moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
quartz235@gmail.com
2012-01-25 05:05:55 +00:00
parent cbe487dbd5
commit b3f7865754
82 changed files with 21831 additions and 21392 deletions
+25
View File
@@ -480,6 +480,20 @@
alert("The AI can't be monkeyized!", null, null, null, null, null)
return
if (href_list["corgione"])
if ((src.rank in list( "Admin Candidate", "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
var/mob/M = locate(href_list["corgione"])
if(!ismob(M))
return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
log_admin("[key_name(usr)] attempting to corgize [key_name(M)]")
message_admins("\blue [key_name_admin(usr)] attempting to corgize [key_name_admin(M)]", 1)
N.corgize()
if(istype(M, /mob/living/silicon))
alert("The AI can't be corgized!", null, null, null, null, null)
return
if (href_list["forcespeech"])
if ((src.rank in list( "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
var/mob/M = locate(href_list["forcespeech"])
@@ -1198,6 +1212,13 @@
spawn(0)
H.monkeyize()
ok = 1
if("corgi")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","M")
for(var/mob/living/carbon/human/H in world)
spawn(0)
H.corgize()
ok = 1
if("power")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","P")
@@ -1863,6 +1884,10 @@
foo += text("<A HREF='?src=\ref[src];monkeyone=\ref[M]'>Monkeyize</A> | ")
else
foo += text("<B>Monkeyized</B> | ")
if(!iscorgi(M))
foo += text("<A HREF='?src=\ref[src];corgione=\ref[M]'>Corgize</A> | ")
else
foo += text("<B>Corgized</B> | ")
if(isAI(M))
foo += text("<B>Is an AI</B> | ")
else if(ishuman(M))
+2
View File
@@ -80,6 +80,7 @@
verbs += /client/proc/jumptokey
verbs += /client/proc/jumptomob
verbs += /client/proc/jumptoturf
verbs += /client/proc/jumptocoord
verbs += /client/proc/cmd_admin_add_freeform_ai_law
verbs += /client/proc/cmd_admin_rejuvenate
@@ -199,6 +200,7 @@
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/hide_most_verbs
verbs += /client/proc/tension_report
verbs += /client/proc/jumptocoord
if (holder.level >= 3)//Trial Admin********************************************************************
verbs += /obj/admins/proc/toggleaban //abandon mob
+19
View File
@@ -49,6 +49,25 @@
else
alert("Admin jumping disabled")
/client/proc/jumptocoord(tx as num, ty as num, tz as num)
set category = "Admin"
set name = "Jump to Coordinate"
if (!authenticated || !holder)
src << "Only administrators may use this command."
return
if (config.allow_admin_jump)
if(src.mob)
var/mob/A = src.mob
A.x = tx
A.y = ty
A.z = tz
message_admins("[key_name_admin(usr)] jumped to coordinates [tx], [ty], [tz]")
else
alert("Admin jumping disabled")
/client/proc/jumptokey()
set category = "Admin"
set name = "Jump to Key"
+1753 -1753
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+23 -23
View File
@@ -1,24 +1,24 @@
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
/**********************Ore to material recipes datum**************************/
var/list/AVAILABLE_ORES = typesof(/obj/item/weapon/ore)
/datum/material_recipe
var/name
var/list/obj/item/weapon/ore/recipe
var/obj/prod_type //produced material/object type
New(var/param_name, var/param_recipe, var/param_prod_type)
name = param_name
recipe = param_recipe
prod_type = param_prod_type
var/list/datum/material_recipe/MATERIAL_RECIPES = list(
new/datum/material_recipe("Metal",list(/obj/item/weapon/ore/iron),/obj/item/stack/sheet/metal),
new/datum/material_recipe("Glass",list(/obj/item/weapon/ore/glass),/obj/item/stack/sheet/glass),
new/datum/material_recipe("Gold",list(/obj/item/weapon/ore/gold),/obj/item/stack/sheet/gold),
new/datum/material_recipe("Silver",list(/obj/item/weapon/ore/silver),/obj/item/stack/sheet/silver),
new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
)
@@ -1,19 +1,19 @@
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
/**********************Input and output plates**************************/
/obj/machinery/mineral/input
icon = 'screen1.dmi'
icon_state = "x2"
name = "Input area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
/obj/machinery/mineral/output
icon = 'screen1.dmi'
icon_state = "x"
name = "Output area"
density = 0
anchored = 1.0
New()
icon_state = "blank"
+431 -431
View File
@@ -1,432 +1,432 @@
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "Produciton machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
var/dat = "<b>Smelter control console</b><br><br>"
//iron
if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
if(machine.ore_iron)
if (machine.selected_iron==1)
dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Iron: [machine.ore_iron]<br>")
else
machine.selected_iron = 0
//sand - glass
if(machine.ore_glass)
if (machine.selected_glass==1)
dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Sand: [machine.ore_glass]<br>")
else
machine.selected_glass = 0
//plasma
if(machine.ore_plasma)
if (machine.selected_plasma==1)
dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Plasma: [machine.ore_plasma]<br>")
else
machine.selected_plasma = 0
//uranium
if(machine.ore_uranium)
if (machine.selected_uranium==1)
dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Uranium: [machine.ore_uranium]<br>")
else
machine.selected_uranium = 0
//gold
if(machine.ore_gold)
if (machine.selected_gold==1)
dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Gold: [machine.ore_gold]<br>")
else
machine.selected_gold = 0
//silver
if(machine.ore_silver)
if (machine.selected_silver==1)
dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Silver: [machine.ore_silver]<br>")
else
machine.selected_silver = 0
//diamond
if(machine.ore_diamond)
if (machine.selected_diamond==1)
dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Diamond: [machine.ore_diamond]<br>")
else
machine.selected_diamond = 0
//bananium
if(machine.ore_clown)
if (machine.selected_clown==1)
dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Bananium: [machine.ore_clown]<br>")
else
machine.selected_clown = 0
//adamantine
if(machine.ore_adamantine)
if (machine.selected_adamantine==1)
dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
else
dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
dat += text("Adamantine: [machine.ore_adamantine]<br>")
else
machine.selected_adamantine = 0
//On or off
dat += text("Machine is currently ")
if (machine.on==1)
dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
else
dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
else
dat+="---No Materials Loaded---"
user << browse("[dat]", "window=console_processing_unit")
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["sel_iron"])
if (href_list["sel_iron"] == "yes")
machine.selected_iron = 1
else
machine.selected_iron = 0
if(href_list["sel_glass"])
if (href_list["sel_glass"] == "yes")
machine.selected_glass = 1
else
machine.selected_glass = 0
if(href_list["sel_plasma"])
if (href_list["sel_plasma"] == "yes")
machine.selected_plasma = 1
else
machine.selected_plasma = 0
if(href_list["sel_uranium"])
if (href_list["sel_uranium"] == "yes")
machine.selected_uranium = 1
else
machine.selected_uranium = 0
if(href_list["sel_gold"])
if (href_list["sel_gold"] == "yes")
machine.selected_gold = 1
else
machine.selected_gold = 0
if(href_list["sel_silver"])
if (href_list["sel_silver"] == "yes")
machine.selected_silver = 1
else
machine.selected_silver = 0
if(href_list["sel_diamond"])
if (href_list["sel_diamond"] == "yes")
machine.selected_diamond = 1
else
machine.selected_diamond = 0
if(href_list["sel_clown"])
if (href_list["sel_clown"] == "yes")
machine.selected_clown = 1
else
machine.selected_clown = 0
if(href_list["sel_adamantine"])
if (href_list["sel_adamantine"] == "yes")
machine.selected_adamantine = 1
else
machine.selected_adamantine =0
if(href_list["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/machinery/mineral/processing_unit
name = "Furnace"
icon = 'mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/CONSOLE = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_glass = 0;
var/ore_plasma = 0;
var/ore_uranium = 0;
var/ore_iron = 0;
var/ore_clown = 0;
var/ore_adamantine = 0;
var/selected_gold = 0
var/selected_silver = 0
var/selected_diamond = 0
var/selected_glass = 0
var/selected_plasma = 0
var/selected_uranium = 0
var/selected_iron = 0
var/selected_clown = 0
var/selected_adamantine = 0
var/on = 0 //0 = off, 1 =... oh you know!
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/processing_unit/process()
if (src.output && src.input)
var/i
for (i = 0; i < 10; i++)
if (on)
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
feedback_inc("mining_glass_produced",1)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
feedback_inc("mining_rglass_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/gold(output.loc)
feedback_inc("mining_gold_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/silver(output.loc)
feedback_inc("mining_silver_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/diamond(output.loc)
feedback_inc("mining_diamond_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/plasma(output.loc)
feedback_inc("mining_plasma_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/uranium(output.loc)
feedback_inc("mining_uranium_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
feedback_inc("mining_iron_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
feedback_inc("mining_steel_produced",1) //should be plasteel, but that'd break Erro's stat logging -- Urist
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/clown(output.loc)
feedback_inc("mining_clown_produced",1)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
if (ore_adamantine > 0)
ore_adamantine--;
new /obj/item/stack/sheet/adamantine(output.loc)
feedback_inc("mining_adamantine_produced",1)
else
on = 0
continue
//if a non valid combination is selected
var/b = 1 //this part checks if all required ores are available
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if (selected_gold == 1)
if (ore_gold <= 0)
b = 0
if (selected_silver == 1)
if (ore_silver <= 0)
b = 0
if (selected_diamond == 1)
if (ore_diamond <= 0)
b = 0
if (selected_uranium == 1)
if (ore_uranium <= 0)
b = 0
if (selected_plasma == 1)
if (ore_plasma <= 0)
b = 0
if (selected_iron == 1)
if (ore_iron <= 0)
b = 0
if (selected_glass == 1)
if (ore_glass <= 0)
b = 0
if (selected_clown == 1)
if (ore_clown <= 0)
b = 0
if (selected_adamantine == 1)
if (ore_adamantine <= 0)
b = 0
if (b) //if they are, deduct one from each, produce slag and shut the machine off
if (selected_gold == 1)
ore_gold--
if (selected_silver == 1)
ore_silver--
if (selected_diamond == 1)
ore_diamond--
if (selected_uranium == 1)
ore_uranium--
if (selected_plasma == 1)
ore_plasma--
if (selected_iron == 1)
ore_iron--
if (selected_clown == 1)
ore_clown--
if (selected_adamantine == 1)
ore_adamantine--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
else
break
for (i = 0; i < 10; i++)
var/obj/item/O
O = locate(/obj/item, input.loc)
if (O)
if (istype(O,/obj/item/weapon/ore/iron))
ore_iron++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
del(O)
continue
if (istype(O,/obj/item/weapon/ore/adamantine))
ore_adamantine++
del(O)
continue
O.loc = src.output.loc
else
break
return
+290 -290
View File
@@ -1,290 +1,290 @@
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return
/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "Stacking machine console"
icon = 'mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/stacking_machine/machine = null
var/machinedir = SOUTHEAST
/obj/machinery/mineral/stacking_unit_console/New()
..()
spawn(7)
src.machine = locate(/obj/machinery/mineral/stacking_machine, get_step(src, machinedir))
if (machine)
machine.CONSOLE = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
if(machine.ore_iron)
dat += text("Iron: [machine.ore_iron] <A href='?src=\ref[src];release=iron'>Release</A><br>")
if(machine.ore_plasteel)
dat += text("Plasteel: [machine.ore_plasteel] <A href='?src=\ref[src];release=plasteel'>Release</A><br>")
if(machine.ore_glass)
dat += text("Glass: [machine.ore_glass] <A href='?src=\ref[src];release=glass'>Release</A><br>")
if(machine.ore_rglass)
dat += text("Reinforced Glass: [machine.ore_rglass] <A href='?src=\ref[src];release=rglass'>Release</A><br>")
if(machine.ore_plasma)
dat += text("Plasma: [machine.ore_plasma] <A href='?src=\ref[src];release=plasma'>Release</A><br>")
if(machine.ore_gold)
dat += text("Gold: [machine.ore_gold] <A href='?src=\ref[src];release=gold'>Release</A><br>")
if(machine.ore_silver)
dat += text("Silver: [machine.ore_silver] <A href='?src=\ref[src];release=silver'>Release</A><br>")
if(machine.ore_uranium)
dat += text("Uranium: [machine.ore_uranium] <A href='?src=\ref[src];release=uranium'>Release</A><br>")
if(machine.ore_diamond)
dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
if(machine.ore_clown)
dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
if(machine.ore_adamantine)
dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
dat += text("Stacking: [machine.stack_amt]<br><br>")
user << browse("[dat]", "window=console_stacking_machine")
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["release"])
switch(href_list["release"])
if ("plasma")
if (machine.ore_plasma > 0)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = machine.ore_plasma
G.loc = machine.output.loc
machine.ore_plasma = 0
if ("uranium")
if (machine.ore_uranium > 0)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = machine.ore_uranium
G.loc = machine.output.loc
machine.ore_uranium = 0
if ("glass")
if (machine.ore_glass > 0)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = machine.ore_glass
G.loc = machine.output.loc
machine.ore_glass = 0
if ("rglass")
if (machine.ore_rglass > 0)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = machine.ore_rglass
G.loc = machine.output.loc
machine.ore_rglass = 0
if ("gold")
if (machine.ore_gold > 0)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = machine.ore_gold
G.loc = machine.output.loc
machine.ore_gold = 0
if ("silver")
if (machine.ore_silver > 0)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = machine.ore_silver
G.loc = machine.output.loc
machine.ore_silver = 0
if ("diamond")
if (machine.ore_diamond > 0)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = machine.ore_diamond
G.loc = machine.output.loc
machine.ore_diamond = 0
if ("iron")
if (machine.ore_iron > 0)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = machine.ore_iron
G.loc = machine.output.loc
machine.ore_iron = 0
if ("plasteel")
if (machine.ore_plasteel > 0)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = machine.ore_plasteel
G.loc = machine.output.loc
machine.ore_plasteel = 0
if ("clown")
if (machine.ore_clown > 0)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = machine.ore_clown
G.loc = machine.output.loc
machine.ore_clown = 0
if ("adamantine")
if (machine.ore_adamantine > 0)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = machine.ore_adamantine
G.loc = machine.output.loc
machine.ore_adamantine = 0
src.updateUsrDialog()
return
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "Stacking machine"
icon = 'mining_machines.dmi'
icon_state = "stacker"
density = 1
anchored = 1.0
var/obj/machinery/mineral/stacking_unit_console/CONSOLE
var/stk_types = list()
var/stk_amt = list()
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/ore_gold = 0;
var/ore_silver = 0;
var/ore_diamond = 0;
var/ore_plasma = 0;
var/ore_iron = 0;
var/ore_uranium = 0;
var/ore_clown = 0;
var/ore_glass = 0;
var/ore_rglass = 0;
var/ore_plasteel = 0;
var/ore_adamantine = 0;
var/stack_amt = 50; //ammount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/process()
if (src.output && src.input)
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if (istype(O,/obj/item/stack/sheet/metal))
ore_iron+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/diamond))
ore_diamond+= O:amount;
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasma))
ore_plasma+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/gold))
ore_gold+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/silver))
ore_silver+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/clown))
ore_clown+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/uranium))
ore_uranium+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/glass))
ore_glass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/rglass))
ore_rglass+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/plasteel))
ore_plasteel+= O:amount
del(O)
continue
if (istype(O,/obj/item/stack/sheet/adamantine))
ore_adamantine+= O:amount
del(O)
continue
if (istype(O,/obj/item/weapon/ore/slag))
del(O)
continue
O.loc = src.output.loc
if (ore_gold >= stack_amt)
var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold
G.amount = stack_amt
G.loc = output.loc
ore_gold -= stack_amt
return
if (ore_silver >= stack_amt)
var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver
G.amount = stack_amt
G.loc = output.loc
ore_silver -= stack_amt
return
if (ore_diamond >= stack_amt)
var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond
G.amount = stack_amt
G.loc = output.loc
ore_diamond -= stack_amt
return
if (ore_plasma >= stack_amt)
var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma
G.amount = stack_amt
G.loc = output.loc
ore_plasma -= stack_amt
return
if (ore_iron >= stack_amt)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal
G.amount = stack_amt
G.loc = output.loc
ore_iron -= stack_amt
return
if (ore_clown >= stack_amt)
var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown
G.amount = stack_amt
G.loc = output.loc
ore_clown -= stack_amt
return
if (ore_uranium >= stack_amt)
var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium
G.amount = stack_amt
G.loc = output.loc
ore_uranium -= stack_amt
return
if (ore_glass >= stack_amt)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass
G.amount = stack_amt
G.loc = output.loc
ore_glass -= stack_amt
return
if (ore_rglass >= stack_amt)
var/obj/item/stack/sheet/rglass/G = new /obj/item/stack/sheet/rglass
G.amount = stack_amt
G.loc = output.loc
ore_rglass -= stack_amt
return
if (ore_plasteel >= stack_amt)
var/obj/item/stack/sheet/plasteel/G = new /obj/item/stack/sheet/plasteel
G.amount = stack_amt
G.loc = output.loc
ore_plasteel -= stack_amt
return
if (ore_adamantine >= stack_amt)
var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine
G.amount = stack_amt
G.loc = output.loc
ore_adamantine -= stack_amt
return
return
+46 -46
View File
@@ -1,47 +1,47 @@
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
/**********************Unloading unit**************************/
/obj/machinery/mineral/unloading_machine
name = "Unloading machine"
icon = 'mining_machines.dmi'
icon_state = "unloader"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/unloading_machine/process()
if (src.output && src.input)
if (locate(/obj/structure/ore_box, input.loc))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input.loc)
var/i = 0
for (var/obj/item/weapon/ore/O in BOX.contents)
BOX.contents -= O
O.loc = output.loc
i++
if (i>=10)
return
if (locate(/obj/item, input.loc))
var/obj/item/O
var/i
for (i = 0; i<10; i++)
O = locate(/obj/item, input.loc)
if (O)
O.loc = src.output.loc
else
return
return
+52 -52
View File
@@ -1,53 +1,53 @@
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
/area/mine/explored
name = "Mine"
icon_state = "explored"
music = null
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
music = null
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining station Production Area"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Living Quarters"
icon_state = "mining_living"
/area/mine/eva
name = "Mining station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining station Maintenance"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
name = "West Mining Outpost"
+234 -234
View File
@@ -1,234 +1,234 @@
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"
/**********************Light************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/light_emitter
name = "Light-emtter"
anchored = 1
unacidable = 1
luminosity = 8
/**********************Miner Lockers**************************/
/obj/structure/closet/secure_closet/miner
name = "Miner's Equipment"
icon_state = "miningsec1"
icon_closed = "miningsec"
icon_locked = "miningsec1"
icon_broken = "miningsecbroken"
icon_off = "miningsecoff"
req_access = list(access_mining)
/obj/structure/closet/secure_closet/miner/New()
..()
sleep(2)
new /obj/item/device/analyzer(src)
new /obj/item/device/radio/headset/headset_mine(src)
new /obj/item/clothing/under/rank/miner(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/weapon/satchel(src)
new /obj/item/device/flashlight/lantern(src)
new /obj/item/weapon/shovel(src)
new /obj/item/weapon/pickaxe(src)
new /obj/item/clothing/glasses/meson(src)
/**********************Shuttle Computer**************************/
var/mining_shuttle_tickstomove = 10
var/mining_shuttle_moving = 0
var/mining_shuttle_location = 0 // 0 = station 13, 1 = mining station
proc/move_mining_shuttle()
if(mining_shuttle_moving) return
mining_shuttle_moving = 1
spawn(mining_shuttle_tickstomove*10)
var/area/fromArea
var/area/toArea
if (mining_shuttle_location == 1)
fromArea = locate(/area/shuttle/mining/outpost)
toArea = locate(/area/shuttle/mining/station)
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
else
mining_shuttle_location = 1
mining_shuttle_moving = 0
return
/obj/machinery/computer/mining_shuttle
name = "Mining Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_mining)
var/hacked = 0
var/location = 0 //0 = station, 1 = mining base
/obj/machinery/computer/mining_shuttle/attack_hand(user as mob)
src.add_fingerprint(usr)
var/dat
dat = text("<center>Mining shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
user << browse("[dat]", "window=miningshuttle;size=200x100")
/obj/machinery/computer/mining_shuttle/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["move"])
if(ticker.mode.name == "blob")
if(ticker.mode:declared)
usr << "Under directive 7-10, [station_name()] is quarantined until further notice."
return
if (!mining_shuttle_moving)
usr << "\blue Shuttle recieved message and will be sent shortly."
move_mining_shuttle()
else
usr << "\blue Shuttle is already moving."
/obj/machinery/computer/mining_shuttle/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
hacked = 1
usr << "You fried the consoles ID checking system. It's now available to everyone!"
/******************************Lantern*******************************/
/obj/item/device/flashlight/lantern
name = "Mining Lantern"
icon = 'lighting.dmi'
icon_state = "lantern-off"
desc = "A miner's lantern"
anchored = 0
var/brightness = 12 // luminosity when on
/obj/item/device/flashlight/lantern/New()
luminosity = 0
on = 0
return
/obj/item/device/flashlight/lantern/attack_self(mob/user)
..()
if (on == 1)
icon_state = "lantern-on"
else
icon_state = "lantern-off"
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "Miner's pickaxe"
icon = 'items.dmi'
icon_state = "pickaxe"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
w_class = 4.0
m_amt = 3750 //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
hammer
name = "Mining Sledge Hammer"
desc = "A mining hammer made of reinforced metal. You feel like smashing your boss in the face with this."
silver
name = "Silver Pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 30
origin_tech = "materials=3"
desc = "This makes no metallurgic sense."
drill
name = "Mining Drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = "materials=2;powerstorage=3;engineering=2"
desc = "Yours is the drill that will pierce through the rock walls."
jackhammer
name = "Sonic Jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = "materials=3;powerstorage=2;engineering=2"
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
gold
name = "Golden Pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 20
origin_tech = "materials=4"
desc = "This makes no metallurgic sense."
plasmacutter
name = "Plasma Cutter"
icon_state = "plasmacutter"
item_state = "gun"
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = "materials=4;plasmatech=3;engineering=3"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
diamond
name = "Diamond Pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = "materials=6;engineering=4"
desc = "A pickaxe with a diamond pick head, this is just like minecraft."
diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "Diamond Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 0 //Digs through walls, girders, and can dig up sand
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
/*****************************Shovel********************************/
/obj/item/weapon/shovel
name = "Shovel"
icon = 'items.dmi'
icon_state = "shovel"
flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
force = 8.0
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
m_amt = 50
origin_tech = "materials=1;engineering=1"
/**********************Mining car (Crate like thing, not the rail car)**************************/
/obj/structure/closet/crate/miningcar
desc = "A mining car. This one doesn't work on rails, but has to be dragged."
name = "Mining car (not for rails)"
icon = 'storage.dmi'
icon_state = "miningcar"
density = 1
icon_opened = "miningcaropen"
icon_closed = "miningcar"
+424 -424
View File
@@ -1,425 +1,425 @@
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//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
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//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
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/adamantine
name = "Adamantine deposit"
icon_state = "rock_Adamantine"
mineralName = "Adamantine"
mineralAmt = 3
spreadChance = 0
spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
W.dir = old_dir
W.fullUpdateMineralOverlays()
/*
W.icon_old = old_icon
if(old_icon) W.icon_state = old_icon
*/
W.opacity = 1
W.sd_SetOpacity(0)
W.sd_LumReset()
W.levelupdate()
return W
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
user << "\red You start picking."
playsound(user, 'Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (src.mineralName == "Adamantine")
new /obj/item/weapon/ore/adamantine(src)
ReplaceWithFloor()
return
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug == 1)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.equipped() == W))
user << "\blue You dug a hole."
gets_dug()
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
src.overlays = null
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
src.updateMineralOverlays()
+255 -255
View File
@@ -1,256 +1,256 @@
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = "metal" //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/sheet/O
O = locate(/obj/item/stack/sheet, input.loc)
if(O)
if (istype(O,/obj/item/stack/sheet/gold))
amt_gold += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/silver))
amt_silver += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/diamond))
amt_diamond += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/plasma))
amt_plasma += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/uranium))
amt_uranium += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/metal))
amt_iron += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/clown))
amt_clown += 100 * O.amount
del(O)
if (istype(O,/obj/item/stack/sheet/adamantine))
amt_adamantine += 100 * O.amount
del(O) //Commented out for now. -Durandan
/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == "metal")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Plasma inserted: </b>[amt_plasma]</font> ")
if (chosen == "plasma")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=plasma'>Choose</A>")
dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
if(amt_clown > 0)
dat += text("<br><font color='#AAAA00'><b>Bananium inserted: </b>[amt_clown]</font> ")
if (chosen == "clown")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=clown'>Choose</A>")
dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
if (chosen == "adamantine")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(processing==1)
usr << "\blue The machine is processing."
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if("metal")
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("plasma")
while(amt_plasma > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/plasma(M)
amt_plasma -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
if("clown")
while(amt_clown > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/clown(M)
amt_clown -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("adamantine")
while(amt_adamantine > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/adamantine(M)
amt_adamantine -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
return
+113 -113
View File
@@ -1,114 +1,114 @@
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
/*****************************Money bag********************************/
/obj/item/weapon/moneybag
icon = 'storage.dmi'
name = "Money bag"
icon_state = "moneybag"
flags = FPRINT | TABLEPASS| CONDUCT
force = 10.0
throwforce = 2.0
w_class = 4.0
/obj/item/weapon/moneybag/attack_hand(user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/coin/C in contents)
if (istype(C,/obj/item/weapon/coin/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/coin/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/coin/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/coin/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/coin/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/coin/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/coin/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/coin/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
if (amt_gold)
dat += text("Gold coins: [amt_gold] <A href='?src=\ref[src];remove=gold'>Remove one</A><br>")
if (amt_silver)
dat += text("Silver coins: [amt_silver] <A href='?src=\ref[src];remove=silver'>Remove one</A><br>")
if (amt_iron)
dat += text("Metal coins: [amt_iron] <A href='?src=\ref[src];remove=iron'>Remove one</A><br>")
if (amt_diamond)
dat += text("Diamond coins: [amt_diamond] <A href='?src=\ref[src];remove=diamond'>Remove one</A><br>")
if (amt_plasma)
dat += text("Plasma coins: [amt_plasma] <A href='?src=\ref[src];remove=plasma'>Remove one</A><br>")
if (amt_uranium)
dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
if (amt_clown)
dat += text("Bananium coins: [amt_clown] <A href='?src=\ref[src];remove=clown'>Remove one</A><br>")
if (amt_adamantine)
dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
user << browse("[dat]", "window=moneybag")
/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/coin))
var/obj/item/weapon/coin/C = W
user << "\blue You add the [C.name] into the bag."
usr.drop_item()
contents += C
if (istype(W, /obj/item/weapon/moneybag))
var/obj/item/weapon/moneybag/C = W
for (var/obj/O in C.contents)
contents += O;
user << "\blue You empty the [C.name] into the bag."
return
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["remove"])
var/obj/item/weapon/coin/COIN
switch(href_list["remove"])
if("gold")
COIN = locate(/obj/item/weapon/coin/gold,src.contents)
if("silver")
COIN = locate(/obj/item/weapon/coin/silver,src.contents)
if("iron")
COIN = locate(/obj/item/weapon/coin/iron,src.contents)
if("diamond")
COIN = locate(/obj/item/weapon/coin/diamond,src.contents)
if("plasma")
COIN = locate(/obj/item/weapon/coin/plasma,src.contents)
if("uranium")
COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
if("clown")
COIN = locate(/obj/item/weapon/coin/clown,src.contents)
if("adamantine")
COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
if(!COIN)
return
COIN.loc = src.loc
return
/obj/item/weapon/moneybag/vault
/obj/item/weapon/moneybag/vault/New()
..()
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/silver(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/gold(src)
new /obj/item/weapon/coin/adamantine(src)
+280 -280
View File
@@ -1,281 +1,281 @@
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'Mining.dmi'
icon_state = "ore"
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/satchel))
var/obj/item/weapon/satchel/S = W
if (S.mode == 1)
for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += O;
else
user << "\blue The satchel is full."
return
user << "\blue You pick up all the ores."
else
if (S.contents.len < S.capacity)
S.contents += src;
else
user << "\blue The satchel is full."
return
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/adamantine
name = "Adamantine ore"
icon_state = "Adamantine ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/******************************Materials****************************/
/obj/item/stack/sheet/gold
name = "gold"
icon_state = "sheet-gold"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/gold/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
var/global/list/datum/stack_recipe/gold_recipes = list ( \
new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
)*/
/obj/item/stack/sheet/silver
name = "silver"
icon_state = "sheet-silver"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
/obj/item/stack/sheet/silver/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/diamond
name = "diamond"
icon_state = "sheet-diamond"
force = 5.0
throwforce = 5
w_class = 3.0
throw_range = 3
origin_tech = "materials=6"
perunit = 3750
/obj/item/stack/sheet/diamond/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
/obj/item/stack/sheet/uranium
name = "Uranium block"
icon_state = "sheet-uranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 2000
/obj/item/stack/sheet/enruranium
name = "Enriched Uranium block"
icon_state = "sheet-enruranium"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=5"
perunit = 1000
/obj/item/stack/sheet/plasma
name = "solid plasma"
icon_state = "sheet-plasma"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "plasmatech=2;materials=2"
perunit = 2000
/obj/item/stack/sheet/adamantine
name = "adamantine"
icon_state = "sheet-adamantine"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown
name = "bananium"
icon_state = "sheet-clown"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=4"
perunit = 2000
/obj/item/stack/sheet/clown/New(loc,amount)
..()
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
+120 -120
View File
@@ -1,121 +1,121 @@
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
return
+152 -152
View File
@@ -1,153 +1,153 @@
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > -95.0))
src.adjustOxyLoss(src.health + 200)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
src << "\blue You have given up life and succumbed to death."
/mob/living/proc/updatehealth()
if(!src.nodamage)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss()
else
src.health = 100
src.stat = 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/datum/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam))
extradam = 0
else
extradam += divided_damage
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/carbon/monkey))
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/monkey/M = src
M.adjustFireLoss(burn_amount)
M.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
/mob/proc/get_contents()
/mob/living/get_contents()
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
return L
/mob/living/proc/check_contents_for(A)
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
return 0 //only carbon liveforms have this proc
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/datum/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/revive()
//src.fireloss = 0
src.setToxLoss(0)
//src.bruteloss = 0
src.setOxyLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
//src.health = 100
src.heal_overall_damage(1000, 1000)
src.buckled = initial(src.buckled)
src.handcuffed = initial(src.handcuffed)
if(src.stat > 1) src.stat = CONSCIOUS
..()
return
/mob/living/proc/UpdateDamageIcon()
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > -95.0))
src.adjustOxyLoss(src.health + 200)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss()
src << "\blue You have given up life and succumbed to death."
/mob/living/proc/updatehealth()
if(!src.nodamage)
src.health = 100 - src.getOxyLoss() - src.getToxLoss() - src.getFireLoss() - src.getBruteLoss() - src.getCloneLoss()
else
src.health = 100
src.stat = 0
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
/mob/living/proc/burn_skin(burn_amount)
if(istype(src, /mob/living/carbon/human))
//world << "DEBUG: burn_skin(), mutations=[mutations]"
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
var/divided_damage = (burn_amount)/(H.organs.len)
var/extradam = 0 //added to when organ is at max dam
for(var/datum/organ/external/affecting in H.organs)
if(!affecting) continue
if(affecting.take_damage(0, divided_damage+extradam))
extradam = 0
else
extradam += divided_damage
H.UpdateDamageIcon()
H.updatehealth()
return 1
else if(istype(src, /mob/living/carbon/monkey))
if (src.mutations & COLD_RESISTANCE) //fireproof
return 0
var/mob/living/carbon/monkey/M = src
M.adjustFireLoss(burn_amount)
M.updatehealth()
return 1
else if(istype(src, /mob/living/silicon/ai))
return 0
/mob/living/proc/adjustBodyTemp(actual, desired, incrementboost)
var/temperature = actual
var/difference = abs(actual-desired) //get difference
var/increments = difference/10 //find how many increments apart they are
var/change = increments*incrementboost // Get the amount to change by (x per increment)
// Too cold
if(actual < desired)
temperature += change
if(actual > desired)
temperature = desired
// Too hot
if(actual > desired)
temperature -= change
if(actual < desired)
temperature = desired
// if(istype(src, /mob/living/carbon/human))
// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
return temperature
/mob/proc/get_contents()
/mob/living/get_contents()
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
return L
/mob/living/proc/check_contents_for(A)
var/list/L = list()
L += src.contents
for(var/obj/item/weapon/storage/S in src.contents)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src.contents)
L += G.gift
if (istype(G.gift, /obj/item/weapon/storage))
L += G.gift:return_inv()
for(var/obj/B in L)
if(B.type == A)
return 1
return 0
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
return 0 //only carbon liveforms have this proc
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
if ((t in list( "eyes", "mouth" )))
t = "head"
var/datum/organ/external/def_zone = ran_zone(t)
return def_zone
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_organ_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
// heal MANY external organs, in random order
/mob/living/proc/heal_overall_damage(var/brute, var/burn)
adjustBruteLoss(-brute)
adjustFireLoss(-burn)
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn)
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
/mob/living/proc/revive()
//src.fireloss = 0
src.setToxLoss(0)
//src.bruteloss = 0
src.setOxyLoss(0)
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
//src.health = 100
src.heal_overall_damage(1000, 1000)
src.buckled = initial(src.buckled)
src.handcuffed = initial(src.handcuffed)
if(src.stat > 1) src.stat = CONSCIOUS
..()
return
/mob/living/proc/UpdateDamageIcon()
return
+8 -1
View File
@@ -364,4 +364,11 @@
step(AM, t)
now_pushing = null
return
return
return
//PC stuff-Sieve
/mob/living/simple_animal/corgi/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Corgi"
mind.key = G.key
+24
View File
@@ -296,6 +296,30 @@
new_metroid.a_intent = "hurt"
new_metroid << "<B>You are now a baby Metroid.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/proc/corgize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
new_corgi.mind_initialize(src)
new_corgi.key = key
new_corgi.a_intent = "hurt"
new_corgi << "<B>You are now a Corgi!.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
+1217 -1217
View File
File diff suppressed because it is too large Load Diff
+39 -39
View File
@@ -1,40 +1,40 @@
/turf/simulated/floor/engine/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/engine/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
M.pulling = t
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/engine/ex_act(severity)
switch(severity)
if(1.0)
ReplaceWithSpace()
del(src)
return
if(2.0)
if (prob(50))
ReplaceWithSpace()
del(src)
return
else
return
/turf/simulated/floor/engine/blob_act()
if (prob(25))
ReplaceWithSpace()
del(src)
return
/turf/simulated/floor/engine/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/engine/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.pulling = null
step(user.pulling, get_dir(user.pulling.loc, src))
M.pulling = t
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/engine/ex_act(severity)
switch(severity)
if(1.0)
ReplaceWithSpace()
del(src)
return
if(2.0)
if (prob(50))
ReplaceWithSpace()
del(src)
return
else
return
/turf/simulated/floor/engine/blob_act()
if (prob(25))
ReplaceWithSpace()
del(src)
return
return
+9 -1
View File
@@ -788,6 +788,14 @@ datum
req_tech = list("materials" = 3, "biotech"=4, "magnets"=4, "programming"=3)
build_path = "/obj/item/mecha_parts/mecha_equipment/tool/syringe_gun"
mech_diamond_drill
name = "Exosuit Module Design (Diamond Mining Drill)"
desc = "An upgraded version of the standard drill"
id = "mech_diamond_drill"
build_type = MECHFAB
req_tech = list("materials" = 4, "engineering" = 3)
build_path = "/obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill"
////////////////////////////////////////
//////////Disk Construction Disks///////
@@ -1055,7 +1063,7 @@ datum
name = "Hyper-Capacity Power Cell"
desc = "A power cell that holds 30000 units of energy"
id = "hyper_cell"
req_tech = list("powerstorage" = 6, "materials" = 4)
req_tech = list("powerstorage" = 5, "materials" = 4)
reliability_base = 70
build_type = PROTOLATHE
materials = list("$metal" = 400, "$gold" = 150, "$silver" = 150, "$glass" = 70)