mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
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170 lines
4.3 KiB
Plaintext
170 lines
4.3 KiB
Plaintext
/obj/item/stack/ore
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name = "small rock"
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icon = 'icons/obj/stacks_ore.dmi'
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icon_state = "ore"
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no_variants = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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rad_flags = RAD_BLOCK_CONTENTS | RAD_NO_CONTAMINATE // uh let's like, not? it'd be funny but fields usually have like 400 pieces of ore in just a few tiles.
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//^ not as horrible now that it's stacked but I'm keeping this. <3
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singular_name = "ore"
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max_amount = 50
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var/datum/geosample/geologic_data
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var/material
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/obj/item/stack/ore/update_icon()
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if(no_variants)
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icon_state = initial(icon_state)
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else //this is assuming that max_amount for ores will always be 50.
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switch(amount)
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if(-INFINITY to 1)
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icon_state = initial(icon_state)
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if(2 to 4)
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icon_state = "[initial(icon_state)]_[amount]"
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if(5 to 10)
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icon_state = "[initial(icon_state)]_5"
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if(11 to 26)
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icon_state = "[initial(icon_state)]_6"
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if(27 to INFINITY)
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icon_state = "[initial(icon_state)]_7"
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item_state = initial(icon_state)
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/obj/item/stack/ore/legacy_ex_act(severity)
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return
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/obj/item/stack/ore/Initialize(mapload)
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. = ..()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/stack/ore/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/core_sampler))
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var/obj/item/core_sampler/C = W
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C.sample_item(src, user)
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else
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return ..()
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/obj/item/stack/ore/uranium
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name = "pitchblende"
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icon_state = "uranium"
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origin_tech = list(TECH_MATERIAL = 5)
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material = MAT_URANIUM
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/obj/item/stack/ore/iron
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name = "hematite"
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icon_state = "iron"
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origin_tech = list(TECH_MATERIAL = 1)
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material = MAT_HEMATITE
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/obj/item/stack/ore/coal
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name = "raw carbon"
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icon_state = "coal"
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origin_tech = list(TECH_MATERIAL = 1)
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material = MAT_CARBON
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/obj/item/stack/ore/marble
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name = "recrystallized carbonate"
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icon_state = "marble"
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origin_tech = list(TECH_MATERIAL = 1)
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material = MAT_MARBLE
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/obj/item/stack/ore/glass
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name = "sand"
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icon_state = "glass"
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origin_tech = list(TECH_MATERIAL = 1)
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material = "sand"
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singular_name = "sand"
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slot_flags = SLOT_HOLSTER
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// POCKET SAND!
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/obj/item/stack/ore/glass/throw_impact(atom/hit_atom)
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..()
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var/mob/living/carbon/human/H = hit_atom
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if(istype(H) && H.has_eyes() && prob(85))
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to_chat(H, "<span class='danger'>Some of \the [src] gets in your eyes!</span>")
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H.apply_status_effect(/datum/status_effect/sight/blindness, 5 SECONDS)
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H.eye_blurry += 10
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spawn(1)
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if(isturf(loc))
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use(1) //oh no, they might toss the sand right back if you had more of it...
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/obj/item/stack/ore/phoron
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name = "phoron crystals"
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icon_state = "phoron"
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singular_name = "crystal"
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origin_tech = list(TECH_MATERIAL = 2)
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material = MAT_PHORON
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/obj/item/stack/ore/copper
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name = "native copper ore"
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icon_state = "copper"
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origin_tech = list(TECH_MATERIAL = 2)
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material = MAT_COPPER
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/obj/item/stack/ore/silver
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name = "native silver ore"
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icon_state = "silver"
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origin_tech = list(TECH_MATERIAL = 3)
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material = MAT_SILVER
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/obj/item/stack/ore/gold
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name = "native gold ore"
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icon_state = "gold"
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origin_tech = list(TECH_MATERIAL = 4)
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material = MAT_GOLD
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/obj/item/stack/ore/diamond
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name = "diamonds"
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icon_state = "diamond"
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singular_name = "diamond"
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origin_tech = list(TECH_MATERIAL = 6)
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material = MAT_DIAMOND
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/obj/item/stack/ore/osmium
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name = "raw platinum"
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icon_state = "platinum"
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material = MAT_PLATINUM
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/obj/item/stack/ore/hydrogen
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name = "raw hydrogen"
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icon_state = "hydrogen"
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material = MAT_METALHYDROGEN
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/obj/item/stack/ore/verdantium
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name = "verdantite dust"
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icon_state = "verdantium"
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material = MAT_VERDANTIUM
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origin_tech = list(TECH_MATERIAL = 7)
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// POCKET ... Crystal dust.
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/obj/item/stack/ore/verdantium/throw_impact(atom/hit_atom)
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..()
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var/mob/living/carbon/human/H = hit_atom
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if(istype(H) && H.has_eyes() && prob(85))
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to_chat(H, "<span class='danger'>Some of \the [src] gets in your eyes!</span>")
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H.apply_status_effect(/datum/status_effect/sight/blindness, 10 SECONDS)
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H.eye_blurry += 15
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spawn(1)
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if(isturf(loc))
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use(1)
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/obj/item/stack/ore/lead
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name = "lead glance"
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icon_state = "lead"
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material = MAT_LEAD
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origin_tech = list(TECH_MATERIAL = 3)
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/obj/item/stack/ore/slag
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name = "Slag"
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desc = "Someone screwed up..."
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singular_name = "slag"
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icon_state = "slag"
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material = null
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//Vaudium
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/obj/item/stack/ore/vaudium
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name = "raw vaudium"
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icon_state = "vaudium"
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material = MAT_VAUDIUM
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origin_tech = list(TECH_MATERIAL = 7)
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