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Paradise/code/game/mecha/equipment/tools/mining_tools.dm
T
Fox McCloudandGitHub ee22c8d4ee Refactors Item Blood Overlays (#16826)
* Refactors Item Blood Overlays

* update

* remove blood color changing
2021-10-01 21:57:54 +01:00

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// Drill, Diamond drill, Mining scanner
#define DRILL_BASIC 1
#define DRILL_HARDENED 2
/obj/item/mecha_parts/mecha_equipment/drill
name = "exosuit drill"
desc = "Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens!"
icon_state = "mecha_drill"
equip_cooldown = 15
energy_drain = 10
force = 15
harmful = TRUE
sharp = TRUE
var/drill_delay = 7
var/drill_level = DRILL_BASIC
/obj/item/mecha_parts/mecha_equipment/drill/action(atom/target)
if(!action_checks(target))
return
if(isspaceturf(target))
return
if(isobj(target))
var/obj/target_obj = target
if(target_obj.resistance_flags & UNACIDABLE)
return
target.visible_message("<span class='warning'>[chassis] starts to drill [target].</span>",
"<span class='userdanger'>[chassis] starts to drill [target]...</span>",
"<span class='italics'>You hear drilling.</span>")
if(do_after_cooldown(target))
set_ready_state(FALSE)
log_message("Started drilling [target]")
if(isturf(target))
var/turf/T = target
T.drill_act(src)
set_ready_state(TRUE)
return
while(do_after_mecha(target, drill_delay))
if(isliving(target))
drill_mob(target, chassis.occupant)
playsound(src, 'sound/weapons/drill.ogg', 40, TRUE)
else if(isobj(target))
var/obj/O = target
O.take_damage(15, BRUTE, 0, FALSE, get_dir(chassis, target))
playsound(src, 'sound/weapons/drill.ogg', 40, TRUE)
else
set_ready_state(TRUE)
return
set_ready_state(TRUE)
/turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
return
/turf/simulated/wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
if(drill.do_after_mecha(src, 60 / drill.drill_level))
drill.log_message("Drilled through [src]")
dismantle_wall(TRUE, FALSE)
/turf/simulated/wall/r_wall/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
if(drill.drill_level >= DRILL_HARDENED)
if(drill.do_after_mecha(src, 120 / drill.drill_level))
drill.log_message("Drilled through [src]")
dismantle_wall(TRUE, FALSE)
else
drill.occupant_message("<span class='danger'>[src] is too durable to drill through.</span>")
/turf/simulated/mineral/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
for(var/turf/simulated/mineral/M in range(drill.chassis, 1))
if(get_dir(drill.chassis, M) & drill.chassis.dir)
M.gets_drilled()
drill.log_message("Drilled through [src]")
drill.move_ores()
/turf/simulated/floor/plating/asteroid/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
for(var/turf/simulated/floor/plating/asteroid/M in range(1, drill.chassis))
if((get_dir(drill.chassis, M) & drill.chassis.dir) && !M.dug)
M.getDug()
drill.log_message("Drilled through [src]")
drill.move_ores()
/obj/item/mecha_parts/mecha_equipment/drill/proc/move_ores()
if((locate(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp) in chassis.equipment) && istype(chassis, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/R = chassis //we could assume that it's a ripley because it has a clamp, but that's ~unsafe~ and ~bad practice~
R.collect_ore()
/obj/item/mecha_parts/mecha_equipment/drill/can_attach(obj/mecha/M)
if(..())
if(istype(M, /obj/mecha/working) || istype(M, /obj/mecha/combat))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/drill/proc/drill_mob(mob/living/target, mob/user)
target.visible_message("<span class='danger'>[chassis] is drilling [target] with [src]!</span>",
"<span class='userdanger'>[chassis] is drilling you with [src]!</span>")
add_attack_logs(user, target, "DRILLED with [src] ([uppertext(user.a_intent)]) ([uppertext(damtype)])")
if(target.stat == DEAD && target.getBruteLoss() >= 200)
add_attack_logs(user, target, "gibbed")
if(LAZYLEN(target.butcher_results))
target.harvest(chassis) // Butcher the mob with our drill.
else
target.gib()
else
var/splatter_dir = get_dir(chassis, target)
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/organ/external/target_part = H.get_organ(ran_zone("chest"))
H.apply_damage(10, BRUTE, "chest", H.run_armor_check(target_part, MELEE))
//blood splatters
new /obj/effect/temp_visual/dir_setting/bloodsplatter(H.drop_location(), splatter_dir, H.dna.species.blood_color)
//organs go everywhere
if(target_part && prob(10 * drill_level))
target_part.droplimb()
else
target.adjustBruteLoss(10)
if(isalien(target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
/obj/item/mecha_parts/mecha_equipment/drill/diamonddrill
name = "diamond-tipped exosuit drill"
desc = "Equipment for engineering and combat exosuits. This is an upgraded version of the drill that'll pierce the heavens!"
icon_state = "mecha_diamond_drill"
origin_tech = "materials=4;engineering=4"
equip_cooldown = 10
drill_delay = 4
drill_level = DRILL_HARDENED
force = 15
/obj/item/mecha_parts/mecha_equipment/mining_scanner
name = "exosuit mining scanner"
desc = "Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals."
icon_state = "mecha_analyzer"
selectable = 0
equip_cooldown = 15
var/scanning_time = 0
/obj/item/mecha_parts/mecha_equipment/mining_scanner/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/mecha_parts/mecha_equipment/mining_scanner/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/mecha_parts/mecha_equipment/mining_scanner/process()
if(!loc)
STOP_PROCESSING(SSfastprocess, src)
qdel(src)
if(istype(loc, /obj/mecha/working) && scanning_time <= world.time)
var/obj/mecha/working/mecha = loc
if(!mecha.occupant)
return
scanning_time = world.time + equip_cooldown
mineral_scan_pulse(get_turf(src))
#undef DRILL_BASIC
#undef DRILL_HARDENED