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siliconsandGitHub 40ddbc3e86 mining module reorganization (#6739)
Reorganizes the module in prep for refactoring and development.
2024-09-09 14:44:13 -06:00

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