mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-26 10:03:45 +00:00
Yes! You can now mine using emitters. Each rock takes 3 blasts to break. This method will also yield less ore than other conventional methods. But using big lasers for mining is cool, right? Who cares about productivity.
517 lines
16 KiB
Plaintext
517 lines
16 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 = T0C
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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/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe.
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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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has_resources = 1
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/turf/simulated/mineral/New()
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MineralSpread()
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spawn(2)
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var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
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for(var/direction in step_overlays)
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var/turf/turf_to_check = get_step(src,step_overlays[direction])
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if(istype(turf_to_check,/turf/simulated/floor/plating/airless/asteroid))
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var/turf/simulated/floor/plating/airless/asteroid/T = turf_to_check
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T.updateMineralOverlays()
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else if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor))
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turf_to_check.overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
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/turf/simulated/mineral/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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/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
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// Emitter blasts
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if(istype(Proj, /obj/item/projectile/beam/emitter))
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emitter_blasts_taken++
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if(emitter_blasts_taken > 2) // 3 blasts per tile
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mined_ore = 1
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GetDrilled()
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/turf/simulated/mineral/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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/turf/simulated/mineral/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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/turf/simulated/mineral/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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overlays.Cut()
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overlays += "rock_[mineral.name]"
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//Not even going to touch this pile of spaghetti
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/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
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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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playsound(user, P.drill_sound, 20, 1)
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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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//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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/turf/simulated/mineral/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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/turf/simulated/mineral/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/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
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//Add some rubble, you did just clear out a big chunk of rock.
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var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
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N.overlay_detail = "asteroid[rand(0,9)]"
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// Kill and update the space overlays around us.
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for(var/direction in step_overlays)
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var/turf/space/T = get_step(src, step_overlays[direction])
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if(istype(T))
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T.overlays.Cut()
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for(var/next_direction in step_overlays)
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if(istype(get_step(T, step_overlays[next_direction]),/turf/simulated/mineral))
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T.overlays += image('icons/turf/walls.dmi', "rock_side_[next_direction]")
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// Update the
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N.updateMineralOverlays(1)
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if(rand(1,500) == 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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/turf/simulated/mineral/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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/turf/simulated/mineral/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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new /obj/item/weapon/shard(src)
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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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new /obj/item/weapon/shard/phoron(src)
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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, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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/turf/simulated/mineral/random/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, "Platinum" = 10, "Iron" = 20, "Coal" = 20, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 20)
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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 = T0C
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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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var/overlay_detail
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has_resources = 1
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/turf/simulated/floor/plating/airless/asteroid/New()
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if(prob(20))
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overlay_detail = "asteroid[rand(0,9)]"
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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)
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if(!W || !user)
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return 0
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var/list/usable_tools = list(
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/obj/item/weapon/shovel,
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/obj/item/weapon/pickaxe/diamonddrill,
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/obj/item/weapon/pickaxe/drill,
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/obj/item/weapon/pickaxe/borgdrill
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)
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var/valid_tool
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for(var/valid_type in usable_tools)
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if(istype(W,valid_type))
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valid_tool = 1
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break
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if(valid_tool)
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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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var/turf/T = user.loc
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if (!(istype(T)))
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return
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user << "\red You start digging."
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playsound(user.loc, 'sound/effects/rustle1.ogg', 50, 1)
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if(!do_after(user,40)) return
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user << "\blue You dug a hole."
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gets_dug()
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else if(istype(W,/obj/item/weapon/storage/bag/ore))
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var/obj/item/weapon/storage/bag/ore/S = W
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if(S.collection_mode)
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for(var/obj/item/weapon/ore/O in contents)
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O.attackby(W,user)
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return
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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
|
|
|
|
for(var/i=0;i<(rand(3)+2);i++)
|
|
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(var/update_neighbors)
|
|
|
|
overlays.Cut()
|
|
|
|
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
|
for(var/direction in step_overlays)
|
|
|
|
if(istype(get_step(src, step_overlays[direction]), /turf/space))
|
|
overlays += image('icons/turf/floors.dmi', "asteroid_edge_[direction]")
|
|
|
|
if(istype(get_step(src, step_overlays[direction]), /turf/simulated/mineral))
|
|
overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
|
|
|
|
if(overlay_detail) overlays += overlay_detail
|
|
|
|
if(update_neighbors)
|
|
var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
|
|
for(var/direction in all_step_directions)
|
|
var/turf/simulated/floor/plating/airless/asteroid/A
|
|
if(istype(get_step(src, direction), /turf/simulated/floor/plating/airless/asteroid))
|
|
A = get_step(src, direction)
|
|
A.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 |