diff --git a/code/modules/mining/mine_items.dm b/code/modules/mining/mine_items.dm index 3f3faa0499f..af7ca17e251 100644 --- a/code/modules/mining/mine_items.dm +++ b/code/modules/mining/mine_items.dm @@ -187,6 +187,12 @@ proc/move_mining_shuttle() var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO origin_tech = "materials=1;engineering=1" + excavationtool + name = "Excavation Tool" + icon_state = "excavation" + digspeed = 50 + desc = "A carefully calibrated, archaeological excavation tool." + hammer name = "Mining Sledge Hammer" //icon_state = "sledgehammer" Waiting on sprite diff --git a/code/modules/mining/mine_turfs.dm b/code/modules/mining/mine_turfs.dm index e10125e8de4..c85f31498dd 100644 --- a/code/modules/mining/mine_turfs.dm +++ b/code/modules/mining/mine_turfs.dm @@ -14,6 +14,7 @@ var/mineralAmt = 0 var/spread = 0 //will the seam spread? var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles + var/artifactChance = 0.1 //percent chance to spawn a xenoarchaelogical artifact /turf/simulated/mineral/Del() return @@ -69,10 +70,9 @@ /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/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5, "Archaeo" = 2/*, "Adamantine" = 5*/) + var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Archaeo" = 4/*, "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 - var/artifactChance = 0.5 /turf/simulated/mineral/random/New() ..() @@ -94,6 +94,8 @@ M = new/turf/simulated/mineral/silver(src) if("Plasma") M = new/turf/simulated/mineral/plasma(src) + if("Archaeo") + M = new/turf/simulated/mineral/archaeo(src) /*if("Adamantine") M = new/turf/simulated/mineral/adamantine(src)*/ if(M) @@ -108,7 +110,7 @@ /turf/simulated/mineral/random/high_chance mineralChance = 25 - mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25) + mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25, "Archaeo" = 2) /turf/simulated/mineral/random/Del() return @@ -168,6 +170,16 @@ spread = 1 +/turf/simulated/mineral/archaeo + name = "Strange rock formation" + icon_state = "rock_Archaeo" + mineralName = "Archaeo" + mineralAmt = 2 + spreadChance = 20 + spread = 1 + artifactChance = 2 + + /turf/simulated/mineral/clown name = "Bananium deposit" icon_state = "rock_Clown" @@ -223,18 +235,26 @@ */ //Watch your tabbing, microwave. --NEO - user << "\red You start picking." - playsound(user, 'Genhit.ogg', 20, 1) + if(istype(W, /obj/item/weapon/pickaxe/excavationtool)) + user << "\red You carefully start clearing away the rock." + playsound(user, 'Genhit.ogg', 20, 1) - if(do_after(user,W:digspeed)) - user << "\blue You finish cutting into the rock." - gets_drilled() + if(do_after(user,W:digspeed)) + user << "\blue You finish clearing away the rock." + gets_drilled(1) + else + 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() +/turf/simulated/mineral/proc/gets_drilled(var/delicate = 0) if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11)) var/i for (i=0;i