added new ore type which you can mine for artifacts, added new tool specifically for mining artifacts

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
caelaislinn
2012-06-22 07:03:28 +10:00
parent 854ca4c516
commit fd0a501eff
4 changed files with 42 additions and 10 deletions
+6
View File
@@ -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
+36 -10
View File
@@ -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<mineralAmt;i++)
@@ -250,8 +270,14 @@
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Archaeo" && (prob(10) || delicate) )
//spawn strange rocks here
new /obj/item/weapon/ore/strangerock(src)
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (prob(src.artifactChance))
//spawn a rare, xeno-archaelogical artifact here
new /obj/machinery/artifact(src)
ReplaceWithFloor()
return