From 2308e71157d9b0e4cc5cc3cb2e82cde39bff2bba Mon Sep 17 00:00:00 2001 From: SkyMarshal Date: Wed, 8 Jan 2014 20:44:10 -0700 Subject: [PATCH] Mining fixes as it was annoying as fuck. Also a random object with nothing in it removed. --- baystation12.dme | 2 +- code/controllers/master_controller.dm | 1 + code/game/mecha/equipment/tools/tools.dm | 4 +- code/modules/mining/mine_turfs.dm | 923 +++++++----------- code/modules/mining/minerals.dm | 72 ++ code/modules/mining/ores_coins.dm | 2 +- .../Chemistry-Reagents-Antidepressants.dm | 2 - .../artifact/artifact_gigadrill.dm | 2 +- .../research/xenoarchaeology/geosample.dm | 77 +- .../machinery/geosample_scanner.dm | 4 +- code/modules/research/xenoarchaeology/misc.dm | 49 + .../tools/tools_coresampler.dm | 6 +- .../tools/tools_depthscanner.dm | 11 +- 13 files changed, 522 insertions(+), 633 deletions(-) create mode 100644 code/modules/mining/minerals.dm diff --git a/baystation12.dme b/baystation12.dme index 773f55ba42..a720e22d05 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -831,6 +831,7 @@ #include "code\modules\mining\mine_areas.dm" #include "code\modules\mining\mine_items.dm" #include "code\modules\mining\mine_turfs.dm" +#include "code\modules\mining\minerals.dm" #include "code\modules\mining\mint.dm" #include "code\modules\mining\money_bag.dm" #include "code\modules\mining\ores_coins.dm" @@ -1162,7 +1163,6 @@ #include "code\modules\research\xenoarchaeology\geosample.dm" #include "code\modules\research\xenoarchaeology\manuals.dm" #include "code\modules\research\xenoarchaeology\misc.dm" -#include "code\modules\research\xenoarchaeology\readme.dm" #include "code\modules\research\xenoarchaeology\artifact\artifact.dm" #include "code\modules\research\xenoarchaeology\artifact\artifact_autocloner.dm" #include "code\modules\research\xenoarchaeology\artifact\artifact_crystal.dm" diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index 5e7d308a9e..8a5f62a7b7 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -66,6 +66,7 @@ datum/controller/game_controller/proc/setup() setupgenetics() setupfactions() setup_economy() + SetupXenoarch() transfer_controller = new diff --git a/code/game/mecha/equipment/tools/tools.dm b/code/game/mecha/equipment/tools/tools.dm index 73c7f5bd84..416e2ff6cb 100644 --- a/code/game/mecha/equipment/tools/tools.dm +++ b/code/game/mecha/equipment/tools/tools.dm @@ -94,7 +94,7 @@ else if(istype(target, /turf/simulated/mineral)) for(var/turf/simulated/mineral/M in range(chassis,1)) if(get_dir(chassis,M)&chassis.dir) - M.gets_drilled() + M.GetDrilled() log_message("Drilled through [target]") if(locate(/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp) in chassis.equipment) var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo @@ -153,7 +153,7 @@ else if(istype(target, /turf/simulated/mineral)) for(var/turf/simulated/mineral/M in range(chassis,1)) if(get_dir(chassis,M)&chassis.dir) - M.gets_drilled() + M.GetDrilled() log_message("Drilled through [target]") if(locate(/obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp) in chassis.equipment) var/obj/structure/ore_box/ore_box = locate(/obj/structure/ore_box) in chassis:cargo diff --git a/code/modules/mining/mine_turfs.dm b/code/modules/mining/mine_turfs.dm index 6a17f69317..e83bc6c9a8 100644 --- a/code/modules/mining/mine_turfs.dm +++ b/code/modules/mining/mine_turfs.dm @@ -1,11 +1,8 @@ /**********************Mineral deposits**************************/ -#define XENOARCH_SPAWN_CHANCE 0.5 -#define XENOARCH_SPREAD_CHANCE 15 -#define ARTIFACT_SPAWN_CHANCE 20 -/datum/controller/game_controller/var/list/artifact_spawning_turfs = list() -/var/global/list/artifact_spawn = list() // Runtime fix for geometry loading before controller is instantiated. +datum/controller/game_controller/var/list/artifact_spawning_turfs = list() +var/list/artifact_spawn = list() // Runtime fix for geometry loading before controller is instantiated. /turf/simulated/mineral //wall piece name = "Rock" @@ -17,599 +14,375 @@ density = 1 blocks_air = 1 temperature = TCMB - var/mineralName = "" - var/mineralAmt = 0 - var/spread = 0 //will the seam spread? - var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles + var/mineral/mineral + var/mined_ore = 0 var/last_act = 0 - var/datum/geosample/geological_data + var/datum/geosample/geologic_data var/excavation_level = 0 - var/list/finds = list() - var/list/excavation_minerals = list() + 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 -/turf/simulated/mineral/Del() - return -/turf/simulated/mineral/ex_act(severity) - switch(severity) - if(3.0) + New() + . = ..() + + MineralSpread() + + spawn(1) + var/turf/T + if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor))) + T = get_step(src, NORTH) + if (T) + T.overlays += image('icons/turf/walls.dmi', "rock_side_s") + if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor))) + T = get_step(src, SOUTH) + if (T) + T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6) + if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor))) + T = get_step(src, EAST) + if (T) + T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6) + if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor))) + T = get_step(src, WEST) + if (T) + T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6) + + + 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() + + + Bumped(AM) + . = ..() + 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) + + + proc/MineralSpread() + if(mineral && mineral.spread) + for(var/trydir in cardinal) + if(prob(mineral.spread_chance)) + var/turf/simulated/mineral/random/target_turf = get_step(src, trydir) + if(istype(target_turf) && !target_turf.mineral) + target_turf.mineral = mineral + target_turf.UpdateMineral() + target_turf.MineralSpread() + + + proc/UpdateMineral() + if(!mineral) + name = "\improper Rock" + icon_state = "rock" return - if(2.0) - if (prob(70)) - src.mineralAmt -= 1 //some of the stuff gets blown up - src.gets_drilled() - if(1.0) - src.mineralAmt -= 2 //some of the stuff gets blown up - src.gets_drilled() - return - -/turf/simulated/mineral/New() - - spawn(1) - var/turf/T - if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor))) - T = get_step(src, NORTH) - if (T) - T.overlays += image('icons/turf/walls.dmi', "rock_side_s") - if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor))) - T = get_step(src, SOUTH) - if (T) - T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6) - if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor))) - T = get_step(src, EAST) - if (T) - T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6) - if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor))) - T = get_step(src, WEST) - if (T) - T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6) - - if (mineralName && mineralAmt && spread && spreadChance) - for(var/trydir in list(1,2,4,8)) - if(prob(spreadChance)) - if(istype(get_step(src, trydir), /turf/simulated/mineral/random)) - var/turf/simulated/mineral/T = get_step(src, trydir) - var/turf/simulated/mineral/M = new src.type(T) - //keep any digsite data as constant as possible - if(T.finds.len && !M.finds.len) - M.finds = T.finds - if(T.archaeo_overlay) - M.overlays += archaeo_overlay + name = "\improper [mineral.display_name] deposit" + icon_state = "rock_[mineral.name]" - //---- Xenoarchaeology BEGIN + //Not even going to touch this pile of spaghetti + attackby(obj/item/weapon/W as obj, mob/user as mob) - //put into spawn so that digsite data can be preserved over the turf replacements via spreading mineral veins - spawn(0) - if(mineralAmt > 0 && !excavation_minerals.len) - for(var/i=0, i 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 = ", [pick("there is a crunching noise","[W] collides with some different rock","part of the rock face crumbles away","something breaks under [W]")]" + + user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]." + + if(fail_message && prob(90)) + if(prob(25)) + excavate_find(5, finds[1]) + else if(prob(50)) + finds.Remove(finds[1]) if(prob(50)) - M.finds.Add(new/datum/find(digsite, rand(5,95))) - else if(prob(75)) - M.finds.Add(new/datum/find(digsite, rand(5,45))) - M.finds.Add(new/datum/find(digsite, rand(55,95))) + artifact_debris() + + if(do_after(user,P.digspeed)) + user << "\blue You finish [P.drill_verb] the rock." + + if(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 - M.finds.Add(new/datum/find(digsite, rand(5,30))) - M.finds.Add(new/datum/find(digsite, rand(35,75))) - M.finds.Add(new/datum/find(digsite, rand(75,95))) + GetDrilled(1) + return + else + excavation_level += P.excavation_amount - //sometimes a find will be close enough to the surface to show - var/datum/find/F = M.finds[1] - if(F.excavation_required <= F.view_range) - archaeo_overlay = "overlay_archaeo[rand(1,3)]" - M.overlays += archaeo_overlay + //archaeo overlays + if(!archaeo_overlay && 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 - //dont create artifact machinery in animal or plant digsites, or if we already have one - if(!artifact_find && digsite != 1 && digsite != 2 && prob(ARTIFACT_SPAWN_CHANCE)) - artifact_find = new() - artifact_spawn.Add(src) + //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 - if(!src.geological_data) - src.geological_data = new/datum/geosample(src) - src.geological_data.UpdateTurf(src) + //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 - //for excavated turfs placeable in the map editor - /*if(excavation_level > 0) - if(excavation_level < 25) - src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv1_[rand(1,3)]") - else if(excavation_level < 50) - src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv2_[rand(1,3)]") - else if(excavation_level < 75) - src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv3_[rand(1,3)]") - else - src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv4_[rand(1,3)]") - desc = "It appears to be partially excavated."*/ + /* Nope. + //extract pesky minerals while we're excavating + while(excavation_minerals.len && excavation_level > excavation_minerals[excavation_minerals.len]) + DropMineral() + pop(excavation_minerals) + mineralAmt-- */ + + //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 + + else + return attack_hand(user) + + + proc/DropMineral() + if(!mineral) + return + + var/obj/item/weapon/ore/O = new mineral.ore (src) + if(istype(O)) + geologic_data.UpdateNearbyArtifactInfo(src) + O.geologic_data = geologic_data + return O + + + proc/GetDrilled(var/artifact_fail = 0) + //var/destroyed = 0 //used for breaking strange rocks + 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 << "[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!" + 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) + + var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid) + N.fullUpdateMineralOverlays() + + if(rand(1,500) == 1) + visible_message("An old dusty crate was buried within!") + new /obj/structure/closet/crate/secure/loot(src) + + + 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("\red[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].") + del(X) + + finds.Remove(F) + + + 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) + var/obj/item/stack/rods/R = new(src) + R.amount = rand(5,25) + + if(2) + var/obj/item/stack/tile/R = new(src) + R.amount = rand(1,5) + + if(3) + var/obj/item/stack/sheet/metal/R = new(src) + R.amount = rand(5,25) + + if(4) + var/obj/item/stack/sheet/plasteel/R = new(src) + R.amount = rand(5,25) + + if(5) + var/quantity = rand(1,3) + for(var/i=0, i 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(src.finds.len) - var/datum/find/F = src.finds[1] - if(src.excavation_level + P.excavation_amount > F.excavation_required) - //Chance to destroy / extract any finds here - fail_message = ", [pick("there is a crunching noise","[W] collides with some different rock","part of the rock face crumbles away","something breaks under [W]")]" - - user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]." - - if(fail_message && prob(90)) - if(prob(25)) - excavate_find(5, src.finds[1]) - else if(prob(50)) - src.finds.Remove(src.finds[1]) - if(prob(50)) - artifact_debris() - - if(do_after(user,P.digspeed)) - user << "\blue You finish [P.drill_verb] the rock." - - if(finds.len) - var/datum/find/F = src.finds[1] - if(round(src.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(src.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(src.excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range) - //just pull the surrounding rock out - excavate_find(0, F) - - if( src.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( src.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) - gets_drilled(0) - else - gets_drilled(1) - return - else - src.excavation_level += P.excavation_amount - - //archaeo overlays - if(!archaeo_overlay && finds.len) - var/datum/find/F = src.finds[1] - if(F.excavation_required <= src.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(src.excavation_level >= 75) - if(src.excavation_level - P.excavation_amount < 75) - update_excav_overlay = 1 - else if(src.excavation_level >= 50) - if(src.excavation_level - P.excavation_amount < 50) - update_excav_overlay = 1 - else if(src.excavation_level >= 25) - if(src.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 - - //extract pesky minerals while we're excavating - while(excavation_minerals.len && src.excavation_level > excavation_minerals[excavation_minerals.len]) - drop_mineral() - pop(excavation_minerals) - mineralAmt-- - - //drop some rocks - next_rock += P.excavation_amount * 10 - while(next_rock > 100) - next_rock -= 100 - var/obj/item/weapon/ore/O = new(src) - src.geological_data.UpdateNearbyArtifactInfo(src) - O.geological_data = src.geological_data - - else - return attack_hand(user) - return - -/turf/simulated/mineral/proc/drop_mineral() - var/obj/item/weapon/ore/O - if (src.mineralName == "Uranium") - O = new /obj/item/weapon/ore/uranium(src) - if (src.mineralName == "Iron") - O = new /obj/item/weapon/ore/iron(src) - if (src.mineralName == "Gold") - O = new /obj/item/weapon/ore/gold(src) - if (src.mineralName == "Silver") - O = new /obj/item/weapon/ore/silver(src) - if (src.mineralName == "Plasma") - O = new /obj/item/weapon/ore/plasma(src) - if (src.mineralName == "Diamond") - O = new /obj/item/weapon/ore/diamond(src) - if (src.mineralName == "Clown") - O = new /obj/item/weapon/ore/clown(src) - if(O) - src.geological_data.UpdateNearbyArtifactInfo(src) - O.geological_data = src.geological_data - return O - -/turf/simulated/mineral/proc/gets_drilled(var/artifact_fail = 0) - //var/destroyed = 0 //used for breaking strange rocks - if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11)) - - //if the turf has already been excavated, some of it's ore has been removed - for (var/i=0;i[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!" - 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) - - var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid) - N.fullUpdateMineralOverlays() - var/crate = rand(1,500) - switch(crate) - if(1) - visible_message("After digging, you find an old dusty crate buried within!") - new/obj/structure/closet/crate/secure/loot(src) - return - -/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) - src.geological_data.UpdateNearbyArtifactInfo(src) - X:geological_data = src.geological_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) - src.visible_message("\red[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].") - del(X) - - src.finds.Remove(F) - -/turf/simulated/mineral/proc/artifact_debris(var/severity = 0) - //cael's patented random limited drop componentized loot system! - severity = max(min(severity,1),0) - var/materials = 0 - var/list/viable_materials = list(1,2,4,8,16,32,64,128,256) - - var/num_materials = rand(1,3 + severity*2) - for(var/i=0, i