mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Protolathe and CI build procs moved to them from RD console. Protolathe and CI now have a build queue. Designs take varying time to build. P and CI material storage is now a list instead of a set of vars. origin_tech is now a list. All sheets now contain exactly 2000 units of matter. In design datum, chemicals and materials are two separate lists. Designs are now sorted. The method is kinda hacky but flexible. They have a var, sort_string. Designs are sorted alphabetically using it. Circuits how show whether they build a machine or a computer in CI menu. Adds item construction, for now protolathe is used.
256 lines
7.3 KiB
Plaintext
256 lines
7.3 KiB
Plaintext
/**********************Light************************/
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//this item is intended to give the effect of entering the mine, so that light gradually fades
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/obj/effect/light_emitter
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name = "Light-emtter"
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anchored = 1
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unacidable = 1
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luminosity = 8
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/**********************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/meson(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 = 4.0
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matter = list("metal" = 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_ENGINERING = 1)
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attack_verb = list("hit", "pierced", "sliced", "attacked", "drilled")
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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 = 100
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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_ENGINERING = 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_ENGINERING = 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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/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 = 3.0 //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_ENGINERING = 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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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_ENGINERING = 4)
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desc = "A pickaxe with a diamond pick head, this is just like minecraft."
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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_ENGINERING = 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 = 3.0
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matter = list("metal" = 50)
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
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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 = 2.0
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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/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/floor/plating/airless/asteroid))
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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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