Files
Paradise/code/modules/mining/ores_coins.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

566 lines
19 KiB
Plaintext

#define GIBTONITE_QUALITY_LOW 1
#define GIBTONITE_QUALITY_MEDIUM 2
#define GIBTONITE_QUALITY_HIGH 3
#define PROBABILITY_REFINE_BY_FIRE 50
#define ORESTACK_OVERLAYS_MAX 10
//////////////////////////////
// MARK: ORES
//////////////////////////////
/obj/item/stack/ore
name = "rock"
icon = 'icons/obj/stacks/ores.dmi'
icon_state = "ore"
lefthand_file = 'icons/mob/inhands/ore_lefthand.dmi'
righthand_file = 'icons/mob/inhands/ore_righthand.dmi'
singular_name = "ore chunk"
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
/obj/item/stack/ore/Initialize(mapload, new_amount, merge = TRUE)
. = ..()
scatter_atom()
/obj/item/stack/ore/scatter_atom(x_offset, y_offset)
pixel_x = rand(-8, 8) + x_offset
pixel_y = rand(-8, 0) + y_offset
/obj/item/stack/ore/welder_act(mob/user, obj/item/I)
. = TRUE
if(!refined_type)
to_chat(user, "<span class='notice'>You can't smelt [src] into anything useful!</span>")
return
if(!I.use_tool(src, user, 0, 15, volume = I.tool_volume))
return
new refined_type(drop_location(), amount)
to_chat(user, "<span class='notice'>You smelt [src] into its refined form!</span>")
qdel(src)
/obj/item/stack/ore/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
. = ..()
if(isnull(refined_type))
return
else
var/amountrefined = round((PROBABILITY_REFINE_BY_FIRE / 100) * amount, 1)
if(amountrefined < 1)
qdel(src)
else
new refined_type(get_turf(loc), amountrefined)
qdel(src)
/obj/item/stack/ore/glass
name = "sand pile"
desc = "A coarse, dust mainly composed of quartz and silica-rich rock. Among its many uses, it can be refined into glass when fired at high tempratures."
icon_state = "sand"
singular_name = "sand pile"
points = 1
refined_type = /obj/item/stack/sheet/glass
merge_type = /obj/item/stack/ore/glass
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/glass/examine(mob/user)
. = ..()
. += "<span class='notice'>You can throw this into people's eyes!</span>"
GLOBAL_LIST_INIT(sand_recipes, list(\
new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50),
new /datum/stack_recipe("grave", /obj/structure/grave, 5, time = 10 SECONDS, one_per_turf = TRUE, on_floor = TRUE)
))
/obj/item/stack/ore/glass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.sand_recipes
. = ..()
/obj/item/stack/ore/glass/throw_impact(atom/hit_atom)
if(..() || !ishuman(hit_atom))
return
var/mob/living/carbon/human/C = hit_atom
if(C.head && C.head.flags_cover & HEADCOVERSEYES)
visible_message("<span class='danger'>[C]'s headgear blocks the sand!</span>")
return
if(C.wear_mask && C.wear_mask.flags_cover & MASKCOVERSEYES)
visible_message("<span class='danger'>[C]'s mask blocks the sand!</span>")
return
if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES)
visible_message("<span class='danger'>[C]'s glasses block the sand!</span>")
return
C.EyeBlurry(12 SECONDS)
C.apply_damage(15, STAMINA)//the pain from your eyes burning does stamina damage
C.AdjustConfused(10 SECONDS)
to_chat(C, "<span class='userdanger'>[src] gets into your eyes! The pain, it burns!</span>")
qdel(src)
/obj/item/stack/ore/glass/ex_act(severity)
if(severity == EXPLODE_NONE)
return
qdel(src)
/obj/item/stack/ore/glass/basalt
name = "volcanic ash"
desc = "A coarse, abrasive basaltic dust rich in silica and various elemental oxides. Commonly refined into glass or used as fertiliser."
icon_state = "volcanic_sand"
singular_name = "volcanic ash pile"
/obj/item/stack/ore/glass/basalt/examine(mob/user)
. = ..()
. += "<span class='notice'>You could add some to a girder to make a false rock wall.</span>"
/obj/item/stack/ore/glass/basalt/ancient
name = "ancient sand"
desc = "Basultic sand mined from an exceptionally old and compacted formation."
singular_name = "ancient sand pile"
/obj/item/stack/ore/iron
name = "iron ore"
desc = "Exceptionally common ore that can be refined into iron and steel."
icon_state = "iron_ore"
singular_name = "iron ore chunk"
points = 1
refined_type = /obj/item/stack/sheet/metal
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/plasma
name = "plasma ore"
desc = "The reason you're here."
icon_state = "plasma_ore"
origin_tech = "plasmatech=2;materials=2"
singular_name = "plasma ore chunk"
points = 15
refined_type = /obj/item/stack/sheet/mineral/plasma
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/silver
name = "silver ore"
desc = "Metal ore rich in precious silver."
icon_state = "silver_ore"
origin_tech = "materials=3"
singular_name = "silver ore chunk"
points = 16
refined_type = /obj/item/stack/sheet/mineral/silver
materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/gold
name = "gold ore"
desc = "WE'RE RICH!"
icon_state = "gold_ore"
origin_tech = "materials=4"
singular_name = "gold ore chunk"
points = 18
refined_type = /obj/item/stack/sheet/mineral/gold
materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/uranium
name = "uranium ore"
desc = "Radioactive ore containing significant amounts of natural uranium."
icon_state = "uranium_ore"
origin_tech = "materials=5"
singular_name = "uranium ore chunk"
points = 30
refined_type = /obj/item/stack/sheet/mineral/uranium
materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/titanium
name = "titanium ore"
icon_state = "titanium_ore"
singular_name = "titanium ore chunk"
points = 50
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/titanium
/obj/item/stack/ore/diamond
name = "diamond ore"
desc = "Rock formation containing diamond."
icon_state = "diamond_ore"
origin_tech = "materials=6"
singular_name = "diamond ore chunk"
points = 50
refined_type = /obj/item/stack/sheet/mineral/diamond
materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/diamond/ten
amount = 10
/obj/item/stack/ore/platinum
name = "platinum ore"
desc = "Rock formation containing platinum."
icon_state = "platinum_ore"
origin_tech = "materials=5"
singular_name = "platinum ore chunk"
points = 50
refined_type = /obj/item/stack/sheet/mineral/platinum
materials = list(MAT_PLATINUM = MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/palladium
name = "palladium ore"
desc = "Rock formation containing palladium."
icon_state = "palladium_ore"
origin_tech = "materials=5"
singular_name = "palladium ore chunk"
points = 50
refined_type = /obj/item/stack/sheet/mineral/palladium
materials = list(MAT_PALLADIUM = MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/iridium
name = "iridium ore"
desc = "Rock formation containing iridium."
icon_state = "iridium_ore"
origin_tech = "materials=5"
singular_name = "iridium ore chunk"
points = 50
refined_type = /obj/item/stack/sheet/mineral/iridium
materials = list(MAT_IRIDIUM = MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/brass
name = "brass ore"
desc = "Rock formation containing brass. This ore is not naturally occurring - if you see this, let development know."
singular_name = "brass ore chunk"
points = 1
refined_type = /obj/item/stack/tile/brass
materials = list(MAT_BRASS = MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/bananium
name = "bananium ore"
desc = "HONK!"
icon_state = "bananium_ore"
origin_tech = "materials=4"
singular_name = "bananium ore chunk"
points = 60
refined_type = /obj/item/stack/sheet/mineral/bananium
materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/tranquillite
name = "tranquillite ore"
desc = "..."
icon_state = "tranquillite_ore"
origin_tech = "materials=4"
singular_name = "transquillite ore chunk"
points = 60
refined_type = /obj/item/stack/sheet/mineral/tranquillite
materials = list(MAT_TRANQUILLITE=MINERAL_MATERIAL_AMOUNT)
/obj/item/stack/ore/slag
name = "slag"
desc = "Completely useless."
icon_state = "slag"
singular_name = "slag chunk"
//////////////////////////////
// MARK: GIBTONITE
//////////////////////////////
/obj/item/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"
w_class = WEIGHT_CLASS_BULKY
throw_range = 0
anchored = TRUE //Forces people to carry it by hand, no pulling!
var/primed = 0
var/det_time = 100
var/quality = GIBTONITE_QUALITY_LOW //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/gibtonite/examine(mob/user)
. = ..()
. += "<span class='notice'>You can use a mining scanner to stop an activated gibtonite crystal from detonating.</span>"
. += "<span class='notice'>In addition to simply hitting it, you can add a remote signaller to the gibtonite and trigger it to make the crystal begin to detonate!</span>"
/obj/item/gibtonite/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
/obj/item/gibtonite/Destroy()
if(wires)
SStgui.close_uis(wires)
QDEL_NULL(wires)
return ..()
/obj/item/gibtonite/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(!wires && istype(I, /obj/item/assembly/igniter))
user.visible_message("[user] attaches [I] to [src].", "<span class='notice'>You attach [I] to [src].</span>")
wires = new(src)
attacher = key_name(user)
qdel(I)
overlays += "Gibtonite_igniter"
return
if(wires && !primed)
if(istype(I, /obj/item/wirecutters) || istype(I, /obj/item/multitool) || istype(I, /obj/item/assembly/signaler))
wires.Interact(user)
return
if(istype(I, /obj/item/pickaxe) || istype(I, /obj/item/resonator) || I.force >= 10)
GibtoniteReaction(user)
return
if(primed)
if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || istype(I, /obj/item/multitool))
primed = 0
user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "<span class='notice'>You stopped the chain reaction. ...The ore's quality looks diminished.</span>")
icon_state = "Gibtonite ore"
quality = GIBTONITE_QUALITY_LOW
return
..()
/obj/item/gibtonite/attack_ghost(mob/user)
if(wires)
wires.Interact(user)
/obj/item/gibtonite/attack_self__legacy__attackchain(mob/user)
if(wires)
wires.Interact(user)
else
..()
/obj/item/gibtonite/bullet_act(obj/item/projectile/P)
GibtoniteReaction(P.firer)
..()
/obj/item/gibtonite/ex_act()
GibtoniteReaction(null, 1)
/obj/item/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/notify_admins = 0
if(!is_mining_level(z))//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 [ADMIN_COORDJMP(bombturf)].")
else if(triggered_by == 2)
message_admins("A signal has triggered a [name] to detonate at [ADMIN_COORDJMP(bombturf)]. Igniter attacher: [key_name_admin(attacher)]")
else
message_admins("[key_name_admin(user)] has triggered a [name] to detonate at [ADMIN_COORDJMP(bombturf)].")
if(triggered_by == 1)
log_game("An explosion has primed a [name] for detonation at [AREACOORD(bombturf)]")
else if(triggered_by == 2)
log_game("A signal has primed a [name] for detonation at [AREACOORD(bombturf)]). Igniter attacher: [key_name(attacher)].")
else
user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \the [src], causing a chain reaction.</span>")
log_game("[key_name(user)] has primed a [name] for detonation at [AREACOORD(bombturf)])")
spawn(det_time)
if(primed)
if(quality == GIBTONITE_QUALITY_HIGH)
explosion(loc, 2, 4, 9, adminlog = notify_admins, cause = "Movable Gibtonite")
if(quality == GIBTONITE_QUALITY_MEDIUM)
explosion(loc, 1, 2, 5, adminlog = notify_admins, cause = "Movable Gibtonite")
if(quality == GIBTONITE_QUALITY_LOW)
explosion(loc, -1, 1, 3, adminlog = notify_admins, cause = "Movable Gibtonite")
qdel(src)
/obj/item/stack/ore/ex_act(severity)
if(!severity || severity >= EXPLODE_HEAVY)
return
qdel(src)
//////////////////////////////
// MARK: COINS
//////////////////////////////
/obj/item/coin
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin__heads"
flags = CONDUCT
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
var/string_attached
var/list/sideslist = list("heads","tails")
var/cmineral = null
var/name_by_cmineral = TRUE
var/cooldown = 0
var/credits = 10
/obj/item/coin/Initialize(mapload)
. = ..()
icon_state = "coin_[cmineral]_[sideslist[1]]"
if(cmineral && name_by_cmineral)
name = "[cmineral] coin"
update_appearance(UPDATE_NAME|UPDATE_ICON_STATE)
AddComponent(/datum/component/surgery_initiator/robo)
/obj/item/coin/gold
cmineral = "gold"
icon_state = "coin_gold_heads"
materials = list(MAT_GOLD = 400)
credits = 160
/obj/item/coin/silver
cmineral = "silver"
icon_state = "coin_silver_heads"
materials = list(MAT_SILVER = 400)
credits = 40
/obj/item/coin/diamond
cmineral = "diamond"
icon_state = "coin_diamond_heads"
materials = list(MAT_DIAMOND = 400)
credits = 120
/obj/item/coin/iron
cmineral = "iron"
icon_state = "coin_iron_heads"
materials = list(MAT_METAL = 400)
credits = 20
/obj/item/coin/plasma
cmineral = "plasma"
desc = "You really shouldn't keep this in the same pocket as a lighter."
icon_state = "coin_plasma_heads"
materials = list(MAT_PLASMA = 400)
credits = 80
/obj/item/coin/plasma/bullet_act(obj/item/projectile/P)
if(!QDELETED(src) && !P.nodamage && (P.damage_type == BURN))
log_and_set_aflame(P.firer, P)
/obj/item/coin/plasma/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
if(!I.get_heat())
return ..()
log_and_set_aflame(user, I)
/obj/item/coin/plasma/proc/log_and_set_aflame(mob/user, obj/item/I)
var/turf/T = get_turf(src)
message_admins("Plasma coin ignited by [key_name_admin(user)]([ADMIN_QUE(user, "?")]) ([ADMIN_FLW(user, "FLW")]) in ([COORD(T)] - [ADMIN_JMP(T)]")
log_game("Plasma coin ignited by [key_name(user)] in [COORD(T)]")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]", INVESTIGATE_ATMOS)
user.create_log(MISC_LOG, "Plasma coin ignited using [I]", src)
fire_act()
/obj/item/coin/plasma/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
..()
atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, 5) // 2 is the "correct" ammount, but its super lame. Im sure this wont have ramifications on the plasma market.
qdel(src)
/obj/item/coin/uranium
cmineral = "uranium"
desc = "You probably shouldn't keep this in your front pocket."
icon_state = "coin_uranium_heads"
materials = list(MAT_URANIUM = 400)
credits = 160
/obj/item/coin/uranium/Initialize(mapload)
. = ..()
var/datum/component/inherent_radioactivity/radioactivity = AddComponent(/datum/component/inherent_radioactivity, 50, 0, 0, 1.5)
START_PROCESSING(SSradiation, radioactivity)
/obj/item/coin/clown
cmineral = "bananium"
icon_state = "coin_bananium_heads"
materials = list(MAT_BANANIUM = 400)
credits = 600 //makes the clown cri
/obj/item/coin/clown/Initialize(mapload)
. = ..()
AddComponent(/datum/component/slippery, src, 4 SECONDS, 100, 0, FALSE)
/obj/item/coin/mime
cmineral = "tranquillite"
icon_state = "coin_tranquillite_heads"
materials = list(MAT_TRANQUILLITE = 400)
credits = 600 //makes the mime cri
/obj/item/coin/adamantine
cmineral = "adamantine"
icon_state = "coin_adamantine_heads"
credits = 400
/obj/item/coin/mythril
cmineral = "mythril"
icon_state = "coin_mythril_heads"
credits = 400
/obj/item/coin/twoheaded
cmineral = "iron"
icon_state = "coin_iron_heads"
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
credits = 20
/obj/item/coin/antagtoken
name = "antag token"
icon_state = "coin_valid_valid"
cmineral = "valid"
desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
sideslist = list("valid", "salad")
credits = 20
name_by_cmineral = FALSE
/obj/item/coin/antagtoken/syndicate
name = "syndicate coin"
credits = 160
/obj/item/coin/attackby__legacy__attackchain(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
to_chat(user, "<span class='notice'>There already is a string attached to this coin.</span>")
return
if(CC.use(1))
overlays += image('icons/obj/economy.dmi',"coin_string_overlay")
string_attached = 1
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
else
to_chat(user, "<span class='warning'>You need one length of cable to attach a string to the coin.</span>")
return
else if(istype(W,/obj/item/wirecutters))
if(!string_attached)
..()
return
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
CC.update_icon()
overlays = list()
string_attached = null
to_chat(user, "<span class='notice'>You detach the string from the coin.</span>")
else ..()
/obj/item/coin/wirecutter_act(mob/user, obj/item/I)
if(string_attached)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/typelist = list("iron" = /obj/item/clothing/gloves/ring,
"silver" = /obj/item/clothing/gloves/ring/silver,
"gold" = /obj/item/clothing/gloves/ring/gold,
"plasma" = /obj/item/clothing/gloves/ring/plasma,
"uranium" = /obj/item/clothing/gloves/ring/uranium)
var/typekey = typelist[cmineral]
if(ispath(typekey))
to_chat(user, "<span class='notice'>You carefully cut a hole into [src] turning it into a ring.</span>")
var/obj/item/clothing/gloves/ring/ring = new typekey()
qdel(src)
user.put_in_hands(ring)
/obj/item/coin/attack_self__legacy__attackchain(mob/user as mob)
if(cooldown < world.time - 15)
var/coinflip = pick(sideslist)
cooldown = world.time
flick("coin_[cmineral]_flip", src)
icon_state = "coin_[cmineral]_[coinflip]"
var/blind_sound
if(cmineral != "tranquillite")
playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE)
blind_sound = "<span class='notice'>You hear the clattering of loose change.</span>"
if(do_after(user, 15, target = src))
user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
blind_sound)
#undef GIBTONITE_QUALITY_LOW
#undef GIBTONITE_QUALITY_MEDIUM
#undef GIBTONITE_QUALITY_HIGH
#undef PROBABILITY_REFINE_BY_FIRE
#undef ORESTACK_OVERLAYS_MAX