tweaked artifact extraction, artifacts

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-02-19 02:07:25 +10:00
parent 31bf502e65
commit 040cf2f8d5
7 changed files with 129 additions and 28 deletions

View File

@@ -18,7 +18,6 @@
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
var/artifactChance = 0.3 //percent chance to spawn a xenoarchaelogical artifact
var/last_act = 0
var/datum/geosample/geological_data
@@ -128,7 +127,6 @@
//dont create artifact machinery in animal or plant digsites, or if we already have one
if(!artifact_find && digsite != 1 && digsite != 2 && prob(ARTIFACT_SPAWN_CHANCE))
artifact_find = new()
//world << "<b>[artifact_find.artifact_find_type]</b> [src.x], [src.y], [src.z]"
artifact_spawning_turfs.Add(src)
if(!src.geological_data)
@@ -370,25 +368,30 @@ commented out in r5061, I left it because of the shroom thingies
//just pull the surrounding rock out
excavate_find(0, F)
if(src.excavation_level + P.excavation_amount >= 100)
if( src.excavation_level + P.excavation_amount >= 100 || (!finds.len && !excavation_minerals.len) )
//if players have been excavating this turf, have a chance to leave some rocky debris behind
var/boulder_prob = 0
var/obj/structure/boulder/B
if(src.excavation_level > 15)
boulder_prob = 50
boulder_prob = 10
if(artifact_find)
boulder_prob += 10
if(src.excavation_level == 100)
boulder_prob += 25
if(src.excavation_level >= 100)
boulder_prob += 40
else if(src.excavation_level > 95)
boulder_prob += 25
else if(src.excavation_level > 90)
boulder_prob += 10
if(prob(boulder_prob))
var/obj/structure/boulder/B = new(src)
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else if(src.excavation_level + P.excavation_amount >= 100)
spawn(0)
artifact_debris()
gets_drilled()
gets_drilled(B ? 0 : 1)
return
else
src.excavation_level += P.excavation_amount
@@ -466,7 +469,7 @@ commented out in r5061, I left it because of the shroom thingies
O.geological_data = src.geological_data
return O
/turf/simulated/mineral/proc/gets_drilled()
/turf/simulated/mineral/proc/gets_drilled(var/artifact_fail = 0)
//var/destroyed = 0 //used for breaking strange rocks
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
@@ -485,10 +488,22 @@ commented out in r5061, I left it because of the shroom thingies
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
N.fullUpdateMineralOverlays()
/*if(src.contents)
[src.contents ? pick(" There is a crunching noise."," [W] hits something."," Part of the rock face crumbles away.","Something breaks under [W].") : ""]"
var/atom/A = pick(src.contents)
del(A)*/
//destroyed artifacts have weird, unpleasant effects
if(artifact_find && artifact_fail)
var/pain = 0
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
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 fadaing away!</b></font>"
if(pain)
flick("pain",M.pain)
if(prob(50))
M.adjustBruteLoss(5)
else
flick("flash",M.flash)
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
/*if(destroyed) //Display message about being a terrible miner
usr << "\red You destroy some of the rocks!"*/
@@ -523,6 +538,69 @@ commented out in r5061, I left it because of the shroom thingies
src.finds.Remove(F)
/turf/simulated/mineral/proc/artifact_debris()
//cael's patented random limited drop componentized loot system!
var/materials = 0
var/list/viable_materials = list(1,2,4,8,16,32,64,128,256)
var/num_materials = rand(1,5)
for(var/i=0, i<num_materials, i++)
var/chosen = pick(viable_materials)
materials |= chosen
viable_materials.Remove(chosen)
if(materials & 1)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/rods/R = new(src)
R.amount = rand(5,25)
if(materials & 2)
var/quantity = pick(0, 0, 1)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
if(materials & 4)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/sheet/metal/R = new(src)
R.amount = rand(5,25)
if(materials & 8)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/sheet/plasteel/R = new(src)
R.amount = rand(5,25)
if(materials & 16)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard(src)
if(materials & 32)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard/plasma(src)
if(materials & 64)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/sheet/mineral/uranium/R = new(src)
R.amount = rand(5,25)
if(materials & 128)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/sheet/mineral/mythril/R = new(src)
R.amount = rand(5,25)
if(materials & 256)
var/quantity = rand(0,3)
for(var/i=0, i<quantity, i++)
var/obj/item/stack/sheet/mineral/adamantine/R = new(src)
R.amount = rand(5,25)
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))