First pass on ore distribution map and stationary drilling rig.

Added sprites for stationary drilling gear.
Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality.
Changed adamantine and mythril to osmium and metallic hydrogen.
Added ore distribution map generation to master controller.
Added upgrading to stationary drills, tweaked other stuff.
Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker.

Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/modules/mining/coins.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/minerals.dm
	code/modules/mining/satchel_ore_boxdm.dm
This commit is contained in:
Zuhayr
2014-06-15 07:35:17 -04:00
committed by ZomgPonies
parent 6443216183
commit ef59deb928
19 changed files with 1326 additions and 839 deletions
+27
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//Alloys that contain subsets of each other's ingredients must be ordered in the desired sequence
//eg. steel comes after plasteel because plasteel's ingredients contain the ingredients for steel and
//it would be impossible to produce.
/datum/alloy
var/list/requires
var/product_mod = 1
var/product
var/metaltag
/datum/alloy/plasteel
metaltag = "plasteel"
requires = list(
"platinum" = 1,
"coal" = 2,
"hematite" = 2
)
product_mod = 0.3
product = /obj/item/stack/sheet/plasteel
/datum/alloy/steel
metaltag = "steel"
requires = list(
"coal" = 1,
"hematite" = 1
)
product = /obj/item/stack/sheet/metal
+89
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/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'icons/obj/items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
var/material="iron" // Ore ID, used with coinbags.
var/credits = 0 // How many credits is this coin worth?
/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"
credits = 10
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
credits = 5
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
credits = 25
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
credits = 1
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
credits = 5
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
credits = 25
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
credits = 1000
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/mythril
name = "Mythril coin"
icon_state = "coin_mythril"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/cable_coil) )
var/obj/item/stack/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('icons/obj/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/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
// CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
@@ -0,0 +1,248 @@
//If anyone can think of a less shitty way to work out x,y points on a linear string of integers please tell me.
#define MAP_CELL ((y-1)*real_size)+x
#define MAP_CENTRE (((y-1)+size/2)*real_size)+(x+size/2)
#define MAP_TOP_LEFT ((y-1)*real_size)+x
#define MAP_TOP_RIGHT ((y-1)*real_size)+(x+size)
#define MAP_BOTTOM_LEFT (((y+size)-1)*real_size)+x
#define MAP_BOTTOM_RIGHT ((((y+size)-1)*real_size)+(x+size))
#define MAP_MID_TOP MAP_TOP_LEFT + (size/2)
#define MAP_MID_BOTTOM MAP_BOTTOM_LEFT + (size/2)
#define MAP_MID_LEFT (((y-1)+size/2)*real_size)+x
#define MAP_MID_RIGHT (((y-1)+size/2)*real_size)+(x+size)
#define MIN_SURFACE_COUNT 1000
#define MAX_SURFACE_COUNT 5000
#define MIN_RARE_COUNT 1000
#define MAX_RARE_COUNT 5000
#define MIN_DEEP_COUNT 100
#define MAX_DEEP_COUNT 300
#define ITERATE_BEFORE_FAIL 200
#define RESOURCE_HIGH_MAX 8
#define RESOURCE_HIGH_MIN 5
#define RESOURCE_MID_MAX 4
#define RESOURCE_MID_MIN 2
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
/*
Surface minerals:
silicates
iron
gold
silver
Rare minerals:
uranium
diamond
Deep minerals:
phoron
xerxium (adamantine)
fulgurium (mythril)
*/
/datum/ore_distribution
var/real_size = 65 //Overall map size ((must be power of 2)+1)
var/chunk_size = 4 //Size each cell represents on map (like hell we're generating up to 100 256^2 grids at roundstart)
var/list/map[4225] //The actual map. real_size squared.
var/range = 255 //Max random range of cells in map.
var/random_variance_chance = 25
var/random_element = 0.5
//Called by the drilling rigs each process().
/datum/ore_distribution/proc/get_ore(var/x,var/y)
return "Nope."
/datum/ore_distribution/proc/map_is_sane()
if(!map) return 0
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
for(var/cell in map)
if(cell>(range*0.60))
deep_count++
else if(cell>(range*0.40))
rare_count++
else
surface_count++
if(surface_count < MIN_SURFACE_COUNT || surface_count > MAX_SURFACE_COUNT) return 0
if(rare_count < MIN_RARE_COUNT || rare_count > MAX_RARE_COUNT) return 0
if(deep_count < MIN_DEEP_COUNT || deep_count > MAX_DEEP_COUNT) return 0
return 1
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/ore_distribution/proc/populate_distribution_map()
//Seed beginning values.
var/x = 1
var/y = 1
var/size = real_size-1
map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_RIGHT] = (range/3)+rand(range/5)
//Fill in and smooth it out.
var/attempts = 0
do
attempts++
generate_distribution_map(1,1,size)
while(attempts < ITERATE_BEFORE_FAIL && !map_is_sane())
if(attempts >= ITERATE_BEFORE_FAIL)
world << "<b><font color='red'>Could not generate a sane distribution map. Aborting.</font></b>"
map = null
return
else
apply_to_asteroid()
/datum/ore_distribution/proc/clear_distribution_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[MAP_CELL] = 0
/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
var/size = input_size
map[MAP_MID_TOP] = (map[MAP_TOP_LEFT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_RIGHT] = (map[MAP_BOTTOM_RIGHT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_BOTTOM] = (map[MAP_BOTTOM_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_MID_LEFT] = (map[MAP_TOP_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_CENTRE] = (map[MAP_MID_LEFT]+map[MAP_MID_RIGHT]+map[MAP_MID_BOTTOM]+map[MAP_MID_TOP])/4
if(prob(random_variance_chance))
map[MAP_CENTRE] *= (rand(1) ? (1.0-random_element) : (1.0+random_element))
map[MAP_CENTRE] = max(0,min(range,map[MAP_CENTRE]))
if(size>3)
generate_distribution_map(x,y,input_size/2)
generate_distribution_map(x+(input_size/2),y,input_size/2)
generate_distribution_map(x,y+(input_size/2),input_size/2)
generate_distribution_map(x+(input_size/2),y+(input_size/2),input_size/2)
/datum/ore_distribution/proc/apply_to_asteroid()
var/origin_x = 13
var/origin_y = 32
var/limit_x = 217
var/limit_y = 223
var/asteroid_z = 5
var/tx = origin_x
var/ty = origin_y
for(var/y = 1, y <= real_size, y++)
for(var/x = 1, x <= real_size, x++)
var/turf/target_turf
for(var/i=0,i<chunk_size,i++)
for(var/j=0,j<chunk_size,j++)
if(tx+j > limit_x || ty+i > limit_y)
continue
target_turf = locate(tx+j, ty+i, asteroid_z)
if(target_turf.has_resources)
var/printcolor
if(map[MAP_CELL] > (range*0.60))
printcolor = "#FF0000"
else if(map[MAP_CELL] > (range*0.40))
printcolor = "#00FF00"
else
printcolor = "#0000FF"
target_turf.color = "#[printcolor]"
target_turf.resources = list()
target_turf.resources["silicates"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["carbonaceous rock"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
if(map[MAP_CELL] > (range*0.60))
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
else if(map[MAP_CELL] > (range*0.40))
target_turf.resources["iron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
else
target_turf.resources["iron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["phoron"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
tx += chunk_size
tx = origin_x
ty += chunk_size
/datum/ore_distribution/proc/print_map()
world << "---"
var/string = ""
for(var/y = 1, y <= real_size, y++)
for(var/x = 1, x <= real_size, x++)
var/printcolor
if(map[MAP_CELL] > (range*0.60))
printcolor = "#FF0000"
else if(map[MAP_CELL] > (range*0.40))
printcolor = "#00FF00"
else
printcolor = "#0000FF"
string += "<font color='[printcolor]'>#</font>"
world << string
string = ""
world << "---"
#undef MAP_CELL
#undef MAP_CENTRE
#undef MAP_TOP_LEFT
#undef MAP_TOP_RIGHT
#undef MAP_BOTTOM_LEFT
#undef MAP_BOTTOM_RIGHT
#undef MAP_MID_TOP
#undef MAP_MID_BOTTOM
#undef MAP_MID_LEFT
#undef MAP_MID_RIGHT
#undef MIN_SURFACE_COUNT
#undef MAX_SURFACE_COUNT
#undef MIN_RARE_COUNT
#undef MAX_RARE_COUNT
#undef MIN_DEEP_COUNT
#undef MAX_DEEP_COUNT
#undef ITERATE_BEFORE_FAIL
#undef RESOURCE_HIGH_MAX
#undef RESOURCE_HIGH_MIN
#undef RESOURCE_MID_MAX
#undef RESOURCE_MID_MIN
#undef RESOURCE_LOW_MAX
#undef RESOURCE_LOW_MIN
+382
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@@ -0,0 +1,382 @@
/obj/machinery/mining
icon = 'icons/obj/mining_drill.dmi'
anchored = 0
use_power = 0 //The drill takes power directly from a cell.
density = 1
layer = MOB_LAYER+0.1 //So it draws over mobs in the tile north of it.
/obj/machinery/mining/drill
name = "mining drill head"
desc = "An enormous drill."
icon_state = "mining_drill"
var/braces_needed = 2
var/list/supports = list()
var/supported = 0
var/active = 0
var/list/resource_field = list()
var/open = 0
var/ore_types = list(
"iron" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
"diamond" = /obj/item/weapon/ore/diamond,
"phoron" = /obj/item/weapon/ore/plasma,
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbonaceous rock" = /obj/item/weapon/ore/coal
)
//Upgrades
var/obj/item/weapon/stock_parts/matter_bin/storage
var/obj/item/weapon/stock_parts/micro_laser/cutter
var/obj/item/weapon/stock_parts/capacitor/cellmount
var/obj/item/weapon/cell/cell
//Flags
var/need_update_field = 0
var/need_player_check = 0
/obj/machinery/mining/drill/New()
..()
storage = new(src)
cutter = new(src)
cellmount = new(src)
cell = new(src)
cell.maxcharge = 10000
cell.charge = cell.maxcharge
/obj/machinery/mining/drill/process()
if(need_player_check)
return
check_supports()
if(!active) return
if(!anchored || !use_cell_power())
system_error("system configuration or charge error")
return
if(need_update_field)
get_resource_field()
if(world.time % 10 == 0)
update_icon()
if(!active)
return
//Drill through the flooring, if any.
if(istype(get_turf(src),/turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = get_turf(src)
if(!T.dug)
T.gets_dug()
else if(istype(get_turf(src),/turf/simulated/floor))
var/turf/simulated/floor/T = get_turf(src)
T.ex_act(2.0)
//Dig out the tasty ores.
if(resource_field.len)
var/turf/harvesting = pick(resource_field)
while(resource_field.len && !harvesting.resources)
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
harvesting = pick(resource_field)
if(!harvesting) return
var/total_harvest = get_harvest_capacity() //Ore harvest-per-tick.
var/found_resource = 0 //If this doesn't get set, the area is depleted and the drill errors out.
for(var/metal in ore_types)
if(contents.len >= get_storage_capacity())
active = 0
need_player_check = 1
update_icon()
return
if(contents.len + total_harvest >= get_storage_capacity())
total_harvest = get_storage_capacity() - contents.len
if(total_harvest <= 0) break
if(harvesting.resources[metal])
found_resource = 1
var/create_ore = 0
if(harvesting.resources[metal] >= total_harvest)
harvesting.resources[metal] -= total_harvest
create_ore = total_harvest
total_harvest = 0
else
total_harvest -= harvesting.resources[metal]
create_ore = harvesting.resources[metal]
harvesting.resources[metal] = 0
for(var/i=1,i<=create_ore,i++)
var/oretype = ore_types[metal]
new oretype(src)
if(!found_resource)
harvesting.has_resources = 0
harvesting.resources = null
resource_field -= harvesting
else
active = 0
need_player_check = 1
update_icon()
/obj/machinery/mining/drill/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/mining/drill/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active) return
open = !open
user << "\blue You [open ? "open" : "close"] the maintenance panel." //TODO: Sprite.
return
else
if(!open || active) return ..()
if(istype(W,/obj/item/weapon/crowbar))
if(storage)
user << "You slip the bolt and pry out \the [storage]."
storage.loc = get_turf(src)
storage = null
else if(cutter)
user << "You carefully detatch and pry out \the [cutter]."
cutter.loc = get_turf(src)
cutter = null
else if(cellmount)
user << "You yank out a few wires and pry out \the [cellmount]."
cellmount.loc = get_turf(src)
cellmount.loc = null
else if(cell)
user << "You pry out \the [cell]."
cell.loc = get_turf(src)
cell = null
else
user << "There's nothing inside the drilling rig to remove."
return
else if(istype(W,/obj/item/weapon/stock_parts/matter_bin))
if(storage)
user << "The drill already has a matter bin installed."
else
W.loc = src
storage = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/stock_parts/micro_laser))
if(cutter)
user << "The drill already has a cutting head installed."
else
W.loc = src
cutter = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/stock_parts/capacitor))
if(cellmount)
user << "The drill already has a cell capacitor installed."
else
W.loc = src
cellmount = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/cell))
if(cell)
user << "The drill already has a cell installed."
else
W.loc = src
cell = W
user << "You install \the [W]."
return
..()
/obj/machinery/mining/drill/attack_hand(mob/user as mob)
check_supports()
if(need_player_check)
user << "You hit the manual override and reset the drill's error checking."
need_player_check = 0
if(anchored) get_resource_field()
update_icon()
return
else if(supported)
if(use_cell_power())
active = !active
if(active)
user << "\blue You engage \the [src] and it lurches downwards, grinding noisily."
need_update_field = 1
else
user << "\blue You disengage \the [src] and it shudders to a grinding halt."
else
user << "\blue The drill is unpowered."
else
user << "\blue Turning on a piece of industrial machinery without sufficient bracing is a bad idea."
update_icon()
/obj/machinery/mining/drill/update_icon()
if(need_player_check)
icon_state = "mining_drill_error"
else if(active)
icon_state = "mining_drill_active"
else if(supported)
icon_state = "mining_drill_braced"
else
icon_state = "mining_drill"
return
/obj/machinery/mining/drill/proc/check_supports()
supported = 0
if((!supports || !supports.len) && initial(anchored) == 0)
icon_state = "mining_drill"
anchored = 0
active = 0
else
anchored = 1
if(supports && supports.len >= braces_needed)
supported = 1
update_icon()
/obj/machinery/mining/drill/proc/system_error(var/error)
if(error) src.visible_message("\red \The [src] flashes a '[error]' warning.")
need_player_check = 1
active = 0
update_icon()
/obj/machinery/mining/drill/proc/get_harvest_capacity()
return 3 * (cutter ? cutter.rating : 0)
/obj/machinery/mining/drill/proc/get_storage_capacity()
return 100 * (storage ? storage.rating : 0)
/obj/machinery/mining/drill/proc/get_charge_use()
return 100 - (20 * (cellmount ? cellmount.rating : 0))
/obj/machinery/mining/drill/proc/get_resource_field()
resource_field = list()
need_update_field = 0
var/turf/T = get_turf(src)
if(!istype(T)) return
var/tx = T.x-2
var/ty = T.y-2
var/turf/mine_turf
for(var/iy=0,iy<5,iy++)
for(var/ix=0,ix<5,ix++)
mine_turf = locate(tx+ix,ty+iy,T.z)
if(mine_turf && istype(mine_turf) && mine_turf.has_resources)
resource_field += mine_turf
if(!resource_field.len)
system_error("resources depleted")
/obj/machinery/mining/drill/proc/use_cell_power()
if(!cell) return 0
var/req = get_charge_use()
if(cell.charge >= req)
cell.use(req)
return 1
return 0
/obj/machinery/mining/drill/verb/unload()
set name = "Unload Drill"
set category = "Object"
set src in oview(1)
if(usr.stat) return
var/obj/structure/ore_box/B = locate() in orange(1)
if(B)
for(var/obj/item/weapon/ore/O in contents)
O.loc = B
usr << "\red You unload the drill's storage cache into the ore box."
else
usr << "\red You must move an ore box up to the drill before you can unload it."
/obj/machinery/mining/brace
name = "mining drill brace"
desc = "A machinery brace for an industrial drill. It looks easily two feet thick."
icon_state = "mining_brace"
var/obj/machinery/mining/drill/connected
/obj/machinery/mining/brace/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/wrench))
if(istype(get_turf(src),/turf/space))
user << "\blue You can't anchor something to empty space. Idiot."
return
if(connected && connected.active)
user << "\blue You can't unanchor the brace of a running drill!"
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You [anchored ? "un" : ""]anchor the brace."
anchored = !anchored
if(anchored)
connect()
else
disconnect()
/obj/machinery/mining/brace/proc/connect()
var/turf/T = get_step(get_turf(src), src.dir)
for(var/thing in T.contents)
if(istype(thing,/obj/machinery/mining/drill))
connected = thing
break
if(!connected) return
if(!connected.supports) connected.supports = list()
icon_state = "mining_brace_active"
connected.supports += src
connected.check_supports()
/obj/machinery/mining/brace/proc/disconnect()
if(!connected) return
if(!connected.supports) connected.supports = list()
icon_state = "mining_brace"
connected.supports -= src
connected.check_supports()
connected = null
/obj/machinery/mining/brace/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in oview(1)
if(usr.stat) return
if (src.anchored)
usr << "It is anchored in place!"
return 0
src.dir = turn(src.dir, 90)
return 1
+3 -3
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@@ -35,7 +35,7 @@
/obj/machinery/mineral/ore_redemption/proc/process_sheet(obj/item/weapon/ore/O)
var/obj/item/stack/sheet/processed_sheet = SmeltMineral(O)
if(processed_sheet)
var/datum/material/mat = materials.getMaterial(O.material)
var/datum/material/mat = materials.getMaterial(O.oretag)
mat.stored += processed_sheet.amount //Stack the sheets
O.loc = null //Let the old sheet garbage collect
while(mat.stored > stack_amt) //Get rid of excessive stackage
@@ -54,8 +54,8 @@
process_sheet(O)
/obj/machinery/mineral/ore_redemption/proc/SmeltMineral(var/obj/item/weapon/ore/O)
if(O.material)
var/datum/material/mat = materials.getMaterial(O.material)
if(O.oretag)
var/datum/material/mat = materials.getMaterial(O.oretag)
var/obj/item/stack/sheet/M = new mat.sheettype(src)
points += mat.value
return M
+17 -9
View File
@@ -23,7 +23,7 @@
if(t == src.door_tag)
src.release_door = d
if (machine && release_door)
machine.CONSOLE = src
machine.console = src
else
del(src)
@@ -104,12 +104,20 @@
/obj/machinery/mineral/stacking_machine/laborstacker
var/points = 0 //The unclaimed value of ore stacked. Value for each ore loosely relative to its rarity. Iron = 1; Diamond = 25.
var/list/ore_values = list(("metal" = 1), ("diamond" = 25), ("solid plasma" = 2), ("gold" = 5), ("silver" = 5), ("bananium" = 9999), ("uranium" = 5), ("glass" = 1), ("reinforced glass" = 2), ("plasteel" = 3))
var/list/ore_values = list(("iron" = 1), ("diamond" = 25), ("solid plasma" = 2), ("gold" = 5), ("silver" = 5), ("bananium" = 9999), ("uranium" = 5), ("glass" = 1), ("reinforced glass" = 2), ("plasteel" = 3))
/obj/machinery/mineral/stacking_machine/laborstacker/process_sheet(obj/item/stack/sheet/inp)
if(istype(inp))
var/n = inp.name
var/a = inp.amount
if(n in ore_values)
points += ore_values[n] * a
..()
/obj/machinery/mineral/stacking_machine/laborstacker/process()
if (src.output && src.input)
var/turf/T = get_turf(input)
for(var/obj/item/O in T.contents)
if(!O) return
if(istype(O,/obj/item/stack))
var/obj/item/stack/S = O
if(S.name in ore_values)
points += ore_values[S.name] * S.amount
S.loc = null
else
S.loc = output.loc
else
O.loc = output.loc
+174 -373
View File
@@ -6,175 +6,92 @@
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = EAST
var/show_all_ores = 0
/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
machine.console = src
else
del(src)
/obj/machinery/mineral/processing_unit_console/process()
updateDialog()
/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/mineral/processing_unit_console/interact(mob/user)
if(..())
return
if(!allowed(user))
user << "\red Access denied."
return
user.set_machine(src)
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>")
var/dat = "<h1>Ore processor console</h1>"
dat += "<hr><table>"
for(var/ore in machine.ores_processing)
if(!machine.ores_stored[ore] && !show_all_ores) continue
dat += "<tr><td width = 40><b>[capitalize(ore)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100><font color='"
if(machine.ores_processing[ore])
switch(machine.ores_processing[ore])
if(0)
dat += "red'>not processing"
if(1)
dat += "orange'>smelting"
if(2)
dat += "blue'>compressing"
if(3)
dat += "gray'>alloying"
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
//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")
onclose(user, "console_processing_unit")
dat += "red'>not processing"
dat += "</font>.</td><td width = 30><a href='?src=\ref[src];toggle_smelting=[ore]'>\[change\]</a></td></tr>"
dat += "</table><hr>"
dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. <A href='?src=\ref[src];toggle_ores=1'>\[[show_all_ores ? "show less" : "show more"]\]</a></br>"
dat += "The ore processor is currently <A href='?src=\ref[src];toggle_power=1'>[(machine.active ? "<font color='green'>processing</font>" : "<font color='red'>disabled</font>")]</a>."
user << browse(dat, "window=processor_console;size=400x500")
onclose(user, "computer")
return
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
usr.set_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["set_on"])
if (href_list["set_on"] == "on")
machine.on = 1
else
machine.on = 0
if(href_list["toggle_smelting"])
var/choice = input("What setting do you wish to use for processing [href_list["toggle_smelting"]]?") as null|anything in list("Smelting","Compressing","Alloying","Nothing")
if(!choice) return
switch(choice)
if("Nothing") choice = 0
if("Smelting") choice = 1
if("Compressing") choice = 2
if("Alloying") choice = 3
machine.ores_processing[href_list["toggle_smelting"]] = choice
if(href_list["toggle_power"])
machine.active = !machine.active
if(href_list["toggle_ores"])
show_all_ores = !show_all_ores
src.updateUsrDialog()
return
@@ -182,258 +99,142 @@
/obj/machinery/mineral/processing_unit
name = "furnace"
name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron...
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "furnace"
density = 1
anchored = 1.0
anchored = 1
luminosity = 3
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/on = 0 //0 = off, 1 =... oh you know!
var/obj/machinery/mineral/console = null
var/sheets_per_tick = 10
var/list/ores_processing[0]
var/list/ores_stored[0]
var/list/ore_data[0]
var/list/alloy_data[0]
var/active = 0
/obj/machinery/mineral/processing_unit/New()
..()
spawn( 5 )
//TODO: Ore and alloy global storage datum.
for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
alloy_data += new alloytype()
for(var/oretype in typesof(/datum/ore)-/datum/ore)
var/datum/ore/OD = new oretype()
ore_data[OD.oretag] = OD
ores_processing[OD.oretag] = 0
ores_stored[OD.oretag] = 0
//Locate our output and input machinery.
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)
if (ore_glass > 0)
ore_glass--;
new /obj/item/stack/sheet/glass(output.loc)
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)
if (ore_glass > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
new /obj/item/stack/sheet/rglass(output.loc)
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)
if (ore_gold > 0)
ore_gold--;
new /obj/item/stack/sheet/mineral/gold(output.loc)
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)
if (ore_silver > 0)
ore_silver--;
new /obj/item/stack/sheet/mineral/silver(output.loc)
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)
if (ore_diamond > 0)
ore_diamond--;
new /obj/item/stack/sheet/mineral/diamond(output.loc)
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)
if (ore_plasma > 0)
ore_plasma--;
new /obj/item/stack/sheet/mineral/plasma(output.loc)
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)
if (ore_uranium > 0)
ore_uranium--;
new /obj/item/stack/sheet/mineral/uranium(output.loc)
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)
if (ore_iron > 0)
ore_iron--;
new /obj/item/stack/sheet/metal(output.loc)
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)
if (ore_iron > 0 && ore_plasma > 0)
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasteel(output.loc)
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)
if (ore_clown > 0)
ore_clown--;
new /obj/item/stack/sheet/mineral/clown(output.loc)
else
on = 0
continue
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
if (ore_glass > 0 && ore_plasma > 0)
ore_glass--;
ore_plasma--;
new /obj/item/stack/sheet/plasmaglass(output.loc)
else
on = 0
if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
if (ore_glass > 0 && ore_plasma > 0 && ore_iron > 0)
ore_glass--;
ore_iron--;
ore_plasma--;
new /obj/item/stack/sheet/plasmarglass(output.loc)
else
on = 0
//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
if (ore_uranium >= 2 && ore_diamond >= 1)
ore_uranium -= 2
ore_diamond -= 1
new /obj/item/stack/sheet/mineral/adamantine(output.loc)
else
on = 0
continue
if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
if (ore_silver >= 1 && ore_plasma >= 3)
ore_silver -= 1
ore_plasma -= 3
new /obj/item/stack/sheet/mineral/mythril(output.loc)
else
on = 0
continue*/
if (!active || !src.output || !src.input) return
//if a non valid combination is selected
var/list/tick_alloys = list()
var/b = 1 //this part checks if all required ores are available
//Process our stored ores and spit out sheets.
var/sheets = 0
for(var/metal in ores_stored)
if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
b = 0
if(sheets >= sheets_per_tick) break
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(ores_stored[metal] > 0 && ores_processing[metal] != 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--
new /obj/item/weapon/ore/slag(output.loc)
on = 0
else
on = 0
break
break
var/datum/ore/O = ore_data[metal]
if(!O) continue
if(ores_processing[metal] == 3 && O.alloy) //Alloying.
var/can_make_alloy = 0
var/datum/alloy/alloying
for(var/datum/alloy/A in alloy_data)
if(A.metaltag in tick_alloys) continue
tick_alloys += A.metaltag
if(!isnull(A.requires[metal]) && ores_stored[metal] >= A.requires[metal]) //We have enough of our first metal, we're off to a good start.
alloying = A
can_make_alloy = 0
var/enough_metal = 1
for(var/needs_metal in A.requires)
//Check if we're alloying the needed metal and have it stored.
if(ores_processing[needs_metal] != 3 || ores_stored[needs_metal] < A.requires[needs_metal])
enough_metal = 0
break
if(!enough_metal)
can_make_alloy = 0
else
can_make_alloy = 1
break
if(!alloying)
sheets++
return
if(!can_make_alloy)
continue
else
var/total
for(var/needs_metal in alloying.requires)
ores_stored[needs_metal] -= alloying.requires[needs_metal]
total += alloying.requires[needs_metal]
total = round(total*alloying.product_mod)
sheets += total-1
for(var/i=0,i<total,i++)
new alloying.product(output.loc)
else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(can_make%2>0) can_make--
if(!can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i+=2)
ores_stored[metal]-=2
sheets+=2
new O.compresses_to(output.loc)
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(!can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i++)
ores_stored[metal]--
sheets++
new O.smelts_to(output.loc)
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++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/glass))
ore_glass++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/diamond))
ore_diamond++;
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/plasma))
ore_plasma++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/gold))
ore_gold++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/silver))
ore_silver++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/uranium))
ore_uranium++
O.loc = null
del(O)
continue
if (istype(O,/obj/item/weapon/ore/clown))
ore_clown++
O.loc = null
del(O)
continue
O.loc = src.output.loc
else
break
return
ores_stored[metal]--
sheets++
new /obj/item/weapon/ore/slag(output.loc)
else
continue
//Grab some more ore to process next tick.
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.oretag])) ores_stored[O.oretag]++
O.loc = null
console.updateUsrDialog()
+71 -52
View File
@@ -10,48 +10,57 @@
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
machine.console = src
else
del(src)
/obj/machinery/mineral/stacking_unit_console/attack_hand(user as mob)
/obj/machinery/mineral/stacking_unit_console/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/mineral/stacking_unit_console/interact(mob/user)
user.set_machine(src)
var/obj/item/stack/sheet/s
var/dat
dat += text("<b>Stacking unit console</b><br><br>")
dat += text("<h1>Stacking unit console</h1><hr><table>")
for(var/O in machine.stack_list)
s = machine.stack_list[O]
if(s.amount > 0)
dat += text("[s.name]: [s.amount] <A href='?src=\ref[src];release=[s.type]'>Release</A><br>")
dat += text("<br>Stacking: [machine.stack_amt]<br><br>")
for(var/stacktype in machine.stack_storage)
if(machine.stack_storage[stacktype] > 0)
dat += "<tr><td width = 150><b>[capitalize(stacktype)]:</b></td><td width = 30>[machine.stack_storage[stacktype]]</td><td width = 50><A href='?src=\ref[src];release_stack=[stacktype]'>\[release\]</a></td></tr>"
dat += "</table><hr>"
dat += text("<br>Stacking: [machine.stack_amt] <A href='?src=\ref[src];change_stack=1'>\[change\]</a><br><br>")
user << browse("[dat]", "window=console_stacking_machine")
onclose(user, "console_stacking_machine")
return
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if(href_list["change_stack"])
var/choice = input("What would you like to set the stack amount to?") as null|anything in list(1,5,10,20,50)
if(!choice) return
machine.stack_amt = choice
if(href_list["release_stack"])
if(machine.stack_storage[href_list["release_stack"]] > 0)
var/stacktype = machine.stack_paths[href_list["release_stack"]]
var/obj/item/stack/sheet/S = new stacktype (get_turf(machine.output))
S.amount = machine.stack_storage[href_list["release_stack"]]
machine.stack_storage[href_list["release_stack"]] = 0
src.add_fingerprint(usr)
if(href_list["release"])
var/obj/item/stack/sheet/inp = machine.stack_list[text2path(href_list["release"])]
var/obj/item/stack/sheet/out = new inp.type()
out.amount = inp.amount
inp.amount = 0
out.loc = machine.output.loc
src.updateUsrDialog()
return
return
/**********************Mineral stacking unit**************************/
@@ -62,16 +71,29 @@
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/stacking_unit_console/console
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/stack_list[0] //Key: Type. Value: Instance of type.
var/stack_amt = 50; //ammount to stack before releassing
var/list/stack_storage[0]
var/list/stack_paths[0]
var/stack_amt = 50; // Amount to stack before releassing
/obj/machinery/mineral/stacking_machine/New()
..()
for(var/stacktype in typesof(/obj/item/stack/sheet/mineral)-/obj/item/stack/sheet/mineral)
var/obj/item/stack/S = new stacktype(src)
stack_storage[S.name] = 0
stack_paths[S.name] = stacktype
del(S)
stack_storage["glass"] = 0
stack_paths["glass"] = /obj/item/stack/sheet/glass
stack_storage["metal"] = 0
stack_paths["metal"] = /obj/item/stack/sheet/metal
stack_storage["plasteel"] = 0
stack_paths["plasteel"] = /obj/item/stack/sheet/plasteel
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
@@ -79,34 +101,31 @@
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
if(!istype(output) || !istype(input))
del(src)
return
processing_objects.Add(src)
return
return
/obj/machinery/mineral/stacking_machine/proc/process_sheet(obj/item/stack/sheet/inp)
if(!istype(inp)) //Non-sheets. Yuck.
return
if(!(inp.type in stack_list)) //It's the first of this sheet added
stack_list[inp.type] = new inp.type(src,0)
var/obj/item/stack/sheet/storage = stack_list[inp.type]
storage.amount += inp.amount //Stack the sheets
inp.loc = null //Let the old sheet garbage collect
while(storage.amount > stack_amt) //Get rid of excessive stackage
var/obj/item/stack/sheet/out = new inp.type()
out.amount = stack_amt
out.loc = output.loc
storage.amount -= stack_amt
/obj/machinery/mineral/stacking_machine/process()
var/obj/item/O
while (locate(/obj/item, input.loc))
O = locate(/obj/item, input.loc)
if(istype(O,/obj/item/stack/sheet))
process_sheet(O)
else
O.loc = src.output.loc
if (src.output && src.input)
var/turf/T = get_turf(input)
for(var/obj/item/O in T.contents)
if(!O) return
if(istype(O,/obj/item/stack))
if(!isnull(stack_storage[O.name]))
stack_storage[O.name]++
O.loc = null
else
O.loc = output.loc
else
O.loc = output.loc
//Output amounts that are past stack_amt.
for(var/sheet in stack_storage)
if(stack_storage[sheet] >= stack_amt)
var/stacktype = stack_paths[sheet]
var/obj/item/stack/sheet/S = new stacktype (get_turf(output))
S.amount = stack_amt
stack_storage[sheet] -= stack_amt
console.updateUsrDialog()
return
+2 -86
View File
@@ -28,6 +28,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
var/datum/artifact_find/artifact_find
var/scan_state = null
has_resources = 1
New()
. = ..()
@@ -405,6 +406,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
temperature = T0C
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
has_resources = 1
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
@@ -572,92 +574,6 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
else
return
////////////////////////////////Gibtonite
/turf/simulated/mineral/gibtonite
name = "Diamond deposit" //honk
icon_state = "rock_Gibtonite"
mineral = new /mineral/gibtonite
scan_state = "rock_Gibtonite"
var/det_time = 8 //Countdown till explosion, but also rewards the player for how close you were to detonation when you defuse it
var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction
var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes
var/activated_name = null
/turf/simulated/mineral/gibtonite/New()
icon_state="rock_Diamond"
det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
..()
/turf/simulated/mineral/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/device/analyzer) && stage == 1)
user.visible_message("<span class='notice'>You use the analyzer to locate where to cut off the chain reaction and attempt to stop it...</span>")
defuse()
if(istype(I, /obj/item/weapon/pickaxe))
src.activated_ckey = "[user.ckey]"
src.activated_name = "[user.name]"
..()
/turf/simulated/mineral/gibtonite/proc/explosive_reaction()
if(stage == 0)
icon_state = "rock_Gibtonite_active"
name = "Gibtonite deposit"
desc = "An active gibtonite reserve. Run!"
stage = 1
visible_message("<span class='warning'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[src.activated_ckey]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> [src.activated_name] has triggered a gibtonite deposit reaction <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
log_game(log_str)
countdown()
/turf/simulated/mineral/gibtonite/proc/countdown()
spawn(0)
while(stage == 1 && det_time > 0 && mineral.result_amount >= 1)
det_time--
sleep(5)
if(stage == 1 && det_time <= 0 && mineral.result_amount >= 1)
var/turf/bombturf = get_turf(src)
mineral.result_amount = 0
explosion(bombturf,1,3,5, adminlog = 0)
if(stage == 0 || stage == 2)
return
/turf/simulated/mineral/gibtonite/proc/defuse()
if(stage == 1)
icon_state = "rock_Gibtonite_inactive"
desc = "An inactive gibtonite reserve. The ore can be extracted."
stage = 2
if(det_time < 0)
det_time = 0
visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!</span>")
/turf/simulated/mineral/gibtonite/GetDrilled()
if(stage == 0 && mineral.result_amount >= 1) //Gibtonite deposit is activated
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
explosive_reaction()
return
if(stage == 1 && mineral.result_amount >= 1) //Gibtonite deposit goes kaboom
var/turf/bombturf = get_turf(src)
mineral.result_amount = 0
explosion(bombturf,1,2,5, adminlog = 0)
if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src)
if(det_time <= 0)
G.quality = 3
G.icon_state = "Gibtonite ore 3"
if(det_time >= 1 && det_time <= 2)
G.quality = 2
G.icon_state = "Gibtonite ore 2"
var/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains/G = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains)
G.fullUpdateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/gibtonite_remains
var/det_time = 0
var/stage = 0
////////////////////////////////End Gibtonite
/turf/simulated/floor/plating/airless/asteroid/cave
var/length = 100
var/mob_spawn_list = list(
-12
View File
@@ -74,18 +74,6 @@ mineral/clown
spread = 0
ore = /obj/item/weapon/ore/clown
mineral/gibtonite
display_name = "Gibtonite"
name = "Gibtonite"
result_amount = 1
spread_chance = 10
ore = /obj/item/weapon/twohanded/required/gibtonite
UpdateTurf(var/turf/T)
if(!istype(T,/turf/simulated/mineral/gibtonite))
T.ChangeTurf(/turf/simulated/mineral/gibtonite)
else
..()
mineral/cave
display_name = "Cave"
name = "Cave"
+87
View File
@@ -0,0 +1,87 @@
/obj/item/weapon/ore
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
var/datum/geosample/geologic_data
var/oretag
/obj/item/weapon/ore/uranium
name = "pitchblende"
icon_state = "Uranium ore"
origin_tech = "materials=5"
oretag = "uranium"
/obj/item/weapon/ore/iron
name = "hematite"
icon_state = "Iron ore"
origin_tech = "materials=1"
oretag = "hematite"
/obj/item/weapon/ore/coal
name = "carbonaceous rock"
icon_state = "Iron ore" //TODO
origin_tech = "materials=1"
oretag = "coal"
/obj/item/weapon/ore/glass
name = "impure silicates"
icon_state = "Glass ore"
origin_tech = "materials=1"
oretag = "sand"
/obj/item/weapon/ore/plasma
name = "plasma crystals"
icon_state = "Plasa ore"
origin_tech = "materials=2"
oretag = "plasma"
/obj/item/weapon/ore/silver
name = "native silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
oretag = "silver"
/obj/item/weapon/ore/gold
name = "native gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
oretag = "gold"
/obj/item/weapon/ore/diamond
name = "diamonds"
icon_state = "Diamond ore"
origin_tech = "materials=6"
oretag = "diamond"
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "slag" //TODO
oretag = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "slag" //TODO
oretag = "hydrogen"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
oretag="clown"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
oretag = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()
+51
View File
@@ -0,0 +1,51 @@
/datum/ore
var/oretag
var/alloy
var/smelts_to
var/compresses_to
/datum/ore/uranium
smelts_to = /obj/item/stack/sheet/mineral/uranium
oretag = "uranium"
/datum/ore/iron
smelts_to = /obj/item/stack/sheet/mineral/iron
alloy = 1
oretag = "hematite"
/datum/ore/coal
smelts_to = /obj/item/stack/sheet/mineral/plastic
alloy = 1
oretag = "coal"
/datum/ore/glass
smelts_to = /obj/item/stack/sheet/glass
compresses_to = /obj/item/stack/sheet/mineral/sandstone
oretag = "sand"
/datum/ore/plasma
smelts_to = /obj/item/stack/sheet/mineral/plasma
oretag = "plasma"
/datum/ore/silver
smelts_to = /obj/item/stack/sheet/mineral/silver
oretag = "silver"
/datum/ore/gold
smelts_to = /obj/item/stack/sheet/mineral/gold
oretag = "gold"
/datum/ore/diamond
smelts_to = /obj/item/stack/sheet/mineral/diamond
oretag = "diamond"
/datum/ore/osmium
smelts_to = /obj/item/stack/sheet/mineral/platinum
compresses_to = /obj/item/stack/sheet/mineral/osmium
alloy = 1
oretag = "platinum"
/datum/ore/hydrogen
smelts_to = /obj/item/stack/sheet/mineral/tritium
compresses_to = /obj/item/stack/sheet/mineral/mhydrogen
oretag = "hydrogen"
-237
View File
@@ -1,237 +0,0 @@
/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
var/material=null
var/datum/geosample/geologic_data
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
material="uranium"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
material="iron"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
material="glass"
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/mineral/sandstone(location)
qdel(sandToConvert)
new /obj/item/stack/sheet/mineral/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
material="plasma"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
material="silver"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
material="gold"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
material="diamond"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
material="clown"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/twohanded/required/gibtonite
name = "Gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
w_class = 4
throw_range = 0
anchored = 1 //Forces people to carry it by hand, no pulling!
var/primed = 0
var/det_time = 100
var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator))
GibtoniteReaction(user)
return
if(istype(I, /obj/item/device/mining_scanner) && primed)
primed = 0
user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
icon_state = "Gibtonite ore"
quality = 1
return
..()
/obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/bullet))
GibtoniteReaction(P.firer)
..()
/obj/item/weapon/twohanded/required/gibtonite/ex_act()
GibtoniteReaction(triggered_by_explosive = 1)
/obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0)
if(!primed)
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
primed = 1
icon_state = "Gibtonite active"
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = 1
if(notify_admins)
if(triggered_by_explosive)
message_admins("An explosion has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(triggered_by_explosive)
log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
else
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
switch(quality)
if(1)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
if(2)
explosion(src.loc,1,2,5,adminlog = notify_admins)
if(3)
explosion(src.loc,2,4,9,adminlog = notify_admins)
del(src)
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/ex_act()
return
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'icons/obj/items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
var/material="iron" // Ore ID, used with coinbags.
var/credits = 0 // How many credits is this coin worth?
/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"
credits = 10
/obj/item/weapon/coin/silver
name = "Silver coin"
icon_state = "coin_silver"
credits = 5
/obj/item/weapon/coin/diamond
name = "Diamond coin"
icon_state = "coin_diamond"
credits = 25
/obj/item/weapon/coin/iron
name = "Iron coin"
icon_state = "coin_iron"
credits = 1
/obj/item/weapon/coin/plasma
name = "Solid plasma coin"
icon_state = "coin_plasma"
credits = 5
/obj/item/weapon/coin/uranium
name = "Uranium coin"
icon_state = "coin_uranium"
credits = 25
/obj/item/weapon/coin/clown
name = "Bananaium coin"
icon_state = "coin_clown"
credits = 1000
/obj/item/weapon/coin/adamantine
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/mythril
name = "Mythril coin"
icon_state = "coin_mythril"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/cable_coil) )
var/obj/item/stack/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('icons/obj/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/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
// CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
+133 -66
View File
@@ -7,19 +7,6 @@
name = "Ore Box"
desc = "A heavy box used for storing ore."
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/storage))
var/obj/item/weapon/storage/S = W
S.hide_from(usr)
for(var/obj/item/weapon/ore/O in S.contents)
S.remove_from_storage(O, src) //This will move the item to this item's 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
@@ -29,62 +16,142 @@
var/amt_uranium = 0
var/amt_clown = 0
var/amt_strange = 0
var/last_update = 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/strangerock))
amt_strange++;
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_strange)
dat += text("Strange rocks: [amt_strange]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
user.u_equip(W)
src.contents += W
if (istype(W, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
S.hide_from(usr)
for(var/obj/item/weapon/ore/O in S.contents)
S.remove_from_storage(O, src) //This will move the item to this item's contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
/obj/structure/ore_box/examine()
set name = "Examine"
set category = "IC"
set src in view(usr.client) //If it can be seen, it can be examined.
if (!( usr ))
return
usr.set_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()
usr << "That's an [src]."
usr << desc
if(!istype(usr, /mob/living/carbon/human)) //Only living, intelligent creatures with hands can check the contents of ore boxes.
return
if(!Adjacent(usr)) //Can only check the contents of ore boxes if you can physically reach them.
return
add_fingerprint(usr)
if(contents.len < 1)
usr << "It is empty."
return
if(world.time > last_update + 10)
update_orecount()
last_update = world.time
var/dat = text("<b>The contents of the ore box reveal...</b>")
if (amt_iron)
dat += text("<br>Metal ore: [amt_iron]")
if (amt_glass)
dat += text("<br>Sand: [amt_glass]")
if (amt_plasma)
dat += text("<br>Plasma ore: [amt_plasma]")
if (amt_uranium)
dat += text("<br>Uranium ore: [amt_uranium]")
if (amt_silver)
dat += text("<br>Silver ore: [amt_silver]")
if (amt_gold)
dat += text("<br>Gold ore: [amt_gold]")
if (amt_diamond)
dat += text("<br>Diamond ore: [amt_diamond]")
if (amt_strange)
dat += text("<br>Strange rocks: [amt_strange]")
if (amt_clown)
dat += text("<br>Bananium ore: [amt_clown]")
usr << dat
return
/obj/structure/ore_box/verb/empty_box()
set name = "Empty Ore Box"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human)) //Only living, intelligent creatures with hands can empty ore boxes.
usr << "\red You are physically incapable of emptying the ore box."
return
if( usr.stat || usr.restrained() )
return
if(!Adjacent(usr)) //You can only empty the box if you can physically reach it
usr << "You cannot reach the ore box."
return
add_fingerprint(usr)
if(contents.len < 1)
usr << "\red The ore box is empty"
return
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the ore box"
return
// Updates ore tally
/obj/structure/ore_box/proc/update_orecount()
amt_iron = 0
amt_glass = 0
amt_plasma = 0
amt_uranium = 0
amt_silver = 0
amt_gold = 0
amt_diamond = 0
amt_strange = 0
amt_clown = 0
for(var/obj/item/weapon/ore/O in contents)
if(!istype(O))
continue
if (istype(O, /obj/item/weapon/ore/iron))
amt_iron++
continue
if (istype(O, /obj/item/weapon/ore/glass))
amt_glass++
continue
if (istype(O, /obj/item/weapon/ore/plasma))
amt_plasma++
continue
if (istype(O, /obj/item/weapon/ore/uranium))
amt_uranium++
continue
if (istype(O, /obj/item/weapon/ore/silver))
amt_silver++
continue
if (istype(O, /obj/item/weapon/ore/gold))
amt_gold++
continue
if (istype(O, /obj/item/weapon/ore/diamond))
amt_diamond++
continue
if (istype(O, /obj/item/weapon/ore/strangerock))
amt_strange++
continue
if (istype(O, /obj/item/weapon/ore/clown))
amt_clown++
continue
return