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:
Tigercat2000
2015-10-10 10:00:51 -07:00
parent 07770fdda7
commit 4bc8c737b1
7 changed files with 49 additions and 718 deletions
@@ -1,234 +0,0 @@
//If anyone can think of a less shitty way to work out x,y points on a linear string of integers please tell me.
#define MAP_CELL ((y-1)*real_size)+x
#define MAP_CENTRE (((y-1)+size/2)*real_size)+(x+size/2)
#define MAP_TOP_LEFT ((y-1)*real_size)+x
#define MAP_TOP_RIGHT ((y-1)*real_size)+(x+size)
#define MAP_BOTTOM_LEFT (((y+size)-1)*real_size)+x
#define MAP_BOTTOM_RIGHT ((((y+size)-1)*real_size)+(x+size))
#define MAP_MID_TOP MAP_TOP_LEFT + (size/2)
#define MAP_MID_BOTTOM MAP_BOTTOM_LEFT + (size/2)
#define MAP_MID_LEFT (((y-1)+size/2)*real_size)+x
#define MAP_MID_RIGHT (((y-1)+size/2)*real_size)+(x+size)
#define MIN_SURFACE_COUNT 1000
#define MAX_SURFACE_COUNT 5000
#define MIN_RARE_COUNT 1000
#define MAX_RARE_COUNT 5000
#define MIN_DEEP_COUNT 100
#define MAX_DEEP_COUNT 300
#define ITERATE_BEFORE_FAIL 200
#define RESOURCE_HIGH_MAX 4
#define RESOURCE_HIGH_MIN 2
#define RESOURCE_MID_MAX 3
#define RESOURCE_MID_MIN 1
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
/*
Surface minerals:
silicates
iron
gold
silver
Rare minerals:
uranium
diamond
Deep minerals:
plasma
xerxium (adamantine)
fulgurium (mythril)
*/
/datum/ore_distribution
var/real_size = 65 //Overall map size ((must be power of 2)+1)
var/chunk_size = 4 //Size each cell represents on map (like hell we're generating up to 100 256^2 grids at roundstart)
var/list/map[4225] //The actual map. real_size squared.
var/range = 255 //Max random range of cells in map.
var/random_variance_chance = 25
var/random_element = 0.5
/datum/ore_distribution/proc/map_is_sane()
if(!map) return 0
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
for(var/cell in map)
if(cell>(range*0.60))
deep_count++
else if(cell>(range*0.40))
rare_count++
else
surface_count++
if(surface_count < MIN_SURFACE_COUNT || surface_count > MAX_SURFACE_COUNT) return 0
if(rare_count < MIN_RARE_COUNT || rare_count > MAX_RARE_COUNT) return 0
if(deep_count < MIN_DEEP_COUNT || deep_count > MAX_DEEP_COUNT) return 0
return 1
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/ore_distribution/proc/populate_distribution_map()
//Announce it!
world << "<b><font color='red'>Generating resource distribution map.</b></font>"
//Seed beginning values.
var/x = 1
var/y = 1
var/size = real_size-1
map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_RIGHT] = (range/3)+rand(range/5)
//Fill in and smooth it out.
var/attempts = 0
do
attempts++
generate_distribution_map(1,1,size)
while(attempts < ITERATE_BEFORE_FAIL && !map_is_sane())
if(attempts >= ITERATE_BEFORE_FAIL)
world << "<b><font color='red'>Could not generate a sane distribution map. Aborting.</font></b>"
map = null
return
else
apply_to_asteroid()
/datum/ore_distribution/proc/clear_distribution_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[MAP_CELL] = 0
/datum/ore_distribution/proc/print_distribution_map()
var/line = ""
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
line += num2text(round(map[MAP_CELL]/25.5))
world << line
line = ""
/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
var/size = input_size
map[MAP_MID_TOP] = (map[MAP_TOP_LEFT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_RIGHT] = (map[MAP_BOTTOM_RIGHT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_BOTTOM] = (map[MAP_BOTTOM_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_MID_LEFT] = (map[MAP_TOP_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_CENTRE] = (map[MAP_MID_LEFT]+map[MAP_MID_RIGHT]+map[MAP_MID_BOTTOM]+map[MAP_MID_TOP])/4
if(prob(random_variance_chance))
map[MAP_CENTRE] *= (rand(1) ? (1.0-random_element) : (1.0+random_element))
map[MAP_CENTRE] = max(0,min(range,map[MAP_CENTRE]))
if(size>3)
generate_distribution_map(x,y,input_size/2)
generate_distribution_map(x+(input_size/2),y,input_size/2)
generate_distribution_map(x,y+(input_size/2),input_size/2)
generate_distribution_map(x+(input_size/2),y+(input_size/2),input_size/2)
/datum/ore_distribution/proc/apply_to_asteroid()
// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
var/origin_x = 13 //We start here...
var/origin_y = 32 //...and here...
var/limit_x = 217 //...and iterate until here...
var/limit_y = 223 //...and here...
var/asteroid_z = 5 //...on this Z-level.
var/tx = origin_x
var/ty = origin_y
for(var/y = 1, y <= real_size, y++)
for(var/x = 1, x <= real_size, x++)
var/turf/target_turf
for(var/i=0,i<chunk_size,i++)
for(var/j=0,j<chunk_size,j++)
if(tx+j > limit_x || ty+i > limit_y)
continue
target_turf = locate(tx+j, ty+i, asteroid_z)
if(target_turf && target_turf.has_resources)
target_turf.resources = list()
target_turf.resources["silicates"] = rand(3,5)
target_turf.resources["carbonaceous rock"] = rand(3,5)
switch(map[MAP_CELL])
if(0 to 100)
target_turf.resources["iron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["plasma"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
if(100 to 124)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["plasma"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = 0
if(125 to 255)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["plasma"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
tx += chunk_size
tx = origin_x
ty += chunk_size
world << "<b><font color='red'>Resource map generation complete.</font></b>"
return
#undef MAP_CELL
#undef MAP_CENTRE
#undef MAP_TOP_LEFT
#undef MAP_TOP_RIGHT
#undef MAP_BOTTOM_LEFT
#undef MAP_BOTTOM_RIGHT
#undef MAP_MID_TOP
#undef MAP_MID_BOTTOM
#undef MAP_MID_LEFT
#undef MAP_MID_RIGHT
#undef MIN_SURFACE_COUNT
#undef MAX_SURFACE_COUNT
#undef MIN_RARE_COUNT
#undef MAX_RARE_COUNT
#undef MIN_DEEP_COUNT
#undef MAX_DEEP_COUNT
#undef ITERATE_BEFORE_FAIL
#undef RESOURCE_HIGH_MAX
#undef RESOURCE_HIGH_MIN
#undef RESOURCE_MID_MAX
#undef RESOURCE_MID_MIN
#undef RESOURCE_LOW_MAX
#undef RESOURCE_LOW_MIN
-392
View File
@@ -1,392 +0,0 @@
/obj/machinery/mining
icon = 'icons/obj/mining_drill.dmi'
anchored = 0
use_power = 0 //The drill takes power directly from a cell.
density = 1
layer = MOB_LAYER+0.1 //So it draws over mobs in the tile north of it.
/obj/machinery/mining/drill
name = "mining drill head"
desc = "An enormous drill."
icon_state = "mining_drill"
var/braces_needed = 2
var/list/supports = list()
var/supported = 0
var/active = 0
var/list/resource_field = list()
var/open = 0
var/ore_types = list(
"iron" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
"diamond" = /obj/item/weapon/ore/diamond,
"plasma" = /obj/item/weapon/ore/plasma,
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbonaceous rock" = /obj/item/weapon/ore/coal
)
//Upgrades
var/obj/item/weapon/stock_parts/matter_bin/storage
var/obj/item/weapon/stock_parts/micro_laser/cutter
var/obj/item/weapon/stock_parts/capacitor/cellmount
var/obj/item/weapon/stock_parts/cell/cell
//Flags
var/need_update_field = 0
var/need_player_check = 0
/obj/machinery/mining/drill/New()
..()
storage = new(src)
cutter = new(src)
cellmount = new(src)
cell = new(src)
cell.maxcharge = 10000
cell.charge = cell.maxcharge
/obj/machinery/mining/drill/process()
if(need_player_check)
return
check_supports()
if(!active) return
if(!anchored || !use_cell_power())
system_error("system configuration or charge error")
return
if(need_update_field)
get_resource_field()
if(world.time % 10 == 0)
update_icon()
if(!active)
return
//Drill through the flooring, if any.
if(istype(get_turf(src),/turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = get_turf(src)
if(!T.dug)
T.gets_dug()
else if(istype(get_turf(src),/turf/simulated/floor))
var/turf/simulated/floor/T = get_turf(src)
T.ex_act(2.0)
//Dig out the tasty ores.
if(resource_field.len)
var/turf/harvesting = pick(resource_field)
while(resource_field.len && !harvesting.resources)
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
harvesting = pick(resource_field)
if(!harvesting) return
var/total_harvest = get_harvest_capacity() //Ore harvest-per-tick.
var/found_resource = 0 //If this doesn't get set, the area is depleted and the drill errors out.
for(var/metal in ore_types)
if(contents.len >= get_storage_capacity())
system_error("insufficient storage space")
active = 0
need_player_check = 1
update_icon()
return
if(contents.len + total_harvest >= get_storage_capacity())
total_harvest = get_storage_capacity() - contents.len
if(total_harvest <= 0) break
if(harvesting.resources[metal])
found_resource = 1
var/create_ore = 0
if(harvesting.resources[metal] >= total_harvest)
harvesting.resources[metal] -= total_harvest
create_ore = total_harvest
total_harvest = 0
else
total_harvest -= harvesting.resources[metal]
create_ore = harvesting.resources[metal]
harvesting.resources[metal] = 0
for(var/i=1,i<=create_ore,i++)
var/oretype = ore_types[metal]
new oretype(src)
if(!found_resource)
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
else
active = 0
need_player_check = 1
update_icon()
/obj/machinery/mining/drill/attack_ai(var/mob/user as mob)
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
-54
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@@ -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]."