New stuff for mining

Conflicts:
	code/game/mining_surprise.dm
	code/game/objects/structures/wizmobile.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/minerals.dm
	compare_report_tg.txt
	icons/obj/mining.dmi
	icons/turf/walls.dmi
This commit is contained in:
Rob Nelson
2014-02-16 03:54:39 -05:00
committed by ZomgPonies
parent 4017704032
commit 6ad3ca77f1
9 changed files with 726 additions and 6 deletions
+152 -1
View File
@@ -363,7 +363,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Gibtonite" = 5, "Cave" = 1)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
New()
@@ -560,3 +560,154 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
attackby(R.module_state_3,R)
else
return
////////////////////////////////Gibtonite
/turf/simulated/mineral/gibtonite
name = "Diamond deposit" //honk
icon_state = "rock_Diamond"
mineral = new /mineral/gibtonite
var/det_time = 8 //Countdown till explosion, but also rewards the player for how close you were to detonation when you defuse it
var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction
var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes
var/activated_name = null
/turf/simulated/mineral/gibtonite/New()
det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
..()
/turf/simulated/mineral/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/device/analyzer) && stage == 1)
user.visible_message("<span class='notice'>You use the analyzer to locate where to cut off the chain reaction and attempt to stop it...</span>")
defuse()
if(istype(I, /obj/item/weapon/pickaxe))
src.activated_ckey = "[user.ckey]"
src.activated_name = "[user.name]"
..()
/turf/simulated/mineral/gibtonite/proc/explosive_reaction()
if(stage == 0)
icon_state = "rock_Gibtonite_active"
name = "Gibtonite deposit"
desc = "An active gibtonite reserve. Run!"
stage = 1
visible_message("<span class='warning'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[src.activated_ckey]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> [src.activated_name] has triggered a gibtonite deposit reaction <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
log_game(log_str)
countdown()
/turf/simulated/mineral/gibtonite/proc/countdown()
spawn(0)
while(stage == 1 && det_time > 0 && mineral.result_amount >= 1)
det_time--
sleep(5)
if(stage == 1 && det_time <= 0 && mineral.result_amount >= 1)
var/turf/bombturf = get_turf(src)
mineral.result_amount = 0
explosion(bombturf,1,3,5, adminlog = 0)
if(stage == 0 || stage == 2)
return
/turf/simulated/mineral/gibtonite/proc/defuse()
if(stage == 1)
icon_state = "rock_Gibtonite"
desc = "An inactive gibtonite reserve. The ore can be extracted."
stage = 2
if(det_time < 0)
det_time = 0
visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!</span>")
/turf/simulated/mineral/gibtonite/GetDrilled()
if(stage == 0 && mineral.result_amount >= 1) //Gibtonite deposit is activated
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
explosive_reaction()
return
if(stage == 1 && mineral.result_amount >= 1) //Gibtonite deposit goes kaboom
var/turf/bombturf = get_turf(src)
mineral.result_amount = 0
explosion(bombturf,1,2,5, adminlog = 0)
if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src)
if(det_time <= 0)
G.quality = 3
G.icon_state = "Gibtonite ore 3"
if(det_time >= 1 && det_time <= 2)
G.quality = 2
G.icon_state = "Gibtonite ore 2"
var/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains/G = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains)
G.fullUpdateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains
var/det_time = 0
var/stage = 0
////////////////////////////////End Gibtonite
/turf/simulated/floor/plating/airless/asteroid/cave
var/length = 100
/turf/simulated/floor/plating/airless/asteroid/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1)
// If length (arg2) isn't defined, get a random length; otherwise assign our length to the length arg.
if(!length)
src.length = rand(25, 50)
else
src.length = length
// Get our directiosn
var/forward_cave_dir = pick(alldirs - exclude_dir)
// Get the opposite direction of our facing direction
var/backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
// Make our tunnels
make_tunnel(forward_cave_dir)
if(go_backwards)
make_tunnel(backward_cave_dir)
// Kill ourselves by replacing ourselves with a normal floor.
SpawnFloor(src)
..()
/turf/simulated/floor/plating/airless/asteroid/cave/proc/make_tunnel(var/dir)
var/turf/simulated/mineral/tunnel = src
var/next_angle = pick(45, -45)
for(var/i = 0; i < length; i++)
var/list/L = list(45)
if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
L += -45
// Expand the edges of our tunnel
for(var/edge_angle in L)
var/turf/simulated/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
if(istype(edge))
SpawnFloor(edge)
// Move our tunnel forward
tunnel = get_step(tunnel, dir)
if(istype(tunnel))
// Small chance to have forks in our tunnel; otherwise dig our tunnel.
if(i > 3 && prob(20))
new src.type(tunnel, rand(10, 15), 0, dir)
else
SpawnFloor(tunnel)
else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel.
break
// Chance to change our direction left or right.
if(i > 2 && prob(33))
// We can't go a full loop though
next_angle = -next_angle
dir = angle2dir(dir2angle(dir) + next_angle)
/turf/simulated/floor/plating/airless/asteroid/cave/proc/SpawnFloor(var/turf/T)
//var/turf/simulated/floor/t =
new /turf/simulated/floor/plating/airless/asteroid(T)
//spawn(2)
// t.fullUpdateMineralOverlays()
+29 -1
View File
@@ -28,6 +28,9 @@ mineral
if(!display_name)
display_name = name
proc/UpdateTurf(var/turf/simulated/mineral/T)
T.UpdateMineral()
mineral/uranium
name = "Uranium"
result_amount = 5
@@ -69,4 +72,29 @@ mineral/clown
name = "Clown"
result_amount = 3
spread = 0
ore = /obj/item/weapon/ore/clown
ore = /obj/item/weapon/ore/clown
mineral/gibtonite
display_name = "Gibtonite"
name = "Gibtonite"
result_amount = 1
spread_chance = 10
ore = /obj/item/weapon/twohanded/required/gibtonite
UpdateTurf(var/turf/T)
if(!istype(T,/turf/simulated/mineral/gibtonite))
T.ChangeTurf(/turf/simulated/mineral/gibtonite)
else
..()
mineral/cave
display_name = "Cave"
name = "Cave"
result_amount = 1
spread_chance = 10
ore = null
UpdateTurf(var/turf/T)
if(!istype(T,/turf/simulated/floor/plating/airless/asteroid/cave))
T.ChangeTurf(/turf/simulated/floor/plating/airless/asteroid/cave)
else
..()
+43
View File
@@ -59,6 +59,49 @@
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/twohanded/required/gibtonite
name = "Gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
w_class = 4
throw_range = 0
anchored = 1 //Forces people to carry it by hand, no pulling!
var/primed = 0
var/det_time = 100
var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/pickaxe) && !primed)
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
primed = 1
icon_state = "Gibtonite active"
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = 1
if(notify_admins)
message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
if(quality == 3)
explosion(src.loc,2,4,9,adminlog = notify_admins)
if(quality == 2)
explosion(src.loc,1,2,5,adminlog = notify_admins)
if(quality == 1)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
del(src)
if(istype(I, /obj/item/device/analyzer) && primed)
primed = 0
user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
icon_state = "Gibtonite ore"
quality = 1
..()
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8