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https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Killian <49700375+KillianKirilenko@users.noreply.github.com> Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
264 lines
12 KiB
Plaintext
264 lines
12 KiB
Plaintext
/obj/item/weapon/research_sample
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name = "research sample"
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desc = "A curious sample of unknown material. Perhaps a scientist could tell you more about it?<br/><span class='warning'>It looks dangerous to handle without heavy gloves or other protective equipment.</span>"
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icon = 'icons/obj/samples.dmi'
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icon_state = "sample"
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w_class = ITEMSIZE_TINY
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var/tech_level = 0 //base level
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var/rand_level = 0 //random level between 0 and this value is added during spawn, if the techgroup is randomized
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var/fixed_tech = null //do we have a predetermined tech-group, per request? if so, overrides randomization for icon and name
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var/rand_tech = null //randomized tech-group from the list below
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var/list/valid_techs = list(TECH_COMBAT,TECH_MAGNET,TECH_POWER,TECH_BIO,TECH_DATA,TECH_ENGINEERING,TECH_PHORON,TECH_MATERIAL,TECH_BLUESPACE,TECH_ILLEGAL,TECH_ARCANE,TECH_PRECURSOR)
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origin_tech = list() //blank list creation, or else we get a runtime trying to assign the new techgroup
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persist_storable = FALSE //don't shove hazardous shinies into the item bank!! also their properties are (usually) randomized on creation, so saving them is pointless-- you won't get out what you put in
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//handling requirements; you need gloves with a low permeability threshold, RIG gauntlets, or luck- otherwise you get hand burns
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var/handle_risk = 20 //20% chance to hurty if you handle it wrong
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var/min_damage = 3 //min: 3 burn per hand
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var/max_damage = 5 //max: 5 burn per hand
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//resource returns when crunched; a small amount of OK stuff by default
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var/min_ore = 3
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var/max_ore = 5
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var/list/resource_list = list(/obj/item/weapon/ore/glass,/obj/item/weapon/ore/coal,/obj/item/weapon/ore/iron,/obj/item/weapon/ore/lead,/obj/item/weapon/ore/marble,/obj/item/weapon/ore/phoron,/obj/item/weapon/ore/silver,/obj/item/weapon/ore/gold)
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/obj/item/weapon/research_sample/New()
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var/tech_mod = rand(0,rand_level)
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var/tech_value = tech_level+tech_mod
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if(fixed_tech)
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origin_tech.Add(list("[fixed_tech]" = tech_value))
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else //if we're not a preset, randomize the name, icon, and associated tech, to make sure samples aren't predictable/metagamable
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var/name_prefix = "[pick("strange","anomalous","exotic","atypical","unusual","incongruous","weird","aberrant","eccentric")]"
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var/name_suffix //blank because it's randomized per sample appearance
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var/sample_icon = rand(1,10)
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icon_state = "generic_sample[sample_icon]"
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//per-state tweaks, like glows/light emission or narrower valid tech defs
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switch(sample_icon)
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if(1) //prism
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name_suffix = "[pick("alloy","object","sample","element","chunk")]"
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if(2) //ring
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name_suffix = "[pick("ring","band","torus","circuit","halo","hoop")]"
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if(3) //red stone
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name_suffix = "[pick("gem","crystal","jewel","stone","bauble","rock")]"
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if(4) //circuit scrap
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name_suffix = "[pick("circuit","board","scrap","junk","object","device")]"
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if(5) //crystal star
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name_suffix = "[pick("gem","crystal","jewel","stone","bauble","rock","star")]"
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if(6) //spore
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name_suffix = "[pick("glob","spore","blob","corpuscle","macroorganism","vacuole")]"
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if(7) //device
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name_suffix = "[pick("device","gadget","widget","object","apparatus","contraption","gizmo","object","doohickey")]"
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if(8) //purple shard
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name_suffix = "[pick("shard","fragment","sliver","remnant")]"
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if(9) //purple rock
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name_suffix = "[pick("rock","stone","slab","rubble","mineral","mass","boulder","slag")]"
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if(10) //green rock
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name_suffix = "[pick("rock","stone","slab","rubble","mineral","mass","boulder","slag")]"
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else //none
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name_suffix = "[pick("object","sample","thing","fragment","specimen","element","alloy","chunk","remnant","scrap","sliver")]"
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name = "[name_prefix] [name_suffix]"
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rand_tech = pick(valid_techs) //assign techs last
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origin_tech.Add(list("[rand_tech]" = tech_value))
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/obj/item/weapon/research_sample/attack_hand(mob/user)
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. = ..()
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var/mob/living/M = user
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if(!istype(M))
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return
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var/burn_user = TRUE
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G) && (G.permeability_coefficient < 0.25) || !prob(handle_risk) || istype(G, /obj/item/clothing/gloves/gauntlets))
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burn_user = FALSE
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if(burn_user)
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H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
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H.apply_damage(rand(min_damage,max_damage), BURN, "r_hand", used_weapon="Anomalous Material")
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H.apply_damage(rand(min_damage,max_damage), BURN, "l_hand", used_weapon="Anomalous Material")
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H.drop_from_inventory(src, get_turf(H))
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return
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if(istype(user, /mob/living/silicon/robot))
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burn_user = FALSE
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if(burn_user)
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M.apply_damage(rand(min_damage,max_damage), BURN, null, used_weapon="Anomalous Material")
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/obj/item/weapon/research_sample/attack_self(mob/user)
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var/mob/living/M = user
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if(!istype(M))
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return
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var/burn_user = TRUE
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G) && (G.permeability_coefficient < 0.25) || !prob(handle_risk) || istype(G, /obj/item/clothing/gloves/gauntlets))
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burn_user = FALSE
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if(burn_user)
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H.visible_message("<span class='danger'>\The [src] flashes as it scorches [H]'s hands!</span>")
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H.apply_damage(rand(min_damage,max_damage), BURN, "r_hand", used_weapon="Anomalous Material")
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H.apply_damage(rand(min_damage,max_damage), BURN, "l_hand", used_weapon="Anomalous Material")
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H.drop_from_inventory(src, get_turf(H))
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return
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else if(do_after(user,3 SECONDS)) //short delay, so you can abort/cancel if you misclick
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H.visible_message("<span class='notice'>[H] crushes \the [src], stabilizing its anomalous properties and rendering it into a pile of assorted minerals.</span>")
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var/i = rand(min_ore,max_ore)
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while(i>1)
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var/ore = pick(resource_list)
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new ore(H.loc)
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i--
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H.drop_from_inventory(src,get_turf(H))
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qdel(src)
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if(istype(user, /mob/living/silicon/robot))
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burn_user = FALSE
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if(burn_user)
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M.apply_damage(rand(min_damage,max_damage), BURN, null, used_weapon="Anomalous Material")
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/obj/item/weapon/research_sample/attackby(obj/item/weapon/P as obj, mob/user as mob)
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..()
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if(istype(P, /obj/item/weapon/storage/sample_container))
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var/obj/item/weapon/storage/sample_container/SC = P
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src.loc = SC
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SC.update_icon()
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to_chat(user, "<span class='notice'>You store \the [src] in \the [SC].</span>")
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if(istype(P, /obj/item/device/cataloguer))
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to_chat(user, "<span class='notice'>You start to scan \the [src] with \the [P]...</span>")
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if(do_after(user, 2 SECONDS))
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to_chat(user, "<span class='notice'>\The [src] seems to have [origin_tech[1]] properties?</span>")
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/obj/item/weapon/research_sample/common
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tech_level = 2 //2~3
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rand_level = 1
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valid_techs = list(TECH_COMBAT,TECH_MAGNET,TECH_POWER,TECH_BIO,TECH_DATA,TECH_ENGINEERING,TECH_PHORON,TECH_MATERIAL)
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catalogue_data = list(/datum/category_item/catalogue/information/research_sample/common)
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/obj/item/weapon/research_sample/uncommon
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tech_level = 4 //4~6
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rand_level = 2
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valid_techs = list(TECH_COMBAT,TECH_MAGNET,TECH_POWER,TECH_BIO,TECH_DATA,TECH_ENGINEERING,TECH_PHORON,TECH_MATERIAL,TECH_BLUESPACE,TECH_ILLEGAL)
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catalogue_data = list(/datum/category_item/catalogue/information/research_sample/uncommon)
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handle_risk = 50
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min_damage = 4
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max_damage = 6
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//modest amount of decent stuff
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min_ore = 4
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max_ore = 6
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resource_list = list(/obj/item/weapon/ore/phoron,/obj/item/weapon/ore/silver,/obj/item/weapon/ore/gold,/obj/item/weapon/ore/osmium,/obj/item/weapon/ore/diamond)
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/obj/item/weapon/research_sample/rare
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tech_level = 6 //6~8
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rand_level = 2
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valid_techs = list(TECH_COMBAT,TECH_MAGNET,TECH_POWER,TECH_BIO,TECH_DATA,TECH_ENGINEERING,TECH_PHORON,TECH_MATERIAL,TECH_BLUESPACE,TECH_ILLEGAL,TECH_ARCANE,TECH_PRECURSOR)
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catalogue_data = list(/datum/category_item/catalogue/information/research_sample/rare)
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handle_risk = 80
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min_damage = 5
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max_damage = 10
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//a decent amount of rare stuff only
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min_ore = 8
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max_ore = 10
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resource_list = list(/obj/item/weapon/ore/osmium,/obj/item/weapon/ore/uranium,/obj/item/weapon/ore/hydrogen,/obj/item/weapon/ore/diamond,/obj/item/weapon/ore/verdantium)
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/obj/item/weapon/research_sample/bluespace
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name = "bluespace anomaly"
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desc = "A small, solidified fragment of bluespace? It shimmers in and out of phase with reality, flickering ominously."
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icon_state = "sample_bluespace"
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tech_level = 6 //always 6
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rand_level = 0
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fixed_tech = TECH_BLUESPACE
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var/lightcolor = "#0066CC"
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catalogue_data = list(/datum/category_item/catalogue/information/research_sample/bluespace)
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handle_risk = 80
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min_damage = 5
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max_damage = 10
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//a single bluespace crystal
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min_ore = 1
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max_ore = 1
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resource_list = list(/obj/item/weapon/bluespace_crystal)
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/obj/item/weapon/research_sample/bluespace/New()
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..()
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set_light(1, 3, lightcolor)
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//catalogue data
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/datum/category_item/catalogue/information/research_sample/core_data
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name = "Collection - Anomalous Matter"
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desc = "Samples of various kinds of matter exposed to strange energy fields, exotic stellar radiation, or other unusual conditions, these objects are of great interest to most scientific institutions as they present novel research opportunities in a wide variety of fields, whether it's studying the material compositions themselves, the effects that exposure has had on them, or their other properties such as conductivity, flammability, and so on. There's no telling what kind of breakthroughs could be made.\
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<br><br>\
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Perhaps the best known example of this type of object would be the now-ubiquitous Phoron. Whilst many of these samples are the equivalent of evolutionary \'dead ends\' in most respects, many can still yield intriguing results and unique possibilities - not to mention wealth and fame for those who discover a promising specimen.\
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<br><br>\
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Their exact composition often varies wildly, which means handling them without protective equipment can be a risky endeavour."
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value = CATALOGUER_REWARD_MEDIUM
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unlocked_by_all = list(
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/datum/category_item/catalogue/information/research_sample/common,
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/datum/category_item/catalogue/information/research_sample/uncommon,
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/datum/category_item/catalogue/information/research_sample/rare,
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/datum/category_item/catalogue/information/research_sample/bluespace
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)
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/datum/category_item/catalogue/information/research_sample/common
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name = "Anomalous Sample - Common"
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desc = "A chunk of mildly anomalous matter. It seems mostly safe to handle, but care should be taken nonetheless."
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value = CATALOGUER_REWARD_EASY
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/datum/category_item/catalogue/information/research_sample/uncommon
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name = "Anomalous Sample - Uncommon"
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desc = "A chunk of moderately anomalous matter. Could be quite dangerous to handle unprotected."
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value = CATALOGUER_REWARD_MEDIUM
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/datum/category_item/catalogue/information/research_sample/rare
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name = "Anomalous Sample - Rare"
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desc = "A chunk of exceptionally anomalous matter. It's likely very dangerous to handle without protective equipment."
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value = CATALOGUER_REWARD_HARD
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/datum/category_item/catalogue/information/research_sample/bluespace
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name = "Anomalous Sample - Bluespace"
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desc = "A semi-crystalline particle of anomalous origin. Cataloguer sensors indicate it has extremely strong quasidimensional entanglements. Handling it without protective equipment is likely very unwise."
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value = CATALOGUER_REWARD_HARD
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/obj/random/research_sample_type1
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name = "Random Research Sample"
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desc = "Spawns a random research sample of any quality."
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icon = 'icons/obj/samples.dmi'
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icon_state = "sample_spawner1"
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/obj/random/research_sample_type1/item_to_spawn()
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return pick(prob(50);/obj/item/weapon/research_sample/common,
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prob(35);/obj/item/weapon/research_sample/uncommon,
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prob(15);/obj/item/weapon/research_sample/rare)
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/obj/random/research_sample_type2
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name = "Random Common/Uncommon Research Sample"
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desc = "Spawns a random research sample of common or uncommon quality."
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icon = 'icons/obj/samples.dmi'
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icon_state = "sample_spawner2"
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/obj/random/research_sample_type2/item_to_spawn()
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return pick(prob(70);/obj/item/weapon/research_sample/common,
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prob(30);/obj/item/weapon/research_sample/uncommon)
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/obj/random/research_sample_type3
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name = "Random Uncommon/Rare Research Sample"
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desc = "Spawns a random research sample of uncommon or rare quality."
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icon = 'icons/obj/samples.dmi'
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icon_state = "sample_spawner3"
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/obj/random/research_sample_type3/item_to_spawn()
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return pick(prob(70);/obj/item/weapon/research_sample/uncommon,
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prob(30);/obj/item/weapon/research_sample/rare)
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