/obj/item/weapon/ore name = "rock" icon = 'icons/obj/mining.dmi' icon_state = "ore" var/points = 0 //How many points this ore gets you from the ore redemption machine var/refined_type = null //What this ore defaults to being refined into var/datum/geosample/geologic_data /obj/item/weapon/ore/attackby(obj/item/I as obj, mob/user as mob, params) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(15) && refined_type) new refined_type(get_turf(src.loc)) qdel(src) else if(W.isOn()) to_chat(user, "Not enough fuel to smelt [src].") ..() /obj/item/weapon/ore/Crossed(AM as mob|obj) var/obj/item/weapon/storage/bag/ore/OB var/turf/simulated/floor/F = get_turf(src) if(loc != F) return ..() if(ishuman(AM)) var/mob/living/carbon/human/H = AM for(var/thing in H.get_body_slots()) if(istype(thing, /obj/item/weapon/storage/bag/ore)) OB = thing break else if(isrobot(AM)) var/mob/living/silicon/robot/R = AM for(var/thing in R.get_all_slots()) if(istype(thing, /obj/item/weapon/storage/bag/ore)) OB = thing break if(OB && istype(F, /turf/simulated/floor/plating/airless/asteroid)) F.attackby(OB, AM) return ..() /obj/item/weapon/ore/uranium name = "uranium ore" icon_state = "Uranium ore" origin_tech = "materials=5" points = 30 refined_type = /obj/item/stack/sheet/mineral/uranium materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/iron name = "iron ore" icon_state = "Iron ore" origin_tech = "materials=1" points = 1 refined_type = /obj/item/stack/sheet/metal materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/glass name = "sand pile" icon_state = "Glass ore" origin_tech = "materials=1" points = 1 refined_type = /obj/item/stack/sheet/glass materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/glass/attack_self(mob/living/user as mob) to_chat(user, "You use the sand to make sandstone.") var/sandAmt = 1 for(var/obj/item/weapon/ore/glass/G in user.loc) // The sand on the floor sandAmt += 1 qdel(G) while(sandAmt > 0) var/obj/item/stack/sheet/mineral/sandstone/SS = new /obj/item/stack/sheet/mineral/sandstone(user.loc) if(sandAmt >= SS.max_amount) SS.amount = SS.max_amount else SS.amount = sandAmt for(var/obj/item/stack/sheet/mineral/sandstone/SA in user.loc) if(SA != SS && SA.amount < SA.max_amount) SA.attackby(SS, user) //we try to transfer all old unfinished stacks to the new stack we created. sandAmt -= SS.max_amount qdel(src) return /obj/item/weapon/ore/plasma name = "plasma ore" icon_state = "Plasma ore" origin_tech = "plasmatech=2;materials=2" points = 15 refined_type = /obj/item/stack/sheet/mineral/plasma materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob, params) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.welding) to_chat(user, "You can't hit a high enough temperature to smelt [src] properly!") else ..() /obj/item/weapon/ore/silver name = "silver ore" icon_state = "Silver ore" origin_tech = "materials=3" points = 16 refined_type = /obj/item/stack/sheet/mineral/silver materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/gold name = "gold ore" icon_state = "Gold ore" origin_tech = "materials=4" points = 18 refined_type = /obj/item/stack/sheet/mineral/gold materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/diamond name = "diamond ore" icon_state = "Diamond ore" origin_tech = "materials=6" points = 50 refined_type = /obj/item/stack/sheet/mineral/diamond materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/bananium name = "bananium ore" icon_state = "Clown ore" origin_tech = "materials=4" points = 60 refined_type = /obj/item/stack/sheet/mineral/bananium materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT) /obj/item/weapon/ore/tranquillite name = "tranquillite ore" icon_state = "Mime ore" origin_tech = "materials=4" points = 60 refined_type = /obj/item/stack/sheet/mineral/tranquillite materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT) /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 var/attacher = "UNKNOWN" var/datum/wires/explosive/gibtonite/wires /obj/item/weapon/twohanded/required/gibtonite/Destroy() qdel(wires) wires = null return ..() /obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params) if(!wires && istype(I, /obj/item/device/assembly/igniter)) user.visible_message("[user] attaches [I] to [src].", "You attach [I] to [src].") wires = new(src) attacher = key_name(user) qdel(I) overlays += "Gibtonite_igniter" return if(wires && !primed) if(istype(I, /obj/item/weapon/wirecutters) || istype(I, /obj/item/device/multitool) || istype(I, /obj/item/device/assembly/signaler)) wires.Interact(user) return if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator) || I.force >= 10) GibtoniteReaction(user) return if(primed) if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) || istype(I, /obj/item/device/multitool)) primed = 0 user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "You stopped the chain reaction. ...The ore's quality looks diminished.") icon_state = "Gibtonite ore" quality = 1 return ..() /obj/item/weapon/twohanded/required/gibtonite/attack_self(user) if(wires) wires.Interact(user) else ..() /obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P) GibtoniteReaction(P.firer) ..() /obj/item/weapon/twohanded/required/gibtonite/ex_act() GibtoniteReaction(null, 1) /obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 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 == 1) message_admins("An explosion has triggered a [name] to detonate at [A.name] (JMP).") else if(triggered_by == 2) message_admins("A signal has triggered a [name] to detonate at [A.name] (JMP). Igniter attacher: [key_name_admin(attacher)]") else message_admins("[key_name_admin(user)] has triggered a [name] to detonate at [A.name] (JMP).") if(triggered_by == 1) log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") else if(triggered_by == 2) log_game("A signal has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z]). Igniter attacher: [key_name(attacher)].") else user.visible_message("[user] strikes \the [src], causing a chain reaction!", "You strike \the [src], causing a chain reaction.") log_game("[key_name(user)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") spawn(det_time) if(primed) if(quality == 3) explosion(src.loc,2,4,9,adminlog = notify_admins) if(quality == 2) explosion(src.loc,1,2,5,adminlog = notify_admins) if(quality == 1) explosion(src.loc,-1,1,3,adminlog = notify_admins) qdel(src) /obj/item/weapon/ore/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 if(src.z == ZLEVEL_ASTEROID) score_oremined++ //When ore spawns, increment score. Only include ore spawned on mining asteroid (No Clown Planet) /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 ..()