Files
CHOMPStation2/code/modules/mining/mine_turfs.dm
Zuhayr f2cc74d588 # This is a combination of 2 commits.
# The first commit's message is:

Rewriting the mining turfs to reduce worldstart lag.

# This is the 2nd commit message:

Map cleanup.
2015-12-16 15:26:38 +10:30

509 lines
15 KiB
Plaintext

/**********************Mineral deposits**************************/
/turf/unsimulated/mineral
name = "impassable rock"
icon = 'icons/turf/walls.dmi'
icon_state = "rock-dark"
/turf/simulated/mineral //wall piece
name = "rock"
icon = 'icons/turf/walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = T0C
var/ore/mineral
var/sand_dug
var/mined_ore = 0
var/last_act = 0
var/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe.
var/overlay_detail
var/datum/geosample/geologic_data
var/excavation_level = 0
var/list/finds
var/next_rock = 0
var/archaeo_overlay = ""
var/excav_overlay = ""
var/obj/item/weapon/last_find
var/datum/artifact_find/artifact_find
var/ignore_mapgen
has_resources = 1
/turf/simulated/mineral/ignore_mapgen
ignore_mapgen = 1
/turf/simulated/mineral/floor
name = "sand"
icon = 'icons/turf/flooring/asteroid.dmi'
icon_state = "asteroid"
density = 0
opacity = 0
/turf/simulated/mineral/floor/ignore_mapgen
ignore_mapgen = 1
/turf/simulated/mineral/proc/make_floor()
if(!density && !opacity)
return
density = 0
opacity = 0
update_icon()
reconsider_lights()
/turf/simulated/mineral/proc/make_wall()
if(density && opacity)
return
density = 1
opacity = 1
update_icon()
reconsider_lights()
/turf/simulated/mineral/Entered(atom/movable/M as mob|obj)
. = ..()
if(istype(M,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = M
if(R.module)
if(istype(R.module_state_1,/obj/item/weapon/storage/bag/ore))
attackby(R.module_state_1,R)
else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
attackby(R.module_state_2,R)
else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
attackby(R.module_state_3,R)
else
return
/turf/simulated/mineral/initialize()
if(prob(20))
overlay_detail = "asteroid[rand(0,9)]"
if(density)
spawn(0)
MineralSpread()
update_icon(1)
/turf/simulated/mineral/update_icon(var/update_neighbors)
overlays.Cut()
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
if(density)
if(mineral)
name = "[mineral.display_name] deposit"
else
name = "rock"
icon = 'icons/turf/walls.dmi'
icon_state = "rock"
for(var/direction in step_overlays)
var/turf/T = get_step(src,step_overlays[direction])
if(istype(T) && !T.density)
T.overlays += image('icons/turf/walls.dmi', "rock_side", dir = turn(step_overlays[direction], 180))
else
name = "sand"
icon = 'icons/turf/flooring/asteroid.dmi'
icon_state = "asteroid"
if(sand_dug)
overlays += image('icons/turf/flooring/asteroid.dmi', "dug_overlay")
for(var/direction in step_overlays)
if(istype(get_step(src, step_overlays[direction]), /turf/space))
overlays += image('icons/turf/flooring/asteroid.dmi', "asteroid_edges", dir = step_overlays[direction])
else
var/turf/simulated/mineral/M = get_step(src, step_overlays[direction])
if(istype(M) && M.density)
overlays += image('icons/turf/walls.dmi', "rock_side", dir = step_overlays[direction])
if(overlay_detail)
overlays |= image(icon = 'icons/turf/flooring/decals.dmi', icon_state = overlay_detail)
if(update_neighbors)
var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
for(var/direction in all_step_directions)
if(istype(get_step(src, direction), /turf/simulated/mineral))
var/turf/simulated/mineral/M = get_step(src, direction)
M.update_icon()
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(2.0)
if (prob(70))
mined_ore = 1 //some of the stuff gets blown up
GetDrilled()
if(1.0)
mined_ore = 2 //some of the stuff gets blown up
GetDrilled()
/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
// Emitter blasts
if(istype(Proj, /obj/item/projectile/beam/emitter))
emitter_blasts_taken++
if(emitter_blasts_taken > 2) // 3 blasts per tile
mined_ore = 1
GetDrilled()
/turf/simulated/mineral/Bumped(AM)
. = ..()
if(!density)
return .
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
attackby(H.r_hand,H)
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
attackby(R.module_active,R)
else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
M.selected.action(src)
/turf/simulated/mineral/proc/MineralSpread()
if(mineral && mineral.spread)
for(var/trydir in cardinal)
if(prob(mineral.spread_chance))
var/turf/simulated/mineral/target_turf = get_step(src, trydir)
if(istype(target_turf) && target_turf.density && !target_turf.mineral)
target_turf.mineral = mineral
target_turf.UpdateMineral()
target_turf.MineralSpread()
/turf/simulated/mineral/proc/UpdateMineral()
clear_ore_effects()
if(mineral)
new /obj/effect/mineral(src, mineral)
update_icon()
//Not even going to touch this pile of spaghetti
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if(!density)
var/list/usable_tools = list(
/obj/item/weapon/shovel,
/obj/item/weapon/pickaxe/diamonddrill,
/obj/item/weapon/pickaxe/drill,
/obj/item/weapon/pickaxe/borgdrill
)
var/valid_tool
for(var/valid_type in usable_tools)
if(istype(W,valid_type))
valid_tool = 1
break
if(valid_tool)
if (sand_dug)
user << "<span class='warning'>This area has already been dug.</span>"
return
var/turf/T = user.loc
if (!(istype(T)))
return
user << "<span class='notice'>You start digging.</span>"
playsound(user.loc, 'sound/effects/rustle1.ogg', 50, 1)
if(!do_after(user,40)) return
user << "<span class='notice'>You dug a hole.</span>"
GetDrilled()
else if(istype(W,/obj/item/weapon/storage/bag/ore))
var/obj/item/weapon/storage/bag/ore/S = W
if(S.collection_mode)
for(var/obj/item/weapon/ore/O in contents)
O.attackby(W,user)
return
else if(istype(W,/obj/item/weapon/storage/bag/fossils))
var/obj/item/weapon/storage/bag/fossils/S = W
if(S.collection_mode)
for(var/obj/item/weapon/fossil/F in contents)
F.attackby(W,user)
return
else
if (istype(W, /obj/item/device/core_sampler))
geologic_data.UpdateNearbyArtifactInfo(src)
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
return
if (istype(W, /obj/item/device/depth_scanner))
var/obj/item/device/depth_scanner/C = W
C.scan_atom(user, src)
return
if (istype(W, /obj/item/device/measuring_tape))
var/obj/item/device/measuring_tape/P = W
user.visible_message("<span class='notice'>\The [user] extends \a [P] towards \the [src].</span>","<span class='notice'>You extend \the [P] towards \the [src].</span>")
if(do_after(user,25))
user << "<span class='notice'>\icon[P] [src] has been excavated to a depth of [2*excavation_level]cm.</span>"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
var/obj/item/weapon/pickaxe/P = W
if(last_act + P.digspeed > world.time)//prevents message spam
return
last_act = world.time
playsound(user, P.drill_sound, 20, 1)
//handle any archaeological finds we might uncover
var/fail_message
if(finds && finds.len)
var/datum/find/F = finds[1]
if(excavation_level + P.excavation_amount > F.excavation_required)
//Chance to destroy / extract any finds here
fail_message = ". <b>[pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]</b>"
user << "<span class='notice'>You start [P.drill_verb][fail_message ? fail_message : ""].</span>"
if(fail_message && prob(90))
if(prob(25))
excavate_find(5, finds[1])
else if(prob(50))
finds.Remove(finds[1])
if(prob(50))
artifact_debris()
if(do_after(user,P.digspeed))
user << "<span class='notice'>You finish [P.drill_verb] \the [src].</span>"
if(finds && finds.len)
var/datum/find/F = finds[1]
if(round(excavation_level + P.excavation_amount) == F.excavation_required)
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
if(excavation_level + P.excavation_amount > F.excavation_required)
//if you can get slightly over, perfect extraction
excavate_find(100, F)
else
excavate_find(80, F)
else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
//just pull the surrounding rock out
excavate_find(0, F)
if( excavation_level + P.excavation_amount >= 100 )
//if players have been excavating this turf, leave some rocky debris behind
var/obj/structure/boulder/B
if(artifact_find)
if( excavation_level > 0 || prob(15) )
//boulder with an artifact inside
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else
artifact_debris(1)
else if(prob(15))
//empty boulder
B = new(src)
if(B)
GetDrilled(0)
else
GetDrilled(1)
return
excavation_level += P.excavation_amount
//archaeo overlays
if(!archaeo_overlay && finds && finds.len)
var/datum/find/F = finds[1]
if(F.excavation_required <= excavation_level + F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
overlays += archaeo_overlay
//there's got to be a better way to do this
var/update_excav_overlay = 0
if(excavation_level >= 75)
if(excavation_level - P.excavation_amount < 75)
update_excav_overlay = 1
else if(excavation_level >= 50)
if(excavation_level - P.excavation_amount < 50)
update_excav_overlay = 1
else if(excavation_level >= 25)
if(excavation_level - P.excavation_amount < 25)
update_excav_overlay = 1
//update overlays displaying excavation level
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
var/excav_quadrant = round(excavation_level / 25) + 1
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
overlays += excav_overlay
//drop some rocks
next_rock += P.excavation_amount * 10
while(next_rock > 100)
next_rock -= 100
var/obj/item/weapon/ore/O = new(src)
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
return
return attack_hand(user)
/turf/simulated/mineral/proc/clear_ore_effects()
for(var/obj/effect/mineral/M in contents)
qdel(M)
/turf/simulated/mineral/proc/DropMineral()
if(!mineral)
return
clear_ore_effects()
var/obj/item/weapon/ore/O = new mineral.ore (src)
if(istype(O))
geologic_data.UpdateNearbyArtifactInfo(src)
O.geologic_data = geologic_data
return O
/turf/simulated/mineral/proc/GetDrilled(var/artifact_fail = 0)
if(!density)
if(!sand_dug)
sand_dug = 1
for(var/i=0;i<(rand(3)+2);i++)
new/obj/item/weapon/ore/glass(src)
update_icon()
return
if (mineral && mineral.result_amount)
//if the turf has already been excavated, some of it's ore has been removed
for (var/i = 1 to mineral.result_amount - mined_ore)
DropMineral()
//destroyed artifacts have weird, unpleasant effects
//make sure to destroy them before changing the turf though
if(artifact_find && artifact_fail)
var/pain = 0
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
M << "<span class='danger'>[pick("A high-pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</span>"
if(pain)
flick("pain",M.pain)
if(prob(50))
M.adjustBruteLoss(5)
else
flick("flash",M.flash)
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
// Kill and update the space overlays around us.
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
for(var/direction in step_overlays)
var/turf/space/T = get_step(src, step_overlays[direction])
if(istype(T))
T.overlays.Cut()
for(var/next_direction in step_overlays)
if(istype(get_step(T, step_overlays[next_direction]),/turf/simulated/mineral))
T.overlays += image('icons/turf/walls.dmi', "rock_side", dir = step_overlays[next_direction])
make_floor()
/turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
//with skill and luck, players can cleanly extract finds
//otherwise, they come out inside a chunk of rock
var/obj/item/weapon/X
if(prob_clean)
X = new /obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
else
X = new /obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
geologic_data.UpdateNearbyArtifactInfo(src)
X:geologic_data = geologic_data
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
//yuck
var/display_name = "Something"
if(!X)
X = last_find
if(X)
display_name = X.name
//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
if(prob(F.prob_delicate))
var/obj/effect/suspension_field/S = locate() in src
if(!S || S.field_type != get_responsive_reagent(F.find_type))
if(X)
visible_message("<span class='danger'>\The [pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</span>")
qdel(X)
finds.Remove(F)
/turf/simulated/mineral/proc/artifact_debris(var/severity = 0)
//cael's patented random limited drop componentized loot system!
//sky's patented not-fucking-retarded overhaul!
//Give a random amount of loot from 1 to 3 or 5, varying on severity.
for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2))
switch(rand(1,7))
if(1)
new /obj/item/stack/rods(src, rand(5,25))
if(2)
new /obj/item/stack/material/plasteel(src, rand(5,25))
if(3)
new /obj/item/stack/material/steel(src, rand(5,25))
if(4)
new /obj/item/stack/material/plasteel(src, rand(5,25))
if(5)
for(var/i=1 to rand(1,3))
new /obj/item/weapon/material/shard(src)
if(6)
for(var/i=1 to rand(1,3))
new /obj/item/weapon/material/shard/phoron(src)
if(7)
new /obj/item/stack/material/uranium(src, rand(5,25))
/turf/simulated/mineral/proc/make_ore(var/rare_ore)
if(mineral)
return
else if(istype(W, /obj/item/stack/tile/floor))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/floor/S = W
if (S.get_amount() < 1)
return
qdel(L)
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
ChangeTurf(/turf/simulated/floor)
S.use(1)
return
else
user << "<span class='warning'>The plating is going to need some support.</span>"
return
else
mineral_name = pickweight(list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10))
mineral_name = lowertext(mineral_name)
if(mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]
UpdateMineral()
update_icon()