Files
Paradise/code/modules/mining/ores_coins.dm
2014-02-28 19:30:22 -05:00

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6.9 KiB
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/**********************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 ..()