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* Smith role, access, access helpers, spawn point, comms, and IDs
* Area defines
* Hammertime
* Cyberiad Smith's office
* Forgot some atmos stuff
* Autolathable Hammers
* Formatting
* Toolbelts can hold hammers
* Initial work on smith machines
* Farragus Smith Office
* Placeholder sprites, mapping
* Smart hopper points and console messages
* More work on smithing machines
* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access
* Smith components, new materials
* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation
* Missed one
* Grrr map conflicts begone
* Dirt begone
* Casts and smelting
* Linters
* Attack chain linters!
* Better grip to throw people into your industrial machines
* Placeholder spots in the DMIs
* UpdatePaths - Space ruins now spawn new space ores in their rocks
* Small changes - removed excess tgui code from hopper
* Fixed a button on emerald
* Attaching inserts and lenses. Tool bits are pain.
* Tool bit initial implementation
* Merge conflict resolution
* Attack chain grrr
* Fixed a pair of minor mapping issues
* Tool bit implementation, efficiency, failure rate
* Hot things burn hands
* Points fix on hopper
* New mining rocks for space exploration
* Areas on asteroids
* Machinery icons 1
Adds basic icons for the new machinery
* Vendor iconstate update
* Crucible touchups
* Hammer touchups
* Crucible Input Animation
Adds an animation when you deposit ores
* Added scanning the crucible with multitool to get mineral count
* clothing sprites part 1
* locker sprite
* job icons
* garment bag
* Smith locker mapping
* Insert and Bit removal fix
* Job menu alignment fix, Allowed_items and small spriting path fixes
* Adds new asteroid ruins to config
* Ore Sprites
* Hammer Sprite
* Item Sprites 1
* Sheets, Wall Ores and Trim
* Sheet iconstate names
* species uniforms
* Tabs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Lens spelling fix
* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs
* Fixed type lists
* Smithing machine bug fixes.
* Fixed adding modifications to items
* Crucible Lava Idle
Adds an idle animation for the crucible, but it needs overlay code to work.
* Fixed eguns
* Magma Crucible overlays and animations
* Machine broken/Off states
Adds broken, wires exposed (and on/off where appropriate) states to machines.
* Castivend recolor and Hot Items
* Overlays for all machines, new sprites for hot items, new checks, fixes
* Woe, farragus merge conflict
* update_appearance linters
* I have fat fingers.
* Forgot one
* transfer_item_to and qdel null check
* Usr to User
* Modsuits should not have inserts.
* Adds casting lip overlay
* Balance pass on movement debuffs and buffs
* Material movespeed changes
* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE
* Math fixes for lenses and bits.
* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums
* Bad var. Bad.
* Various fixes to bugs revealed in initial TM
* TYPO
* Lavaland base turf fix
* Paths in examine fix
* Adds an intercom to the workshop.
* Stamina-hybrid damage oversight fix for det revolver, uion, etc.
* Currently Operating Message fix
* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.
* Armor and upgrade fixes
* RCD tool bit equip fix
* Adds smith access to a few lists in access.dm that were missed in an oversight
* Indent fixes
* Fixes vending machine, allows tool bit use on mining equipment
* CI, you make me mad sometimes
* Removed duplicate code
* Name fix for CI again
* ORM now can handle space ores
* Adds space ores to Vetus drop and to trader inventories
* Fixes runtime with open hand attacking a lava furnace with nothing in it
* Adds crewvend kit to Castivend
* Fixes not being able to see new ores
* Adds drill and RCS to smith locker
* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.
* Plant fixes
* Fixes doubled-up catwalk
* Emerald cargo windoor fix, small lavaland adjustment
* Small oversight for overlay fix
* Missing lightswitches
* Fixed stock parts mismatch in casting basin recipe
* Better support for power tools, grrr attackchain
* Better attack chain handling. Better handling for bit insertion
* Fixes handling of inserts with storage suits (like labcoats)
* sprites for bomber + plasmeme outfit
* Adds missing adjacency checks
* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.
* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.
* Small hallway adjustment
* Illuminates metastation smith office
* Removes excessive decimals in magma crucible scan output
* Berserker should not have inserts.
* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly
* Adds smith bomber jacket to loadout panel
* Adds random spawners for smithed items, adds random low-quality items to maints loot
* Adds traitor version of bulldog shotgun
* Revert "Adds traitor version of bulldog shotgun"
This reverts commit 1d39c59f07.
* Added check to assembler, moved desc changes to examine()
* plasmaman suit fix
* Fixed hot check when removing items from hammer and furnace
* Remaps lavaland workshop, fixed deltastation light switch
* Improper's the smith office name
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Compacts extra ore drops from Vetus
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* better looping
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Better loop
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Multitools don't need tool bits.
* Better variable names, fixed missing parenthesis
* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines
* window
* Update deltastation.dmm
* Update deltastation.dmm
* Update deltastation.dmm
* Fixes small oversights
* Minor lavaland remap
* Reverts TM-required changes in preparation for full merge
* Begone, stray font!
* Damn you cable CI
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
225 lines
7.9 KiB
Plaintext
225 lines
7.9 KiB
Plaintext
/datum/ore
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/// The type of ore that is dropped. Expected to be a subtype of [/obj/item/stack/ore].
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var/drop_type
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/// The lower bound for the amount of randomized ore dropped.
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var/drop_min = 1
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/// The upper bound for the amount of randomized ore dropped.
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var/drop_max = 5
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/// The probability that the ore will spread to nearby [/turf/simulated/mineral]s when placed.
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var/spread_chance = 0
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/// The icon state of the ore used for mining scanner overlays.
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var/scan_icon_state = ""
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/**
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* Called when the containing turf is "mined", such as with a pickaxe or other
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* digging implement.
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*
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* Returns [MINERAL_ALLOW_DIG] if the containing turf should be changed to its
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* "dug" state, [MINERAL_PREVENT_DIG] if it should remain as is.
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*/
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/datum/ore/proc/on_mine(turf/source, mob/user, triggered_by_explosion = FALSE)
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var/amount = rand(drop_min, drop_max)
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if(ispath(drop_type, /obj/item/stack/ore))
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new drop_type(source, amount)
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SSticker.score?.score_ore_mined++
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SSblackbox.record_feedback("tally", "ore_mined", amount, type)
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else
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stack_trace("[source.type] [COORD(source)] had non-ore stack [drop_type]")
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return MINERAL_ALLOW_DIG
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/datum/ore/iron
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drop_type = /obj/item/stack/ore/iron
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spread_chance = 20
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scan_icon_state = "rock_Iron"
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/datum/ore/uranium
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drop_type = /obj/item/stack/ore/uranium
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spread_chance = 5
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scan_icon_state = "rock_Uranium"
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/datum/ore/diamond
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drop_type = /obj/item/stack/ore/diamond
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scan_icon_state = "rock_Diamond"
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/datum/ore/platinum
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drop_type = /obj/item/stack/ore/platinum
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scan_icon_state = "rock_Platinum"
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/datum/ore/palladium
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drop_type = /obj/item/stack/ore/palladium
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scan_icon_state = "rock_Palladium"
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/datum/ore/iridium
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drop_type = /obj/item/stack/ore/iridium
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scan_icon_state = "rock_Iridium"
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/datum/ore/gold
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drop_type = /obj/item/stack/ore/gold
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spread_chance = 5
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scan_icon_state = "rock_Gold"
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/datum/ore/silver
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drop_type = /obj/item/stack/ore/silver
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spread_chance = 5
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scan_icon_state = "rock_Silver"
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/datum/ore/titanium
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drop_type = /obj/item/stack/ore/titanium
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spread_chance = 5
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scan_icon_state = "rock_Titanium"
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/datum/ore/plasma
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drop_type = /obj/item/stack/ore/plasma
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spread_chance = 8
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scan_icon_state = "rock_Plasma"
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/datum/ore/bluespace
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drop_type = /obj/item/stack/ore/bluespace_crystal
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drop_min = 1
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drop_max = 1
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scan_icon_state = "rock_BScrystal"
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/datum/ore/bananium
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drop_type = /obj/item/stack/ore/bananium
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drop_min = 3
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drop_max = 3
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scan_icon_state = "rock_Clown"
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/datum/ore/tranquillite
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drop_type = /obj/item/stack/ore/tranquillite
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drop_min = 3
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drop_max = 3
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/datum/ore/ancient_basalt
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drop_type = /obj/item/stack/ore/glass/basalt/ancient
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drop_min = 2
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drop_max = 2
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#define GIBTONITE_UNSTRUCK 0 //! The gibtonite ore is dormant.
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#define GIBTONITE_ACTIVE 1 //! The gibtonite ore is in its detonation countdown.
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#define GIBTONITE_STABLE 2 //! The gibtonite ore has been stabilized and its detonation countdown is cancelled.
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#define GIBTONITE_DETONATE 3 //! The gibtonite ore is about to explode.
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/datum/ore/gibtonite
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drop_max = 1
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scan_icon_state = "rock_Gibtonite"
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/// Amount of time from mining before gibtonite explodes.
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var/detonate_time
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/// The world.time that the detonate countdown started at.
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var/detonate_start_time
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/// The amount of time remaining if the gibtonite was stabilized before explosion, in half-seconds.
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var/remaining_time
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/// The state the ore is in. One of [GIBTONITE_UNSTRUCK], [GIBTONITE_ACTIVE], [GIBTONITE_STABLE], or [GIBTONITE_DETONATE].
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var/stage = GIBTONITE_UNSTRUCK
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/// The overlay used for when the gibtonite is in its detonation countdown mode.
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var/mutable_appearance/activated_overlay
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/// Whether an admin log should be generated for this gibtonite's detonation.
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/// Typically enabled if the detonation doesn't occur on the station z-level.
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/// Note that this is only for explosions caused while the gibtonite is still
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/// unmined, in contrast to [/obj/item/gibtonite/proc/GibtoniteReaction].
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var/notify_admins = FALSE
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/// The callback for the explosion that occurs if the gibtonite is not
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/// defused in time.
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var/explosion_callback
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/datum/ore/gibtonite/New()
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// So you don't know exactly when the hot potato will explode
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detonate_time = rand(4 SECONDS, 5 SECONDS)
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/datum/ore/gibtonite/proc/explosive_reaction(turf/source, mob/user, triggered_by_explosion = FALSE)
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activated_overlay = mutable_appearance(source.icon, "rock_Gibtonite_active", ON_EDGED_TURF_LAYER)
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source.add_overlay(activated_overlay)
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source.name = "gibtonite deposit"
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source.desc = "An active gibtonite reserve. Run!"
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stage = GIBTONITE_ACTIVE
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source.visible_message("<span class='danger'>There was gibtonite inside! It's going to explode!</span>")
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if(!is_mining_level(source.z))
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notify_admins = TRUE
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if(!triggered_by_explosion)
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message_admins("[key_name_admin(user)] has triggered a gibtonite deposit reaction at [ADMIN_VERBOSEJMP(source)].")
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else
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message_admins("An explosion has triggered a gibtonite deposit reaction at [ADMIN_VERBOSEJMP(source)].")
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if(!triggered_by_explosion)
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log_game("[key_name(user)] has triggered a gibtonite deposit reaction at [AREACOORD(source)].")
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else
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log_game("An explosion has triggered a gibtonite deposit reaction at [AREACOORD(source)].")
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RegisterSignal(source, COMSIG_ATTACK_BY, PROC_REF(on_attackby))
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detonate_start_time = world.time
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explosion_callback = addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/ore/gibtonite, detonate), source), detonate_time, TIMER_STOPPABLE)
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/datum/ore/gibtonite/on_mine(turf/source, mob/user, triggered_by_explosion = FALSE)
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switch(stage)
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if(GIBTONITE_UNSTRUCK)
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playsound(src,'sound/effects/hit_on_shattered_glass.ogg', 50, TRUE)
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explosive_reaction(source, user, triggered_by_explosion)
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return MINERAL_PREVENT_DIG
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if(GIBTONITE_ACTIVE)
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detonate(source)
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// Detonation takes care of this for us.
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return MINERAL_PREVENT_DIG
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if(GIBTONITE_STABLE)
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var/obj/item/gibtonite/gibtonite = new(source)
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if(remaining_time <= 0)
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gibtonite.quality = 3
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gibtonite.icon_state = "Gibtonite ore 3"
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if(remaining_time >= 1 && remaining_time <= 2)
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gibtonite.quality = 2
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gibtonite.icon_state = "Gibtonite ore 2"
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return MINERAL_ALLOW_DIG
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return MINERAL_PREVENT_DIG
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/datum/ore/gibtonite/proc/on_attackby(turf/source, obj/item/attacker, mob/user)
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SIGNAL_HANDLER // COMSIG_ATTACK_BY
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if(istype(attacker, /obj/item/mining_scanner) || istype(attacker, /obj/item/t_scanner/adv_mining_scanner) && stage == GIBTONITE_ACTIVE)
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user.visible_message("<span class='notice'>[user] holds [attacker] to [source]...</span>", "<span class='notice'>You use [attacker] to locate where to cut off the chain reaction and attempt to stop it...</span>")
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defuse(source)
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return COMPONENT_SKIP_AFTERATTACK
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/datum/ore/gibtonite/proc/detonate(turf/simulated/mineral/source)
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if(stage == GIBTONITE_STABLE)
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return
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// Don't explode twice please
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if(explosion_callback)
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deltimer(explosion_callback)
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stage = GIBTONITE_DETONATE
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explosion(source, 1, 3, 5, adminlog = notify_admins)
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if(!istype(source))
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return
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// Dunno where else to put this
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source.ChangeTurf(source.turf_type, source.defer_change)
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addtimer(CALLBACK(source, TYPE_PROC_REF(/turf, AfterChange)), 1, TIMER_UNIQUE)
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/datum/ore/gibtonite/proc/defuse(turf/source)
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var/world_time = world.time // Grab this immediately so we're fairly calculating countdown time
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if(stage == GIBTONITE_ACTIVE)
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source.cut_overlay(activated_overlay)
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activated_overlay.icon_state = "rock_Gibtonite_inactive"
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source.add_overlay(activated_overlay)
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source.desc = "An inactive gibtonite reserve. The ore can be extracted."
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stage = GIBTONITE_STABLE
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// ticks remaining / 10 = seconds remaining * 2 countdown decrements every second
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remaining_time = floor((detonate_time - (world_time - detonate_start_time)) / 5)
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if(remaining_time < 0)
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remaining_time = 0
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source.visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [remaining_time] reactions left till the explosion!</span>")
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#undef GIBTONITE_UNSTRUCK
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#undef GIBTONITE_ACTIVE
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#undef GIBTONITE_STABLE
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#undef GIBTONITE_DETONATE
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