mirror of
https://github.com/ParadiseSS13/Paradise.git
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This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
656 lines
20 KiB
Plaintext
656 lines
20 KiB
Plaintext
/**********************Mineral deposits**************************/
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/turf/simulated/mineral //wall piece
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name = "Rock"
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icon = 'icons/turf/walls.dmi'
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icon_state = "rock"
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oxygen = 0
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nitrogen = 0
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opacity = 1
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density = 1
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blocks_air = 1
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temperature = TCMB
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var/mineral/mineral
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var/mined_ore = 0
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var/last_act = 0
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var/datum/geosample/geologic_data
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var/excavation_level = 0
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var/list/finds
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var/next_rock = 0
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var/archaeo_overlay = ""
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var/excav_overlay = ""
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var/obj/item/weapon/last_find
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var/datum/artifact_find/artifact_find
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var/scan_state = null
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has_resources = 1
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New()
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. = ..()
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MineralSpread()
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spawn(1)
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var/turf/T
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if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
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T = get_step(src, NORTH)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=2)
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if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
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T = get_step(src, SOUTH)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=2)
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if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
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T = get_step(src, EAST)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=2)
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if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
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T = get_step(src, WEST)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=2)
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ex_act(severity)
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switch(severity)
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if(2.0)
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if (prob(70))
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mined_ore = 1 //some of the stuff gets blown up
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GetDrilled()
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if(1.0)
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mined_ore = 2 //some of the stuff gets blown up
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GetDrilled()
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Bumped(AM)
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. = ..()
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if(istype(AM,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
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attackby(H.l_hand,H)
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else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
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attackby(H.r_hand,H)
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else if(istype(AM,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = AM
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if(istype(R.module_active,/obj/item/weapon/pickaxe))
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attackby(R.module_active,R)
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else if(istype(AM,/obj/mecha))
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var/obj/mecha/M = AM
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
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M.selected.action(src)
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proc/MineralSpread()
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if(mineral && mineral.spread)
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for(var/trydir in cardinal)
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if(prob(mineral.spread_chance))
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var/turf/simulated/mineral/random/target_turf = get_step(src, trydir)
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if(istype(target_turf) && !target_turf.mineral)
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target_turf.mineral = mineral
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target_turf.UpdateMineral()
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target_turf.MineralSpread()
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proc/UpdateMineral()
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if(!mineral)
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name = "\improper Rock"
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icon_state = "rock"
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return
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name = "\improper [mineral.display_name] deposit"
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icon_state = "rock_[mineral.name][rand(1,3)]"
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scan_state = "rock_[mineral.name][rand(1,3)]"
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//Not even going to touch this pile of spaghetti
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attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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if (istype(W, /obj/item/device/core_sampler))
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geologic_data.UpdateNearbyArtifactInfo(src)
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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return
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if (istype(W, /obj/item/device/depth_scanner))
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var/obj/item/device/depth_scanner/C = W
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C.scan_atom(user, src)
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return
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if (istype(W, /obj/item/device/measuring_tape))
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var/obj/item/device/measuring_tape/P = W
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user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
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if(do_after(user,25))
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user << "\blue \icon[P] [src] has been excavated to a depth of [2*excavation_level]cm."
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return
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if (istype(W, /obj/item/weapon/pickaxe))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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var/obj/item/weapon/pickaxe/P = W
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if(last_act + P.digspeed > world.time)//prevents message spam
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return
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last_act = world.time
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P.playDigSound()
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//handle any archaeological finds we might uncover
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var/fail_message
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if(finds && finds.len)
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var/datum/find/F = finds[1]
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if(excavation_level + P.excavation_amount > F.excavation_required)
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//Chance to destroy / extract any finds here
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fail_message = ", <b>[pick("there is a crunching noise","[W] collides with some different rock","part of the rock face crumbles away","something breaks under [W]")]</b>"
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user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
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if(fail_message && prob(90))
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if(prob(25))
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excavate_find(5, finds[1])
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else if(prob(50))
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finds.Remove(finds[1])
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if(prob(50))
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artifact_debris()
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if(do_after(user,P.digspeed))
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user << "\blue You finish [P.drill_verb] the rock."
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if(finds && finds.len)
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var/datum/find/F = finds[1]
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if(round(excavation_level + P.excavation_amount) == F.excavation_required)
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//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
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if(excavation_level + P.excavation_amount > F.excavation_required)
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//if you can get slightly over, perfect extraction
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excavate_find(100, F)
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else
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excavate_find(80, F)
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else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
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//just pull the surrounding rock out
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excavate_find(0, F)
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if( excavation_level + P.excavation_amount >= 100 )
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//if players have been excavating this turf, leave some rocky debris behind
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var/obj/structure/boulder/B
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if(artifact_find)
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if( excavation_level > 0 || prob(15) )
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//boulder with an artifact inside
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B = new(src)
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if(artifact_find)
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B.artifact_find = artifact_find
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else
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artifact_debris(1)
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else if(prob(15))
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//empty boulder
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B = new(src)
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if(B)
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GetDrilled(0)
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else
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GetDrilled(1)
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return
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excavation_level += P.excavation_amount
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//archaeo overlays
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if(!archaeo_overlay && finds && finds.len)
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var/datum/find/F = finds[1]
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if(F.excavation_required <= excavation_level + F.view_range)
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archaeo_overlay = "overlay_archaeo[rand(1,3)]"
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overlays += archaeo_overlay
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//there's got to be a better way to do this
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var/update_excav_overlay = 0
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if(excavation_level >= 75)
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if(excavation_level - P.excavation_amount < 75)
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update_excav_overlay = 1
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else if(excavation_level >= 50)
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if(excavation_level - P.excavation_amount < 50)
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update_excav_overlay = 1
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else if(excavation_level >= 25)
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if(excavation_level - P.excavation_amount < 25)
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update_excav_overlay = 1
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//update overlays displaying excavation level
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if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
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var/excav_quadrant = round(excavation_level / 25) + 1
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excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
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overlays += excav_overlay
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/* Nope.
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//extract pesky minerals while we're excavating
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while(excavation_minerals.len && excavation_level > excavation_minerals[excavation_minerals.len])
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DropMineral()
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pop(excavation_minerals)
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mineralAmt-- */
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//drop some rocks
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next_rock += P.excavation_amount * 10
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while(next_rock > 100)
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next_rock -= 100
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var/obj/item/weapon/ore/O = new(src)
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geologic_data.UpdateNearbyArtifactInfo(src)
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O.geologic_data = geologic_data
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else
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return attack_hand(user)
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proc/DropMineral()
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if(!mineral)
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return
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var/obj/item/weapon/ore/O = new mineral.ore (src)
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if(istype(O))
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geologic_data.UpdateNearbyArtifactInfo(src)
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O.geologic_data = geologic_data
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return O
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proc/GetDrilled(var/artifact_fail = 0)
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//var/destroyed = 0 //used for breaking strange rocks
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if (mineral && mineral.result_amount)
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//if the turf has already been excavated, some of it's ore has been removed
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for (var/i = 1 to mineral.result_amount - mined_ore)
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DropMineral()
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//destroyed artifacts have weird, unpleasant effects
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//make sure to destroy them before changing the turf though
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if(artifact_find && artifact_fail)
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var/pain = 0
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if(prob(50))
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pain = 1
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for(var/mob/living/M in range(src, 200))
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M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!</b></font>"
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if(pain)
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flick("pain",M.pain)
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if(prob(50))
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M.adjustBruteLoss(5)
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else
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flick("flash",M.flash)
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if(prob(50))
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M.Stun(5)
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M.apply_effect(25, IRRADIATE)
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var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
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playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
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N.fullUpdateMineralOverlays()
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if(rand(1,750) == 1)
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visible_message("<span class='notice'>An old dusty crate was buried within!</span>")
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new /obj/structure/closet/crate/secure/loot(src)
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proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
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//with skill and luck, players can cleanly extract finds
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//otherwise, they come out inside a chunk of rock
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var/obj/item/weapon/X
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if(prob_clean)
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X = new /obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
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else
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X = new /obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
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geologic_data.UpdateNearbyArtifactInfo(src)
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X:geologic_data = geologic_data
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//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
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//yuck
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var/display_name = "something"
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if(!X)
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X = last_find
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if(X)
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display_name = X.name
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//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
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if(prob(F.prob_delicate))
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var/obj/effect/suspension_field/S = locate() in src
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if(!S || S.field_type != get_responsive_reagent(F.find_type))
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if(X)
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visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
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del(X)
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finds.Remove(F)
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proc/artifact_debris(var/severity = 0)
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//cael's patented random limited drop componentized loot system!
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//sky's patented not-fucking-retarded overhaul!
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//Give a random amount of loot from 1 to 3 or 5, varying on severity.
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for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2))
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switch(rand(1,7))
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if(1)
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var/obj/item/stack/rods/R = new(src)
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R.amount = rand(5,25)
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if(2)
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var/obj/item/stack/tile/R = new(src)
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R.amount = rand(1,5)
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if(3)
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var/obj/item/stack/sheet/metal/R = new(src)
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R.amount = rand(5,25)
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if(4)
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var/obj/item/stack/sheet/plasteel/R = new(src)
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R.amount = rand(5,25)
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if(5)
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var/quantity = rand(1,3)
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for(var/i=0, i<quantity, i++)
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PoolOrNew(/obj/item/weapon/shard, loc)
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if(6)
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var/quantity = rand(1,3)
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for(var/i=0, i<quantity, i++)
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PoolOrNew(/obj/item/weapon/shard/plasma, loc)
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if(7)
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var/obj/item/stack/sheet/mineral/uranium/R = new(src)
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R.amount = rand(5,25)
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 5, "Coal" = 50, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Platinum" = 5, "Hydrogen" = 5, "Plasma" = 25, "Cave" = 1)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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New()
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if (prob(mineralChance) && !mineral)
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var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name
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if(!name_to_mineral)
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SetupMinerals()
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if (mineral_name && mineral_name in name_to_mineral)
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mineral = name_to_mineral[mineral_name]
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UpdateMineral()
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. = ..()
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/turf/simulated/mineral/random/high_chance
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Coal" = 30, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Platinum" = 10, "Hydrogen" = 10, "Plasma" = 25)
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/turf/simulated/mineral/random/high_chance_clown
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mineralChance = 40
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mineralSpawnChanceList = list("Uranium" = 10, "Coal" = 30, "Iron" = 30, "Diamond" = 2, "Gold" = 5, "Silver" = 5, "Platinum" = 5, "Hydrogen" = 5, "Plasma" = 25, "Clown" = 15)
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/**********************Asteroid**************************/
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/turf/simulated/floor/plating/airless/asteroid //floor piece
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name = "Asteroid"
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icon = 'icons/turf/floors.dmi'
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icon_state = "asteroid"
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oxygen = 0.01
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nitrogen = 0.01
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temperature = TCMB
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icon_plating = "asteroid"
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var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
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has_resources = 1
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/turf/simulated/floor/plating/airless/asteroid/New()
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var/proper_name = name
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..()
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name = proper_name
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//if (prob(50))
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// seedName = pick(list("1","2","3","4"))
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// seedAmt = rand(1,4)
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if(prob(20))
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icon_state = "asteroid[rand(0,12)]"
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spawn(2)
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updateMineralOverlays()
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/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
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switch(severity)
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if(3.0)
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return
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if(2.0)
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if (prob(70))
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gets_dug()
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if(1.0)
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gets_dug()
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return
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/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(!W || !user)
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return 0
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if ((istype(W, /obj/item/weapon/shovel)))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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if (dug)
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user << "\red This area has already been dug"
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return
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user << "\red You start digging."
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playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
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sleep(40)
|
|
if ((user.loc == T && user.get_active_hand() == W))
|
|
user << "\blue You dug a hole."
|
|
gets_dug()
|
|
|
|
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
|
|
var/turf/T = user.loc
|
|
if (!( istype(T, /turf) ))
|
|
return
|
|
|
|
if (dug)
|
|
user << "\red This area has already been dug"
|
|
return
|
|
|
|
user << "\red You start digging."
|
|
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
|
|
|
|
sleep(30)
|
|
if ((user.loc == T && user.get_active_hand() == W))
|
|
user << "\blue You dug a hole."
|
|
gets_dug()
|
|
|
|
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/borgdrill)))
|
|
var/turf/T = user.loc
|
|
if (!( istype(T, /turf) ))
|
|
return
|
|
|
|
if (dug)
|
|
user << "\red This area has already been dug"
|
|
return
|
|
|
|
user << "\red You start digging."
|
|
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
|
|
|
|
sleep(0)
|
|
if ((user.loc == T && user.get_active_hand() == W))
|
|
user << "\blue You dug a hole."
|
|
gets_dug()
|
|
|
|
if(istype(W,/obj/item/weapon/storage/bag/ore))
|
|
var/obj/item/weapon/storage/bag/ore/S = W
|
|
if(S.collection_mode)
|
|
for(var/obj/item/weapon/ore/O in contents)
|
|
O.attackby(W,user)
|
|
return
|
|
else if(istype(W,/obj/item/weapon/storage/bag/fossils))
|
|
var/obj/item/weapon/storage/bag/fossils/S = W
|
|
if(S.collection_mode)
|
|
for(var/obj/item/weapon/fossil/F in contents)
|
|
F.attackby(W,user)
|
|
return
|
|
|
|
else
|
|
..(W,user)
|
|
return
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
|
|
if(dug)
|
|
return
|
|
new/obj/item/weapon/ore/glass(src)
|
|
new/obj/item/weapon/ore/glass(src)
|
|
new/obj/item/weapon/ore/glass(src)
|
|
new/obj/item/weapon/ore/glass(src)
|
|
new/obj/item/weapon/ore/glass(src)
|
|
dug = 1
|
|
icon_plating = "asteroid_dug"
|
|
icon_state = "asteroid_dug"
|
|
return
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays()
|
|
|
|
overlays.Cut()
|
|
|
|
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
|
|
overlays += image('icons/turf/walls.dmi', "rock_side_n")
|
|
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
|
|
overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=6)
|
|
if(istype(get_step(src, EAST), /turf/simulated/mineral))
|
|
overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
|
|
if(istype(get_step(src, WEST), /turf/simulated/mineral))
|
|
overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
|
|
var/turf/simulated/floor/plating/airless/asteroid/A
|
|
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, WEST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, EAST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, NORTH)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, NORTHWEST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, NORTHEAST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, SOUTHWEST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, SOUTHEAST)
|
|
A.updateMineralOverlays()
|
|
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, SOUTH)
|
|
A.updateMineralOverlays()
|
|
updateMineralOverlays()
|
|
|
|
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/Entered(atom/movable/M as mob|obj)
|
|
..()
|
|
if(istype(M,/mob/living/silicon/robot))
|
|
var/mob/living/silicon/robot/R = M
|
|
if(istype(R.module, /obj/item/weapon/robot_module/miner))
|
|
if(istype(R.module_state_1,/obj/item/weapon/storage/bag/ore))
|
|
attackby(R.module_state_1,R)
|
|
else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
|
|
attackby(R.module_state_2,R)
|
|
else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
|
|
attackby(R.module_state_3,R)
|
|
else
|
|
return
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/cave
|
|
var/length = 100
|
|
var/mob_spawn_list = list(
|
|
/mob/living/simple_animal/hostile/asteroid/goliath = 5,
|
|
/mob/living/simple_animal/hostile/asteroid/goldgrub = 1,
|
|
/mob/living/simple_animal/hostile/asteroid/basilisk = 3,
|
|
/mob/living/simple_animal/hostile/asteroid/hivelord = 5
|
|
)
|
|
var/sanity = 1
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1)
|
|
|
|
// If length (arg2) isn't defined, get a random length; otherwise assign our length to the length arg.
|
|
if(!length)
|
|
src.length = rand(25, 50)
|
|
else
|
|
src.length = length
|
|
|
|
// Get our directiosn
|
|
var/forward_cave_dir = pick(alldirs - exclude_dir)
|
|
// Get the opposite direction of our facing direction
|
|
var/backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
|
|
|
|
// Make our tunnels
|
|
make_tunnel(forward_cave_dir)
|
|
if(go_backwards)
|
|
make_tunnel(backward_cave_dir)
|
|
// Kill ourselves by replacing ourselves with a normal floor.
|
|
SpawnFloor(src)
|
|
..()
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/cave/proc/make_tunnel(var/dir)
|
|
|
|
var/turf/simulated/mineral/tunnel = src
|
|
var/next_angle = pick(45, -45)
|
|
|
|
for(var/i = 0; i < length; i++)
|
|
if(!sanity)
|
|
break
|
|
|
|
var/list/L = list(45)
|
|
if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
|
|
L += -45
|
|
|
|
// Expand the edges of our tunnel
|
|
for(var/edge_angle in L)
|
|
var/turf/simulated/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
|
|
if(istype(edge))
|
|
SpawnFloor(edge)
|
|
|
|
// Move our tunnel forward
|
|
tunnel = get_step(tunnel, dir)
|
|
|
|
if(istype(tunnel))
|
|
// Small chance to have forks in our tunnel; otherwise dig our tunnel.
|
|
if(i > 3 && prob(20))
|
|
new src.type(tunnel, rand(10, 15), 0, dir)
|
|
else
|
|
SpawnFloor(tunnel)
|
|
else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel.
|
|
break
|
|
|
|
// Chance to change our direction left or right.
|
|
if(i > 2 && prob(33))
|
|
// We can't go a full loop though
|
|
next_angle = -next_angle
|
|
dir = angle2dir(dir2angle(dir) + next_angle)
|
|
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/cave/proc/SpawnFloor(var/turf/T)
|
|
for(var/turf/S in range(2,T))
|
|
if(istype(S, /turf/space) || istype(S.loc, /area/mine/explored))
|
|
sanity = 0
|
|
break
|
|
if(!sanity)
|
|
return
|
|
|
|
SpawnMonster(T)
|
|
|
|
|
|
/turf/simulated/floor/plating/airless/asteroid/cave/proc/SpawnMonster(var/turf/T)
|
|
if(prob(2))
|
|
if(istype(loc, /area/mine/explored))
|
|
return
|
|
for(var/atom/A in range(7,T))//Lowers chance of mob clumps
|
|
if(istype(A, /mob/living/simple_animal/hostile/asteroid))
|
|
return
|
|
var/randumb = pickweight(mob_spawn_list)
|
|
new randumb(T)
|
|
return
|