mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
Turf cleanup, Shoe unsnowflaking
This commit does the following: - Removes unused variables from turfs - Removes the mining/drilling folder following the removal of it's turf variables - All mobs now generate dirt on simulated turfs, not just humans. - Shoe sounds are now handled by a proc on shoes, step_action() - This is called by human/Move().
This commit is contained in:
@@ -1,3 +1,5 @@
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/obj/item/clothing/shoes/proc/step_action(var/mob/living/carbon/human/H) //squeek squeek
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/obj/item/clothing/shoes/syndigaloshes
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desc = "A pair of brown shoes. They seem to have extra grip."
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name = "brown shoes"
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@@ -61,6 +63,18 @@
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var/footstep = 1 //used for squeeks whilst walking
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species_restricted = null
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/obj/item/clothing/shoes/clown_shoes/step_action(var/mob/living/carbon/human/H)
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if(!istype(H)) return 0
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if(H.m_intent == "run")
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if(footstep >= 2)
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playsound(src, "clownstep", 50, 1)
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footstep = 0
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else
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footstep++
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else
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playsound(src, "clownstep", 20, 1)
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/obj/item/clothing/shoes/jackboots
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name = "jackboots"
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desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
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@@ -68,7 +82,19 @@
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item_state = "jackboots"
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item_color = "hosred"
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siemens_coefficient = 0.7
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var/footstep=1
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var/footstep = 1
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/obj/item/clothing/shoes/jackboots/step_action(var/mob/living/carbon/human/H)
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if(!istype(H)) return 0
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if(H.m_intent == "run")
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if(footstep >= 2)
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playsound(src, "jackboot", 50, 1)
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footstep = 0
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else
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footstep++
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else
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playsound(src, "jackboot", 20, 1)
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/obj/item/clothing/shoes/jackboots/jacksandals
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name = "jacksandals"
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@@ -132,11 +158,10 @@
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icon_state = "griffinboots"
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item_state = "griffinboots"
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flags = NODROP
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/obj/item/clothing/shoes/fluff/noble_boot
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name = "noble boots"
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desc = "The boots are economically designed to balance function and comfort, so that you can step on peasants without having to worry about blisters. The leather also resists unwanted blood stains."
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icon_state = "noble_boot"
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item_color = "noble_boot"
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item_state = "noble_boot"
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@@ -1,234 +0,0 @@
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//If anyone can think of a less shitty way to work out x,y points on a linear string of integers please tell me.
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#define MAP_CELL ((y-1)*real_size)+x
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#define MAP_CENTRE (((y-1)+size/2)*real_size)+(x+size/2)
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#define MAP_TOP_LEFT ((y-1)*real_size)+x
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#define MAP_TOP_RIGHT ((y-1)*real_size)+(x+size)
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#define MAP_BOTTOM_LEFT (((y+size)-1)*real_size)+x
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#define MAP_BOTTOM_RIGHT ((((y+size)-1)*real_size)+(x+size))
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#define MAP_MID_TOP MAP_TOP_LEFT + (size/2)
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#define MAP_MID_BOTTOM MAP_BOTTOM_LEFT + (size/2)
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#define MAP_MID_LEFT (((y-1)+size/2)*real_size)+x
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#define MAP_MID_RIGHT (((y-1)+size/2)*real_size)+(x+size)
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#define MIN_SURFACE_COUNT 1000
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#define MAX_SURFACE_COUNT 5000
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#define MIN_RARE_COUNT 1000
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#define MAX_RARE_COUNT 5000
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#define MIN_DEEP_COUNT 100
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#define MAX_DEEP_COUNT 300
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#define ITERATE_BEFORE_FAIL 200
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#define RESOURCE_HIGH_MAX 4
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#define RESOURCE_HIGH_MIN 2
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#define RESOURCE_MID_MAX 3
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#define RESOURCE_MID_MIN 1
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#define RESOURCE_LOW_MAX 1
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#define RESOURCE_LOW_MIN 0
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/*
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Surface minerals:
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silicates
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iron
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gold
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silver
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Rare minerals:
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uranium
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diamond
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Deep minerals:
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plasma
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xerxium (adamantine)
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fulgurium (mythril)
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*/
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/datum/ore_distribution
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var/real_size = 65 //Overall map size ((must be power of 2)+1)
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var/chunk_size = 4 //Size each cell represents on map (like hell we're generating up to 100 256^2 grids at roundstart)
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var/list/map[4225] //The actual map. real_size squared.
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var/range = 255 //Max random range of cells in map.
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var/random_variance_chance = 25
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var/random_element = 0.5
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/datum/ore_distribution/proc/map_is_sane()
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if(!map) return 0
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var/rare_count = 0
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var/surface_count = 0
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var/deep_count = 0
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for(var/cell in map)
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if(cell>(range*0.60))
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deep_count++
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else if(cell>(range*0.40))
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rare_count++
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else
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surface_count++
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if(surface_count < MIN_SURFACE_COUNT || surface_count > MAX_SURFACE_COUNT) return 0
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if(rare_count < MIN_RARE_COUNT || rare_count > MAX_RARE_COUNT) return 0
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if(deep_count < MIN_DEEP_COUNT || deep_count > MAX_DEEP_COUNT) return 0
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return 1
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//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
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/datum/ore_distribution/proc/populate_distribution_map()
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//Announce it!
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world << "<b><font color='red'>Generating resource distribution map.</b></font>"
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//Seed beginning values.
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var/x = 1
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var/y = 1
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var/size = real_size-1
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map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
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map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
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map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
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map[MAP_BOTTOM_RIGHT] = (range/3)+rand(range/5)
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//Fill in and smooth it out.
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var/attempts = 0
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do
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attempts++
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generate_distribution_map(1,1,size)
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while(attempts < ITERATE_BEFORE_FAIL && !map_is_sane())
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if(attempts >= ITERATE_BEFORE_FAIL)
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world << "<b><font color='red'>Could not generate a sane distribution map. Aborting.</font></b>"
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map = null
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return
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else
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apply_to_asteroid()
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/datum/ore_distribution/proc/clear_distribution_map()
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for(var/x = 1, x <= real_size, x++)
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for(var/y = 1, y <= real_size, y++)
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map[MAP_CELL] = 0
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/datum/ore_distribution/proc/print_distribution_map()
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var/line = ""
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for(var/x = 1, x <= real_size, x++)
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for(var/y = 1, y <= real_size, y++)
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line += num2text(round(map[MAP_CELL]/25.5))
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world << line
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line = ""
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/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
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var/size = input_size
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map[MAP_MID_TOP] = (map[MAP_TOP_LEFT] + map[MAP_TOP_RIGHT])/2
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map[MAP_MID_RIGHT] = (map[MAP_BOTTOM_RIGHT] + map[MAP_TOP_RIGHT])/2
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map[MAP_MID_BOTTOM] = (map[MAP_BOTTOM_LEFT] + map[MAP_BOTTOM_RIGHT])/2
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map[MAP_MID_LEFT] = (map[MAP_TOP_LEFT] + map[MAP_BOTTOM_RIGHT])/2
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map[MAP_CENTRE] = (map[MAP_MID_LEFT]+map[MAP_MID_RIGHT]+map[MAP_MID_BOTTOM]+map[MAP_MID_TOP])/4
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if(prob(random_variance_chance))
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map[MAP_CENTRE] *= (rand(1) ? (1.0-random_element) : (1.0+random_element))
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map[MAP_CENTRE] = max(0,min(range,map[MAP_CENTRE]))
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if(size>3)
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generate_distribution_map(x,y,input_size/2)
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generate_distribution_map(x+(input_size/2),y,input_size/2)
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generate_distribution_map(x,y+(input_size/2),input_size/2)
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generate_distribution_map(x+(input_size/2),y+(input_size/2),input_size/2)
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/datum/ore_distribution/proc/apply_to_asteroid()
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// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
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// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
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// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
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// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
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var/origin_x = 13 //We start here...
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var/origin_y = 32 //...and here...
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var/limit_x = 217 //...and iterate until here...
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var/limit_y = 223 //...and here...
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var/asteroid_z = 5 //...on this Z-level.
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var/tx = origin_x
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var/ty = origin_y
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for(var/y = 1, y <= real_size, y++)
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for(var/x = 1, x <= real_size, x++)
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var/turf/target_turf
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for(var/i=0,i<chunk_size,i++)
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for(var/j=0,j<chunk_size,j++)
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if(tx+j > limit_x || ty+i > limit_y)
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continue
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target_turf = locate(tx+j, ty+i, asteroid_z)
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if(target_turf && target_turf.has_resources)
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target_turf.resources = list()
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target_turf.resources["silicates"] = rand(3,5)
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target_turf.resources["carbonaceous rock"] = rand(3,5)
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switch(map[MAP_CELL])
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if(0 to 100)
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target_turf.resources["iron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
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target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
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target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
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target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
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target_turf.resources["diamond"] = 0
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target_turf.resources["plasma"] = 0
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target_turf.resources["osmium"] = 0
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target_turf.resources["hydrogen"] = 0
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if(100 to 124)
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target_turf.resources["iron"] = 0
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target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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target_turf.resources["diamond"] = 0
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target_turf.resources["plasma"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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target_turf.resources["hydrogen"] = 0
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if(125 to 255)
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target_turf.resources["iron"] = 0
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target_turf.resources["gold"] = 0
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target_turf.resources["silver"] = 0
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target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
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target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
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target_turf.resources["plasma"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
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target_turf.resources["osmium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
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target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
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tx += chunk_size
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tx = origin_x
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ty += chunk_size
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world << "<b><font color='red'>Resource map generation complete.</font></b>"
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return
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#undef MAP_CELL
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#undef MAP_CENTRE
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#undef MAP_TOP_LEFT
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#undef MAP_TOP_RIGHT
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#undef MAP_BOTTOM_LEFT
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#undef MAP_BOTTOM_RIGHT
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#undef MAP_MID_TOP
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#undef MAP_MID_BOTTOM
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#undef MAP_MID_LEFT
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#undef MAP_MID_RIGHT
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#undef MIN_SURFACE_COUNT
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#undef MAX_SURFACE_COUNT
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#undef MIN_RARE_COUNT
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#undef MAX_RARE_COUNT
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#undef MIN_DEEP_COUNT
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#undef MAX_DEEP_COUNT
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#undef ITERATE_BEFORE_FAIL
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#undef RESOURCE_HIGH_MAX
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#undef RESOURCE_HIGH_MIN
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#undef RESOURCE_MID_MAX
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#undef RESOURCE_MID_MIN
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#undef RESOURCE_LOW_MAX
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#undef RESOURCE_LOW_MIN
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@@ -1,392 +0,0 @@
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/obj/machinery/mining
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icon = 'icons/obj/mining_drill.dmi'
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anchored = 0
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use_power = 0 //The drill takes power directly from a cell.
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density = 1
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layer = MOB_LAYER+0.1 //So it draws over mobs in the tile north of it.
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/obj/machinery/mining/drill
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name = "mining drill head"
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desc = "An enormous drill."
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icon_state = "mining_drill"
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var/braces_needed = 2
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var/list/supports = list()
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var/supported = 0
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var/active = 0
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var/list/resource_field = list()
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var/open = 0
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var/ore_types = list(
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"iron" = /obj/item/weapon/ore/iron,
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"uranium" = /obj/item/weapon/ore/uranium,
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"gold" = /obj/item/weapon/ore/gold,
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"silver" = /obj/item/weapon/ore/silver,
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"diamond" = /obj/item/weapon/ore/diamond,
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"plasma" = /obj/item/weapon/ore/plasma,
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"osmium" = /obj/item/weapon/ore/osmium,
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"hydrogen" = /obj/item/weapon/ore/hydrogen,
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"silicates" = /obj/item/weapon/ore/glass,
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"carbonaceous rock" = /obj/item/weapon/ore/coal
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)
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//Upgrades
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var/obj/item/weapon/stock_parts/matter_bin/storage
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var/obj/item/weapon/stock_parts/micro_laser/cutter
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var/obj/item/weapon/stock_parts/capacitor/cellmount
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var/obj/item/weapon/stock_parts/cell/cell
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//Flags
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var/need_update_field = 0
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var/need_player_check = 0
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/obj/machinery/mining/drill/New()
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..()
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storage = new(src)
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cutter = new(src)
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cellmount = new(src)
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cell = new(src)
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cell.maxcharge = 10000
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cell.charge = cell.maxcharge
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/obj/machinery/mining/drill/process()
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if(need_player_check)
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return
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|
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check_supports()
|
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|
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if(!active) return
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|
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if(!anchored || !use_cell_power())
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system_error("system configuration or charge error")
|
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return
|
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|
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if(need_update_field)
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get_resource_field()
|
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|
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if(world.time % 10 == 0)
|
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update_icon()
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|
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if(!active)
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return
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|
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//Drill through the flooring, if any.
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if(istype(get_turf(src),/turf/simulated/floor/plating/airless/asteroid))
|
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var/turf/simulated/floor/plating/airless/asteroid/T = get_turf(src)
|
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if(!T.dug)
|
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T.gets_dug()
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else if(istype(get_turf(src),/turf/simulated/floor))
|
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var/turf/simulated/floor/T = get_turf(src)
|
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T.ex_act(2.0)
|
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|
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//Dig out the tasty ores.
|
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if(resource_field.len)
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var/turf/harvesting = pick(resource_field)
|
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|
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while(resource_field.len && !harvesting.resources)
|
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harvesting.has_resources = 0
|
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harvesting.resources = null
|
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resource_field -= harvesting
|
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harvesting = pick(resource_field)
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|
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if(!harvesting) return
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var/total_harvest = get_harvest_capacity() //Ore harvest-per-tick.
|
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var/found_resource = 0 //If this doesn't get set, the area is depleted and the drill errors out.
|
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|
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for(var/metal in ore_types)
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if(contents.len >= get_storage_capacity())
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system_error("insufficient storage space")
|
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active = 0
|
||||
need_player_check = 1
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(contents.len + total_harvest >= get_storage_capacity())
|
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total_harvest = get_storage_capacity() - contents.len
|
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|
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if(total_harvest <= 0) break
|
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if(harvesting.resources[metal])
|
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|
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found_resource = 1
|
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|
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var/create_ore = 0
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if(harvesting.resources[metal] >= total_harvest)
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harvesting.resources[metal] -= total_harvest
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create_ore = total_harvest
|
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total_harvest = 0
|
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else
|
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total_harvest -= harvesting.resources[metal]
|
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create_ore = harvesting.resources[metal]
|
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harvesting.resources[metal] = 0
|
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|
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for(var/i=1,i<=create_ore,i++)
|
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var/oretype = ore_types[metal]
|
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new oretype(src)
|
||||
|
||||
if(!found_resource)
|
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harvesting.has_resources = 0
|
||||
harvesting.resources = null
|
||||
resource_field -= harvesting
|
||||
else
|
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active = 0
|
||||
need_player_check = 1
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/mining/drill/attack_ai(var/mob/user as mob)
|
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return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/mining/drill/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
|
||||
if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(active) return
|
||||
open = !open
|
||||
user << "\blue You [open ? "open" : "close"] the maintenance panel." //TODO: Sprite.
|
||||
return
|
||||
else
|
||||
if(!open || active) return ..()
|
||||
if(istype(W,/obj/item/weapon/crowbar))
|
||||
if(cell)
|
||||
user << "You pry out \the [cell]."
|
||||
cell.loc = get_turf(src)
|
||||
cell = null
|
||||
else if(storage)
|
||||
user << "You slip the bolt and pry out \the [storage]."
|
||||
storage.loc = get_turf(src)
|
||||
storage = null
|
||||
else if(cutter)
|
||||
user << "You carefully detatch and pry out \the [cutter]."
|
||||
cutter.loc = get_turf(src)
|
||||
cutter = null
|
||||
else if(cellmount)
|
||||
user << "You yank out a few wires and pry out \the [cellmount]."
|
||||
cellmount.loc = get_turf(src)
|
||||
cellmount = null
|
||||
else
|
||||
user << "There's nothing inside the drilling rig to remove."
|
||||
return
|
||||
else if(istype(W,/obj/item/weapon/stock_parts/matter_bin))
|
||||
if(storage)
|
||||
user << "The drill already has a matter bin installed."
|
||||
else
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
storage = W
|
||||
user << "You install \the [W]."
|
||||
return
|
||||
else if(istype(W,/obj/item/weapon/stock_parts/micro_laser))
|
||||
if(cutter)
|
||||
user << "The drill already has a cutting head installed."
|
||||
else
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
cutter = W
|
||||
user << "You install \the [W]."
|
||||
return
|
||||
else if(istype(W,/obj/item/weapon/stock_parts/capacitor))
|
||||
if(cellmount)
|
||||
user << "The drill already has a cell capacitor installed."
|
||||
else
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
cellmount = W
|
||||
user << "You install \the [W]."
|
||||
return
|
||||
else if(istype(W,/obj/item/weapon/stock_parts/cell))
|
||||
if(cell)
|
||||
user << "The drill already has a cell installed."
|
||||
else
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
cell = W
|
||||
user << "You install \the [W]."
|
||||
return
|
||||
..()
|
||||
/obj/machinery/mining/drill/attack_hand(mob/user as mob)
|
||||
check_supports()
|
||||
|
||||
if(need_player_check)
|
||||
user << "You hit the manual override and reset the drill's error checking."
|
||||
need_player_check = 0
|
||||
if(anchored) get_resource_field()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
else if(supported)
|
||||
if(use_cell_power())
|
||||
active = !active
|
||||
if(active)
|
||||
user << "\blue You engage \the [src] and it lurches downwards, grinding noisily."
|
||||
need_update_field = 1
|
||||
else
|
||||
user << "\blue You disengage \the [src] and it shudders to a grinding halt."
|
||||
else
|
||||
user << "\blue The drill is unpowered."
|
||||
else
|
||||
user << "\blue Turning on a piece of industrial machinery without sufficient bracing is a bad idea."
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/mining/drill/update_icon()
|
||||
if(need_player_check)
|
||||
icon_state = "mining_drill_error"
|
||||
else if(active)
|
||||
icon_state = "mining_drill_active"
|
||||
else if(supported)
|
||||
icon_state = "mining_drill_braced"
|
||||
else
|
||||
icon_state = "mining_drill"
|
||||
return
|
||||
|
||||
/obj/machinery/mining/drill/proc/check_supports()
|
||||
|
||||
supported = 0
|
||||
|
||||
if((!supports || !supports.len) && initial(anchored) == 0)
|
||||
icon_state = "mining_drill"
|
||||
anchored = 0
|
||||
active = 0
|
||||
else
|
||||
anchored = 1
|
||||
|
||||
if(supports && supports.len >= braces_needed)
|
||||
supported = 1
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/mining/drill/proc/system_error(var/error)
|
||||
|
||||
if(error) src.visible_message("\red \The [src] flashes a '[error]' warning.")
|
||||
need_player_check = 1
|
||||
active = 0
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/mining/drill/proc/get_harvest_capacity()
|
||||
return (cutter ? cutter.rating : 0)
|
||||
|
||||
/obj/machinery/mining/drill/proc/get_storage_capacity()
|
||||
return 200 * (storage ? storage.rating : 0)
|
||||
|
||||
/obj/machinery/mining/drill/proc/get_charge_use()
|
||||
return 50 - (10 * (cellmount ? cellmount.rating : 0))
|
||||
|
||||
/obj/machinery/mining/drill/proc/get_resource_field()
|
||||
|
||||
resource_field = list()
|
||||
need_update_field = 0
|
||||
|
||||
var/turf/T = get_turf(src)
|
||||
if(!istype(T)) return
|
||||
|
||||
var/tx = T.x-2
|
||||
var/ty = T.y-2
|
||||
var/turf/mine_turf
|
||||
for(var/iy=0,iy<5,iy++)
|
||||
for(var/ix=0,ix<5,ix++)
|
||||
mine_turf = locate(tx+ix,ty+iy,T.z)
|
||||
if(mine_turf && istype(mine_turf) && mine_turf.has_resources)
|
||||
resource_field += mine_turf
|
||||
|
||||
if(!resource_field.len)
|
||||
system_error("resources depleted")
|
||||
|
||||
/obj/machinery/mining/drill/proc/use_cell_power()
|
||||
if(!cell) return 0
|
||||
var/req = get_charge_use()
|
||||
if(cell.charge >= req)
|
||||
cell.use(req)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/machinery/mining/drill/verb/unload()
|
||||
set name = "Unload Drill"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(usr.stat) return
|
||||
|
||||
var/obj/structure/ore_box/B = locate() in orange(1)
|
||||
if(B)
|
||||
for(var/obj/item/weapon/ore/O in contents)
|
||||
O.loc = B
|
||||
usr << "\red You unload the drill's storage cache into the ore box."
|
||||
else
|
||||
usr << "\red You must move an ore box up to the drill before you can unload it."
|
||||
|
||||
|
||||
/obj/machinery/mining/brace
|
||||
name = "mining drill brace"
|
||||
desc = "A machinery brace for an industrial drill. It looks easily two feet thick."
|
||||
icon_state = "mining_brace"
|
||||
var/obj/machinery/mining/drill/connected
|
||||
|
||||
/obj/machinery/mining/brace/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
|
||||
if(istype(W,/obj/item/weapon/wrench))
|
||||
|
||||
if(istype(get_turf(src),/turf/space))
|
||||
user << "\blue You can't anchor something to empty space. Idiot."
|
||||
return
|
||||
|
||||
if(connected && connected.active)
|
||||
user << "\blue You can't unanchor the brace of a running drill!"
|
||||
return
|
||||
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
||||
user << "\blue You [anchored ? "un" : ""]anchor the brace."
|
||||
|
||||
anchored = !anchored
|
||||
if(anchored)
|
||||
connect()
|
||||
else
|
||||
disconnect()
|
||||
|
||||
/obj/machinery/mining/brace/proc/connect()
|
||||
|
||||
var/turf/T = get_step(get_turf(src), src.dir)
|
||||
|
||||
if(!T.has_resources)
|
||||
src.visible_message("\red The terrain near the brace is unsuitable!")
|
||||
return
|
||||
|
||||
for(var/thing in T.contents)
|
||||
if(istype(thing,/obj/machinery/mining/drill))
|
||||
connected = thing
|
||||
break
|
||||
|
||||
if(!connected) return
|
||||
|
||||
if(!connected.supports) connected.supports = list()
|
||||
|
||||
icon_state = "mining_brace_active"
|
||||
|
||||
connected.supports += src
|
||||
connected.check_supports()
|
||||
|
||||
/obj/machinery/mining/brace/proc/disconnect()
|
||||
|
||||
if(!connected) return
|
||||
|
||||
if(!connected.supports) connected.supports = list()
|
||||
|
||||
icon_state = "mining_brace"
|
||||
|
||||
connected.supports -= src
|
||||
connected.check_supports()
|
||||
connected = null
|
||||
|
||||
/obj/machinery/mining/brace/verb/rotate()
|
||||
set name = "Rotate"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(usr.stat) return
|
||||
|
||||
if (src.anchored)
|
||||
usr << "It is anchored in place!"
|
||||
return 0
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
return 1
|
||||
@@ -1,54 +0,0 @@
|
||||
/obj/item/weapon/mining_scanner
|
||||
name = "ore detector"
|
||||
desc = "A complex device used to locate ore deep underground."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "forensic0-old" //GET A BETTER SPRITE.
|
||||
item_state = "electronic"
|
||||
// matter = list("metal" = 150)
|
||||
|
||||
origin_tech = "magnets=1;engineering=1"
|
||||
|
||||
/obj/item/weapon/mining_scanner/attack_self(mob/user as mob)
|
||||
|
||||
user << "You begin sweeping \the [src] about, scanning for metal deposits."
|
||||
|
||||
if(!do_after(user,50, target = src)) return
|
||||
|
||||
if(!user || !src) return
|
||||
|
||||
var/list/metals = list(
|
||||
"surface minerals" = 0,
|
||||
"precious metals" = 0,
|
||||
"nuclear fuel" = 0,
|
||||
"exotic matter" = 0
|
||||
)
|
||||
|
||||
for(var/turf/T in oview(3,get_turf(user)))
|
||||
|
||||
if(!T.has_resources)
|
||||
continue
|
||||
|
||||
for(var/metal in T.resources)
|
||||
|
||||
var/ore_type
|
||||
|
||||
switch(metal)
|
||||
if("silicates" || "carbonaceous rock" || "iron") ore_type = "surface minerals"
|
||||
if("gold" || "silver" || "diamond") ore_type = "precious metals"
|
||||
if("uranium") ore_type = "nuclear fuel"
|
||||
if("plasma" || "osmium" || "hydrogen") ore_type = "exotic matter"
|
||||
|
||||
if(ore_type) metals[ore_type] += T.resources[metal]
|
||||
|
||||
user << "\icon[src] \blue The scanner beeps and displays a readout."
|
||||
|
||||
for(var/ore_type in metals)
|
||||
|
||||
var/result = "no sign"
|
||||
|
||||
switch(metals[ore_type])
|
||||
if(1 to 50) result = "trace amounts"
|
||||
if(51 to 150) result = "significant amounts"
|
||||
if(151 to INFINITY) result = "huge quantities"
|
||||
|
||||
user << "- [result] of [ore_type]."
|
||||
@@ -73,3 +73,12 @@
|
||||
|
||||
/mob/living/carbon/human/mob_negates_gravity()
|
||||
return shoes && shoes.negates_gravity()
|
||||
|
||||
/mob/living/carbon/human/Move(NewLoc, direct)
|
||||
. = ..()
|
||||
if(shoes)
|
||||
if(!lying && !buckled)
|
||||
if(!has_gravity(loc))
|
||||
return
|
||||
var/obj/item/clothing/shoes/S = shoes
|
||||
S.step_action(src)
|
||||
Reference in New Issue
Block a user