secure_closet/miner/New()
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..()
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sleep(2)
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if(prob(50))
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new /obj/item/weapon/storage/backpack/industrial(src)
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else
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new /obj/item/weapon/storage/backpack/satchel/eng(src)
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new /obj/item/device/radio/headset/headset_cargo(src)
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new /obj/item/clothing/under/rank/miner(src)
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new /obj/item/clothing/gloves/black(src)
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new /obj/item/clothing/shoes/black(src)
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new /obj/item/device/analyzer(src)
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new /obj/item/weapon/storage/bag/ore(src)
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new /obj/item/device/flashlight/lantern(src)
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new /obj/item/weapon/shovel(src)
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new /obj/item/weapon/pickaxe(src)
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new /obj/item/clothing/glasses/material(src)
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/******************************Lantern*******************************/
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/obj/item/device/flashlight/lantern
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name = "lantern"
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icon_state = "lantern"
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desc = "A mining lantern."
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brightness_on = 6 // luminosity when on
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/*****************************Pickaxe********************************/
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/obj/item/weapon/pickaxe
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name = "mining drill"
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desc = "The most basic of mining drills, for short excavations and small mineral extractions."
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icon = 'icons/obj/items.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 15.0
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throwforce = 4.0
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icon_state = "pickaxe"
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item_state = "jackhammer"
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w_class = ITEMSIZE_LARGE
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matter = list(DEFAULT_WALL_MATERIAL = 3750)
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var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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var/drill_sound = 'sound/weapons/Genhit.ogg'
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var/drill_verb = "drilling"
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sharp = 1
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var/excavation_amount = 200
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/obj/item/weapon/pickaxe/hammer
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name = "sledgehammer"
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//icon_state = "sledgehammer" Waiting on sprite
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desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
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/obj/item/weapon/pickaxe/silver
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name = "silver pickaxe"
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icon_state = "spickaxe"
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item_state = "spickaxe"
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digspeed = 30
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origin_tech = list(TECH_MATERIAL = 3)
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desc = "This makes no metallurgic sense."
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/obj/item/weapon/pickaxe/drill
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name = "advanced mining drill" // Can dig sand as well!
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icon_state = "handdrill"
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item_state = "jackhammer"
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digspeed = 30
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origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
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desc = "Yours is the drill that will pierce through the rock walls."
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drill_verb = "drilling"
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/obj/item/weapon/pickaxe/jackhammer
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name = "sonic jackhammer"
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icon_state = "jackhammer"
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item_state = "jackhammer"
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digspeed = 20 //faster than drill, but cannot dig
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origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
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desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
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drill_verb = "hammering"
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/obj/item/weapon/pickaxe/gold
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name = "golden pickaxe"
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icon_state = "gpickaxe"
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item_state = "gpickaxe"
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digspeed = 20
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origin_tech = list(TECH_MATERIAL = 4)
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desc = "This makes no metallurgic sense."
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drill_verb = "picking"
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/obj/item/weapon/pickaxe/plasmacutter
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name = "plasma cutter"
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icon_state = "plasmacutter"
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item_state = "gun"
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w_class = ITEMSIZE_NORMAL //it is smaller than the pickaxe
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damtype = "fire"
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digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
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origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
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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."
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drill_verb = "cutting"
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drill_sound = 'sound/items/Welder.ogg'
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sharp = 1
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edge = 1
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/obj/item/weapon/pickaxe/diamond
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name = "diamond pickaxe"
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icon_state = "dpickaxe"
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item_state = "dpickaxe"
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digspeed = 10
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origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 4)
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desc = "A pickaxe with a diamond pick head."
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drill_verb = "picking"
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/obj/item/weapon/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
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name = "diamond mining drill"
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icon_state = "diamonddrill"
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item_state = "jackhammer"
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digspeed = 5 //Digs through walls, girders, and can dig up sand
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origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 5)
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desc = "Yours is the drill that will pierce the heavens!"
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drill_verb = "drilling"
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/obj/item/weapon/pickaxe/borgdrill
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name = "cyborg mining drill"
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icon_state = "diamonddrill"
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item_state = "jackhammer"
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digspeed = 15
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desc = ""
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drill_verb = "drilling"
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/*****************************Shovel********************************/
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/obj/item/weapon/shovel
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name = "shovel"
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desc = "A large tool for digging and moving dirt."
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icon = 'icons/obj/items.dmi'
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icon_state = "shovel"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 8.0
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throwforce = 4.0
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item_state = "shovel"
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
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sharp = 0
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edge = 1
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/obj/item/weapon/shovel/spade
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name = "spade"
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desc = "A small tool for digging and moving dirt."
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icon_state = "spade"
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item_state = "spade"
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force = 5.0
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throwforce = 7.0
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w_class = ITEMSIZE_SMALL
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/**********************Mining car (Crate like thing, not the rail car)**************************/
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/obj/structure/closet/crate/miningcar
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desc = "A mining car. This one doesn't work on rails, but has to be dragged."
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name = "Mining car (not for rails)"
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icon = 'icons/obj/storage.dmi'
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icon_state = "miningcar"
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density = 1
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icon_opened = "miningcaropen"
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icon_closed = "miningcar"
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// Flags.
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/obj/item/stack/flag
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name = "flags"
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desc = "Some colourful flags."
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singular_name = "flag"
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amount = 10
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max_amount = 10
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icon = 'icons/obj/mining.dmi'
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var/upright = 0
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var/base_state
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/obj/item/stack/flag/New()
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..()
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base_state = icon_state
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/obj/item/stack/flag/blue
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name = "blue flags"
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singular_name = "blue flag"
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icon_state = "blueflag"
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/obj/item/stack/flag/red
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name = "red flags"
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singular_name = "red flag"
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icon_state = "redflag"
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/obj/item/stack/flag/yellow
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name = "yellow flags"
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singular_name = "yellow flag"
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icon_state = "yellowflag"
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/obj/item/stack/flag/green
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name = "green flags"
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singular_name = "green flag"
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icon_state = "greenflag"
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/obj/item/stack/flag/attackby(obj/item/W as obj, mob/user as mob)
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if(upright && istype(W,src.type))
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src.attack_hand(user)
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else
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..()
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/obj/item/stack/flag/attack_hand(user as mob)
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if(upright)
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upright = 0
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icon_state = base_state
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anchored = 0
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src.visible_message("<b>[user]</b> knocks down [src].")
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else
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..()
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/obj/item/stack/flag/attack_self(mob/user as mob)
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var/obj/item/stack/flag/F = locate() in get_turf(src)
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var/turf/T = get_turf(src)
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if(!T || !istype(T,/turf/simulated/mineral))
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user << "The flag won't stand up in this terrain."
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return
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if(F && F.upright)
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user << "There is already a flag here."
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return
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var/obj/item/stack/flag/newflag = new src.type(T)
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newflag.amount = 1
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newflag.upright = 1
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anchored = 1
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newflag.name = newflag.singular_name
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newflag.icon_state = "[newflag.base_state]_open"
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newflag.visible_message("<b>[user]</b> plants [newflag] firmly in the ground.")
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src.use(1)
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