Merge remote-tracking branch 'upstream/dev' into inventoryfix

Conflicts:
	code/game/gamemodes/revolution/rp-revolution.dm
	code/game/machinery/kitchen/juicer.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/stool_bed_chair_nest/stools.dm
	code/modules/destilery/main.dm
	code/modules/hydroponics/biogenerator.dm
	code/modules/mob/living/carbon/human/inventory.dm
	code/modules/mob/living/carbon/monkey/inventory.dm
	code/modules/projectiles/guns/launcher/pneumatic.dm
This commit is contained in:
mwerezak
2015-03-31 01:37:55 -04:00
1082 changed files with 48122 additions and 45149 deletions
+134 -46
View File
@@ -6,74 +6,155 @@
icon_closed = "securecrate"
var/code = null
var/lastattempt = null
var/attempts = 3
var/attempts = 10
var/codelen = 4
locked = 1
var/min = 1
var/max = 10
/obj/structure/closet/crate/secure/loot/New()
..()
code = rand(min,max)
var/loot = rand(1,30)
var/list/digits = list("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
code = ""
for(var/i = 0, i < codelen, i++)
var/dig = pick(digits)
code += dig
digits -= dig // Player can enter codes with matching digits, but there are never matching digits in the answer
var/loot = rand(1, 100)
switch(loot)
if(1)
if(1 to 5) // Common things go, 5%
new/obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src)
new/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey(src)
new/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus(src)
new/obj/item/weapon/flame/lighter/zippo(src)
if(2)
if(6 to 10)
new/obj/item/weapon/pickaxe/drill(src)
new/obj/item/device/taperecorder(src)
new/obj/item/clothing/suit/space(src)
new/obj/item/clothing/head/helmet/space(src)
if(3)
return
if(4)
if(11 to 15)
new/obj/item/weapon/reagent_containers/glass/beaker/bluespace(src)
if(5 to 6)
if(16 to 20)
for(var/i = 0, i < 10, i++)
new/obj/item/weapon/ore/diamond(src)
if(7)
return
if(8)
return
if(9)
if(21 to 25)
for(var/i = 0, i < 3, i++)
new/obj/machinery/portable_atmospherics/hydroponics(src)
if(10)
if(26 to 30)
for(var/i = 0, i < 3, i++)
new/obj/item/weapon/reagent_containers/glass/beaker/noreact(src)
if(11 to 13)
new/obj/item/weapon/melee/classic_baton(src)
if(14)
return
if(15)
new/obj/item/clothing/under/chameleon(src)
for(var/i = 0, i < 7, i++)
new/obj/item/clothing/tie/horrible(src)
if(16)
new/obj/item/clothing/under/shorts(src)
if(31 to 35)
spawn_money(rand(300,800), src)
if(36 to 40)
new/obj/item/weapon/melee/baton(src)
if(41 to 45)
new/obj/item/clothing/under/shorts/red(src)
new/obj/item/clothing/under/shorts/blue(src)
//Dummy crates start here.
if(17 to 29)
return
//Dummy crates end here.
if(30)
new/obj/item/weapon/melee/baton(src)
if(46 to 50)
new/obj/item/clothing/under/chameleon(src)
for(var/i = 0, i < 7, i++)
new/obj/item/clothing/accessory/horrible(src)
if(51 to 52) // Uncommon, 2% each
new/obj/item/weapon/melee/classic_baton(src)
if(53 to 54)
new/obj/item/latexballon(src)
if(55 to 56)
var/newitem = pick(typesof(/obj/item/toy/prize) - /obj/item/toy/prize)
new newitem(src)
if(57 to 58)
new/obj/item/toy/syndicateballoon(src)
if(59 to 60)
new/obj/item/weapon/rig(src)
if(61 to 62)
for(var/i = 0, i < 12, ++i)
new/obj/item/clothing/head/kitty(src)
if(63 to 64)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
var/newcoin = pick(/obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/diamond, /obj/item/weapon/coin/phoron, /obj/item/weapon/coin/uranium, /obj/item/weapon/coin/platinum)
new newcoin(src)
if(65 to 66)
new/obj/item/clothing/suit/ianshirt(src)
if(67 to 68)
var/t = rand(4,7)
for(var/i = 0, i < t, ++i)
var/newitem = pick(typesof(/obj/item/weapon/stock_parts) - /obj/item/weapon/stock_parts - /obj/item/weapon/stock_parts/subspace)
new newitem(src)
if(69 to 70)
new/obj/item/weapon/pickaxe/silver(src)
if(71 to 72)
new/obj/item/weapon/pickaxe/drill(src)
if(73 to 74)
new/obj/item/weapon/pickaxe/jackhammer(src)
if(75 to 76)
new/obj/item/weapon/pickaxe/diamond(src)
if(77 to 78)
new/obj/item/weapon/pickaxe/diamonddrill(src)
if(79 to 80)
new/obj/item/weapon/pickaxe/gold(src)
if(81 to 82)
new/obj/item/weapon/pickaxe/plasmacutter(src)
if(83 to 84)
new/obj/item/toy/katana(src)
if(85 to 86)
new/obj/item/seeds/random(src)
if(87) // Rarest things, some are unobtainble otherwise, some are just robust, 1% each
new/obj/item/weed_extract(src)
if(88)
new/obj/item/xenos_claw(src)
if(89)
new/obj/item/organ/xenos/plasmavessel(src)
if(90)
new/obj/item/organ/heart(src)
if(91)
new/obj/item/device/soulstone(src)
if(92)
new/obj/item/weapon/katana(src)
if(93)
new/obj/item/weapon/dnainjector/xraymut(src) // Probably the least OP
if(94) // Why the hell not
new/obj/item/weapon/storage/backpack/clown(src)
new/obj/item/clothing/under/rank/clown(src)
new/obj/item/clothing/shoes/clown_shoes(src)
new/obj/item/device/pda/clown(src)
new/obj/item/clothing/mask/gas/clown_hat(src)
new/obj/item/weapon/bikehorn(src)
//new/obj/item/weapon/stamp/clown(src) I'd add it, but only clowns can use it
new/obj/item/toy/crayon/rainbow(src)
new/obj/item/toy/waterflower(src)
if(95)
new/obj/item/clothing/under/mime(src)
new/obj/item/clothing/shoes/black(src)
new/obj/item/device/pda/mime(src)
new/obj/item/clothing/gloves/white(src)
new/obj/item/clothing/mask/gas/mime(src)
new/obj/item/clothing/head/beret(src)
new/obj/item/clothing/suit/suspenders(src)
new/obj/item/toy/crayon/mime(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(src)
if(96)
new/obj/item/weapon/vampiric(src)
if(97)
new/obj/item/weapon/archaeological_find(src)
if(98)
new/obj/item/weapon/melee/energy/sword(src)
if(99)
new/obj/item/weapon/storage/belt/champion(src)
new/obj/item/clothing/mask/luchador(src)
if(100)
new/obj/item/clothing/head/bearpelt(src)
/obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob)
if(locked)
user << "<span class='notice'>The crate is locked with a Deca-code lock.</span>"
var/input = input(usr, "Enter digit from [min] to [max].", "Deca-Code Lock", "") as num
var/input = input(usr, "Enter [codelen] digits.", "Deca-Code Lock", "") as text
if(in_range(src, user))
input = Clamp(input, 0, 10)
if (input == code)
user << "<span class='notice'>The crate unlocks!</span>"
locked = 0
overlays.Cut()
overlays += greenlight
else if (input == null || input > max || input < min)
else if (input == null || length(input) != codelen)
user << "<span class='notice'>You leave the crate alone.</span>"
else
user << "<span class='warning'>A red light flashes.</span>"
@@ -96,19 +177,26 @@
if (istype(W, /obj/item/weapon/card/emag))
user << "<span class='notice'>The crate unlocks!</span>"
locked = 0
if (istype(W, /obj/item/device/multitool))
if (istype(W, /obj/item/device/multitool)) // Greetings Urist McProfessor, how about a nice game of cows and bulls?
user << "<span class='notice'>DECA-CODE LOCK REPORT:</span>"
if (attempts == 1)
user << "<span class='warning'>* Anti-Tamper Bomb will activate on next failed access attempt.</span>"
else
user << "<span class='notice'>* Anti-Tamper Bomb will activate after [src.attempts] failed access attempts.</span>"
if (lastattempt == null)
user << "<span class='notice'> has been made to open the crate thus far.</span>"
return
// hot and cold
if (code > lastattempt)
user << "<span class='notice'>* Last access attempt lower than expected code.</span>"
else
user << "<span class='notice'>* Last access attempt higher than expected code.</span>"
if (lastattempt != null)
var/list/guess = list()
var/bulls = 0
var/cows = 0
for(var/i = 1, i < codelen + 1, i++)
var/a = copytext(lastattempt, i, i+1) // Stuff the code into the list
guess += a
guess[a] = i
for(var/i in guess) // Go through list and count matches
var/a = findtext(code, i)
if(a == guess[i])
++bulls
else if(a)
++cows
user << "<span class='notice'>Last code attempt had [bulls] correct digits at correct positions and [cows] correct digits at incorrect positions.</span>"
else ..()
else ..()
@@ -1,233 +0,0 @@
//If anyone can think of a less shitty way to work out x,y points on a linear string of integers please tell me.
#define MAP_CELL ((y-1)*real_size)+x
#define MAP_CENTRE (((y-1)+size/2)*real_size)+(x+size/2)
#define MAP_TOP_LEFT ((y-1)*real_size)+x
#define MAP_TOP_RIGHT ((y-1)*real_size)+(x+size)
#define MAP_BOTTOM_LEFT (((y+size)-1)*real_size)+x
#define MAP_BOTTOM_RIGHT ((((y+size)-1)*real_size)+(x+size))
#define MAP_MID_TOP MAP_TOP_LEFT + (size/2)
#define MAP_MID_BOTTOM MAP_BOTTOM_LEFT + (size/2)
#define MAP_MID_LEFT (((y-1)+size/2)*real_size)+x
#define MAP_MID_RIGHT (((y-1)+size/2)*real_size)+(x+size)
#define MIN_SURFACE_COUNT 1000
#define MAX_SURFACE_COUNT 5000
#define MIN_RARE_COUNT 1000
#define MAX_RARE_COUNT 5000
#define MIN_DEEP_COUNT 100
#define MAX_DEEP_COUNT 300
#define ITERATE_BEFORE_FAIL 200
#define RESOURCE_HIGH_MAX 4
#define RESOURCE_HIGH_MIN 2
#define RESOURCE_MID_MAX 3
#define RESOURCE_MID_MIN 1
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
/*
Surface minerals:
silicates
iron
gold
silver
Rare minerals:
uranium
diamond
Deep minerals:
phoron
osmium (platinum)
tritium (hydrogen)
*/
/datum/ore_distribution
var/real_size = 65 //Overall map size ((must be power of 2)+1)
var/chunk_size = 4 //Size each cell represents on map (like hell we're generating up to 100 256^2 grids at roundstart)
var/list/map[4225] //The actual map. real_size squared.
var/range = 255 //Max random range of cells in map.
var/random_variance_chance = 25
var/random_element = 0.5
/datum/ore_distribution/proc/map_is_sane()
if(!map) return 0
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
for(var/cell in map)
if(cell>(range*0.60))
deep_count++
else if(cell>(range*0.40))
rare_count++
else
surface_count++
if(surface_count < MIN_SURFACE_COUNT || surface_count > MAX_SURFACE_COUNT) return 0
if(rare_count < MIN_RARE_COUNT || rare_count > MAX_RARE_COUNT) return 0
if(deep_count < MIN_DEEP_COUNT || deep_count > MAX_DEEP_COUNT) return 0
return 1
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/ore_distribution/proc/populate_distribution_map()
//Seed beginning values.
var/x = 1
var/y = 1
var/size = real_size-1
map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_RIGHT] = (range/3)+rand(range/5)
//Fill in and smooth it out.
var/attempts = 0
do
attempts++
generate_distribution_map(1,1,size)
while(attempts < ITERATE_BEFORE_FAIL && !map_is_sane())
if(attempts >= ITERATE_BEFORE_FAIL)
world << "<b><font color='red'>Could not generate a sane distribution map. Aborting.</font></b>"
map = null
return
else
apply_to_asteroid()
/datum/ore_distribution/proc/clear_distribution_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[MAP_CELL] = 0
/datum/ore_distribution/proc/print_distribution_map(var/mob/usr)
var/line = ""
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
line += num2text(round(map[MAP_CELL]/25.5))
if(usr)
usr << line
else
world << line
line = ""
/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
var/size = input_size
map[MAP_MID_TOP] = (map[MAP_TOP_LEFT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_RIGHT] = (map[MAP_BOTTOM_RIGHT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_BOTTOM] = (map[MAP_BOTTOM_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_MID_LEFT] = (map[MAP_TOP_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_CENTRE] = (map[MAP_MID_LEFT]+map[MAP_MID_RIGHT]+map[MAP_MID_BOTTOM]+map[MAP_MID_TOP])/4
if(prob(random_variance_chance))
map[MAP_CENTRE] *= (rand(1) ? (1.0-random_element) : (1.0+random_element))
map[MAP_CENTRE] = max(0,min(range,map[MAP_CENTRE]))
if(size>3)
generate_distribution_map(x,y,input_size/2)
generate_distribution_map(x+(input_size/2),y,input_size/2)
generate_distribution_map(x,y+(input_size/2),input_size/2)
generate_distribution_map(x+(input_size/2),y+(input_size/2),input_size/2)
/datum/ore_distribution/proc/apply_to_asteroid()
// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
var/origin_x = 13 //We start here...
var/origin_y = 32 //...and here...
var/limit_x = 217 //...and iterate until here...
var/limit_y = 223 //...and here...
var/asteroid_z = 5 //...on this Z-level.
var/tx = origin_x
var/ty = origin_y
for(var/y = 1, y <= real_size, y++)
for(var/x = 1, x <= real_size, x++)
var/turf/target_turf
for(var/i=0,i<chunk_size,i++)
for(var/j=0,j<chunk_size,j++)
if(tx+j > limit_x || ty+i > limit_y)
continue
target_turf = locate(tx+j, ty+i, asteroid_z)
if(target_turf && target_turf.has_resources)
target_turf.resources = list()
target_turf.resources["silicates"] = rand(3,5)
target_turf.resources["carbonaceous rock"] = rand(3,5)
switch(map[MAP_CELL])
if(0 to 100)
target_turf.resources["iron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["phoron"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
if(100 to 124)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = 0
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = 0
if(125 to 255)
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
tx += chunk_size
tx = origin_x
ty += chunk_size
world << "<b><font color='red'>Resource map generation complete.</font></b>"
return
#undef MAP_CELL
#undef MAP_CENTRE
#undef MAP_TOP_LEFT
#undef MAP_TOP_RIGHT
#undef MAP_BOTTOM_LEFT
#undef MAP_BOTTOM_RIGHT
#undef MAP_MID_TOP
#undef MAP_MID_BOTTOM
#undef MAP_MID_LEFT
#undef MAP_MID_RIGHT
#undef MIN_SURFACE_COUNT
#undef MAX_SURFACE_COUNT
#undef MIN_RARE_COUNT
#undef MAX_RARE_COUNT
#undef MIN_DEEP_COUNT
#undef MAX_DEEP_COUNT
#undef ITERATE_BEFORE_FAIL
#undef RESOURCE_HIGH_MAX
#undef RESOURCE_HIGH_MIN
#undef RESOURCE_MID_MAX
#undef RESOURCE_MID_MIN
#undef RESOURCE_LOW_MAX
#undef RESOURCE_LOW_MIN
+88 -121
View File
@@ -14,7 +14,6 @@
var/supported = 0
var/active = 0
var/list/resource_field = list()
var/open = 0
var/ore_types = list(
"iron" = /obj/item/weapon/ore/iron,
@@ -30,10 +29,10 @@
)
//Upgrades
var/obj/item/weapon/stock_parts/matter_bin/storage
var/obj/item/weapon/stock_parts/micro_laser/cutter
var/obj/item/weapon/stock_parts/capacitor/cellmount
var/obj/item/weapon/cell/cell
var/harvest_speed
var/capacity
var/charge_use
var/obj/item/weapon/cell/cell = null
//Flags
var/need_update_field = 0
@@ -43,13 +42,14 @@
..()
storage = new(src)
cutter = new(src)
cellmount = new(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/miningdrill(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
component_parts += new /obj/item/weapon/cell/high(src)
cell = new(src)
cell.maxcharge = 10000
cell.charge = cell.maxcharge
RefreshParts()
/obj/machinery/mining/drill/process()
@@ -74,11 +74,11 @@
return
//Drill through the flooring, if any.
if(istype(get_turf(src),/turf/simulated/floor/plating/airless/asteroid))
if(istype(get_turf(src), /turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = get_turf(src)
if(!T.dug)
T.gets_dug()
else if(istype(get_turf(src),/turf/simulated/floor))
else if(istype(get_turf(src), /turf/simulated/floor))
var/turf/simulated/floor/T = get_turf(src)
T.ex_act(2.0)
@@ -94,20 +94,20 @@
if(!harvesting) return
var/total_harvest = get_harvest_capacity() //Ore harvest-per-tick.
var/total_harvest = harvest_speed //Ore harvest-per-tick.
var/found_resource = 0 //If this doesn't get set, the area is depleted and the drill errors out.
for(var/metal in ore_types)
if(contents.len >= get_storage_capacity())
if(contents.len >= capacity)
system_error("insufficient storage space")
active = 0
need_player_check = 1
update_icon()
return
if(contents.len + total_harvest >= get_storage_capacity())
total_harvest = get_storage_capacity() - contents.len
if(contents.len + total_harvest >= capacity)
total_harvest = capacity - contents.len
if(total_harvest <= 0) break
if(harvesting.resources[metal])
@@ -124,7 +124,7 @@
create_ore = harvesting.resources[metal]
harvesting.resources[metal] = 0
for(var/i=1,i<=create_ore,i++)
for(var/i=1, i <= create_ore, i++)
var/oretype = ore_types[metal]
new oretype(src)
@@ -140,93 +140,56 @@
/obj/machinery/mining/drill/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/mining/drill/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active) return
open = !open
user << "\blue You [open ? "open" : "close"] the maintenance panel." //TODO: Sprite.
/obj/machinery/mining/drill/attackby(obj/item/O as obj, mob/user as mob)
if(!active)
if(default_deconstruction_screwdriver(user, O))
return
if(default_deconstruction_crowbar(user, O))
return
if(default_part_replacement(user, O))
return
if(!panel_open || active) return ..()
if(istype(O, /obj/item/weapon/cell))
if(cell)
user << "The drill already has a cell installed."
else
user.drop_item()
O.loc = src
cell = O
component_parts += O
user << "You install \the [O]."
return
else
if(!open || active) return ..()
if(istype(W,/obj/item/weapon/crowbar))
if(cell)
user << "You pry out \the [cell]."
cell.loc = get_turf(src)
cell = null
else if(storage)
user << "You slip the bolt and pry out \the [storage]."
storage.loc = get_turf(src)
storage = null
else if(cutter)
user << "You carefully detatch and pry out \the [cutter]."
cutter.loc = get_turf(src)
cutter = null
else if(cellmount)
user << "You yank out a few wires and pry out \the [cellmount]."
cellmount.loc = get_turf(src)
cellmount = null
else
user << "There's nothing inside the drilling rig to remove."
return
else if(istype(W,/obj/item/weapon/stock_parts/matter_bin))
if(storage)
user << "The drill already has a matter bin installed."
else
user.drop_item()
W.loc = src
storage = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/stock_parts/micro_laser))
if(cutter)
user << "The drill already has a cutting head installed."
else
user.drop_item()
W.loc = src
cutter = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/stock_parts/capacitor))
if(cellmount)
user << "The drill already has a cell capacitor installed."
else
user.drop_item()
W.loc = src
cellmount = W
user << "You install \the [W]."
return
else if(istype(W,/obj/item/weapon/cell))
if(cell)
user << "The drill already has a cell installed."
else
user.drop_item()
W.loc = src
cell = W
user << "You install \the [W]."
return
..()
/obj/machinery/mining/drill/attack_hand(mob/user as mob)
check_supports()
if(need_player_check)
if (panel_open && cell)
user << "You take out \the [cell]."
cell.loc = get_turf(user)
component_parts -= cell
cell = null
return
else if(need_player_check)
user << "You hit the manual override and reset the drill's error checking."
need_player_check = 0
if(anchored) get_resource_field()
if(anchored)
get_resource_field()
update_icon()
return
else if(supported)
else if(supported && !panel_open)
if(use_cell_power())
active = !active
if(active)
user << "\blue You engage \the [src] and it lurches downwards, grinding noisily."
visible_message("<span class='notice'>\The [src] lurches downwards, grinding noisily.</span>")
need_update_field = 1
else
user << "\blue You disengage \the [src] and it shudders to a grinding halt."
visible_message("<span class='notice'>\The [src] shudders to a grinding halt.</span>")
else
user << "\blue The drill is unpowered."
user << "<span class='notice'>The drill is unpowered.</span>"
else
user << "\blue Turning on a piece of industrial machinery without sufficient bracing is a bad idea."
user << "<span class='notice'>Turning on a piece of industrial machinery without sufficient bracing or wires exposed is a bad idea.</span>"
update_icon()
@@ -241,6 +204,21 @@
icon_state = "mining_drill"
return
/obj/machinery/mining/drill/RefreshParts()
..()
harvest_speed = 0
capacity = 0
charge_use = 50
for(var/obj/item/weapon/stock_parts/P in component_parts)
if(istype(P, /obj/item/weapon/stock_parts/micro_laser))
harvest_speed = P.rating
if(istype(P, /obj/item/weapon/stock_parts/matter_bin))
capacity = 200 * P.rating
if(istype(P, /obj/item/weapon/stock_parts/capacitor))
charge_use -= 10 * P.rating
cell = locate(/obj/item/weapon/cell) in component_parts
/obj/machinery/mining/drill/proc/check_supports()
supported = 0
@@ -259,20 +237,12 @@
/obj/machinery/mining/drill/proc/system_error(var/error)
if(error) src.visible_message("\red \The [src] flashes a '[error]' warning.")
if(error)
src.visible_message("<span class='notice'>\The [src] flashes a '[error]' warning.</span>")
need_player_check = 1
active = 0
update_icon()
/obj/machinery/mining/drill/proc/get_harvest_capacity()
return (cutter ? cutter.rating : 0)
/obj/machinery/mining/drill/proc/get_storage_capacity()
return 200 * (storage ? storage.rating : 0)
/obj/machinery/mining/drill/proc/get_charge_use()
return 50 - (10 * (cellmount ? cellmount.rating : 0))
/obj/machinery/mining/drill/proc/get_resource_field()
resource_field = list()
@@ -281,13 +251,13 @@
var/turf/T = get_turf(src)
if(!istype(T)) return
var/tx = T.x-2
var/ty = T.y-2
var/tx = T.x - 2
var/ty = T.y - 2
var/turf/mine_turf
for(var/iy=0,iy<5,iy++)
for(var/ix=0,ix<5,ix++)
mine_turf = locate(tx+ix,ty+iy,T.z)
if(mine_turf && istype(mine_turf) && mine_turf.has_resources)
for(var/iy = 0,iy < 5, iy++)
for(var/ix = 0, ix < 5, ix++)
mine_turf = locate(tx + ix, ty + iy, T.z)
if(mine_turf && mine_turf.has_resources)
resource_field += mine_turf
if(!resource_field.len)
@@ -295,9 +265,8 @@
/obj/machinery/mining/drill/proc/use_cell_power()
if(!cell) return 0
var/req = get_charge_use()
if(cell.charge >= req)
cell.use(req)
if(cell.charge >= charge_use)
cell.use(charge_use)
return 1
return 0
@@ -312,9 +281,9 @@
if(B)
for(var/obj/item/weapon/ore/O in contents)
O.loc = B
usr << "\red You unload the drill's storage cache into the ore box."
usr << "<span class='notice'>You unload the drill's storage cache into the ore box.</span>"
else
usr << "\red You must move an ore box up to the drill before you can unload it."
usr << "<span class='notice'>You must move an ore box up to the drill before you can unload it.</span>"
/obj/machinery/mining/brace
@@ -326,16 +295,16 @@
/obj/machinery/mining/brace/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/wrench))
if(istype(get_turf(src),/turf/space))
user << "\blue You can't anchor something to empty space. Idiot."
if(istype(get_turf(src), /turf/space))
user << "<span class='notice'>You can't anchor something to empty space. Idiot.</span>"
return
if(connected && connected.active)
user << "\blue You can't unanchor the brace of a running drill!"
user << "<span class='notice'>You can't unanchor the brace of a running drill!</span>"
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You [anchored ? "un" : ""]anchor the brace."
user << "<span class='notice'>You [anchored ? "un" : ""]anchor the brace.</span>"
anchored = !anchored
if(anchored)
@@ -347,18 +316,16 @@
var/turf/T = get_step(get_turf(src), src.dir)
if(!T.has_resources)
src.visible_message("\red The terrain near the brace is unsuitable!")
return
for(var/thing in T.contents)
if(istype(thing,/obj/machinery/mining/drill))
if(istype(thing, /obj/machinery/mining/drill))
connected = thing
break
if(!connected) return
if(!connected)
return
if(!connected.supports) connected.supports = list()
if(!connected.supports)
connected.supports = list()
icon_state = "mining_brace_active"
+11 -16
View File
@@ -5,16 +5,13 @@
icon_state = "forensic0-old" //GET A BETTER SPRITE.
item_state = "electronic"
matter = list("metal" = 150)
origin_tech = "magnets=1;engineering=1"
/obj/item/weapon/mining_scanner/attack_self(mob/user as mob)
user << "You begin sweeping \the [src] about, scanning for metal deposits."
if(!do_after(user,50)) return
if(!user || !src) return
if(!do_after(user, 50))
return
var/list/metals = list(
"surface minerals" = 0,
@@ -23,32 +20,30 @@
"exotic matter" = 0
)
for(var/turf/T in range(3,get_turf(user)))
for(var/turf/T in range(2, get_turf(user)))
if(!T.has_resources)
continue
for(var/metal in T.resources)
var/ore_type
switch(metal)
if("silicates" || "carbonaceous rock" || "iron") ore_type = "surface minerals"
if("gold" || "silver" || "diamond") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron" || "osmium" || "hydrogen") ore_type = "exotic matter"
if("silicates", "carbonaceous rock", "iron") ore_type = "surface minerals"
if("gold", "silver", "diamond") ore_type = "precious metals"
if("uranium") ore_type = "nuclear fuel"
if("phoron", "osmium", "hydrogen") ore_type = "exotic matter"
if(ore_type) metals[ore_type] += T.resources[metal]
user << "\icon[src] \blue The scanner beeps and displays a readout."
user << "\icon[src] <span class='notice'>The scanner beeps and displays a readout.</span>"
for(var/ore_type in metals)
var/result = "no sign"
switch(metals[ore_type])
if(1 to 50) result = "trace amounts"
if(51 to 150) result = "significant amounts"
if(151 to INFINITY) result = "huge quantities"
if(1 to 25) result = "trace amounts"
if(26 to 75) result = "significant amounts"
if(76 to INFINITY) result = "huge quantities"
user << "- [result] of [ore_type]."
+1 -1
View File
@@ -67,7 +67,7 @@
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
+1 -1
View File
@@ -43,7 +43,7 @@
/obj/machinery/mineral/stacking_unit_console/Topic(href, href_list)
if(..())
return
return 1
if(href_list["change_stack"])
var/choice = input("What would you like to set the stack amount to?") as null|anything in list(1,5,10,20,50)
-54
View File
@@ -1,54 +0,0 @@
/**********************Mine areas**************************/
/area/mine
icon_state = "mining"
music = 'sound/ambience/song_game.ogg'
/area/mine/explored
name = "Mine"
icon_state = "explored"
ambience = list('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg')
/area/mine/unexplored
name = "Mine"
icon_state = "unexplored"
ambience = list('sound/ambience/ambimine.ogg', 'sound/ambience/song_game.ogg')
/area/mine/lobby
name = "Mining station"
/area/mine/storage
name = "Mining station Storage"
/area/mine/production
name = "Mining Station Starboard Wing"
icon_state = "mining_production"
/area/mine/abandoned
name = "Abandoned Mining Station"
/area/mine/living_quarters
name = "Mining Station Port Wing"
icon_state = "mining_living"
/area/mine/eva
name = "Mining Station EVA"
icon_state = "mining_eva"
/area/mine/maintenance
name = "Mining Station Communications"
/area/mine/cafeteria
name = "Mining station Cafeteria"
/area/mine/hydroponics
name = "Mining station Hydroponics"
/area/mine/sleeper
name = "Mining station Emergency Sleeper"
/area/mine/north_outpost
name = "North Mining Outpost"
/area/mine/west_outpost
name = "West Mining Outpost"
+7 -6
View File
@@ -49,21 +49,22 @@
/*****************************Pickaxe********************************/
/obj/item/weapon/pickaxe
name = "pickaxe"
name = "mining drill"
desc = "The most basic of mining drills, for short excavations and small mineral extractions."
icon = 'icons/obj/items.dmi'
icon_state = "pickaxe"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 15.0
throwforce = 4.0
item_state = "pickaxe"
icon_state = "pickaxe"
item_state = "jackhammer"
w_class = 4.0
matter = list("metal" = 3750)
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
attack_verb = list("hit", "pierced", "sliced", "attacked", "drilled")
var/drill_sound = 'sound/weapons/Genhit.ogg'
var/drill_verb = "picking"
var/drill_verb = "drilling"
sharp = 1
var/excavation_amount = 100
@@ -82,7 +83,7 @@
desc = "This makes no metallurgic sense."
/obj/item/weapon/pickaxe/drill
name = "mining drill" // Can dig sand as well!
name = "advanced mining drill" // Can dig sand as well!
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
+5 -4
View File
@@ -29,7 +29,8 @@
/turf/simulated/mineral/New()
MineralSpread()
spawn(0)
MineralSpread()
spawn(2)
var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
@@ -86,7 +87,7 @@
if(mineral && mineral.spread)
for(var/trydir in cardinal)
if(prob(mineral.spread_chance))
var/turf/simulated/mineral/random/target_turf = get_step(src, trydir)
var/turf/simulated/mineral/target_turf = get_step(src, trydir)
if(istype(target_turf) && !target_turf.mineral)
target_turf.mineral = mineral
target_turf.UpdateMineral()
@@ -363,7 +364,7 @@
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralSpawnChanceList = list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
var/mineralChance = 100 //10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
if (prob(mineralChance) && !mineral)
@@ -379,7 +380,7 @@
. = ..()
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralChance = 100 //25
mineralSpawnChanceList = list("Uranium" = 10, "Platinum" = 10, "Iron" = 20, "Coal" = 20, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 20)
+1 -1
View File
@@ -116,7 +116,7 @@
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(processing==1)
+1 -1
View File
@@ -62,7 +62,7 @@
/obj/item/weapon/moneybag/Topic(href, href_list)
if(..())
return
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(href_list["remove"])
+1
View File
@@ -2,6 +2,7 @@
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
w_class = 2
var/datum/geosample/geologic_data
var/oretag