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S.P.L.U.R.T-Station-13/code/modules/mining/ores_coins.dm
Ghommie ad4d290ea7 WIP
2020-03-08 19:26:01 +01:00

458 lines
15 KiB
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#define GIBTONITE_QUALITY_HIGH 3
#define GIBTONITE_QUALITY_MEDIUM 2
#define GIBTONITE_QUALITY_LOW 1
#define ORESTACK_OVERLAYS_MAX 10
/**********************Mineral ores**************************/
/obj/item/stack/ore
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore"
item_state = "ore"
full_w_class = WEIGHT_CLASS_BULKY
singular_name = "ore chunk"
var/points = 0 //How many points this ore gets you from the ore redemption machine
var/refined_type = null //What this ore defaults to being refined into
novariants = TRUE // Ore stacks handle their icon updates themselves to keep the illusion that there's more going
mats_per_stack = MINERAL_MATERIAL_AMOUNT
var/list/stack_overlays
/obj/item/stack/ore/update_overlays()
. = ..()
var/difference = min(ORESTACK_OVERLAYS_MAX, amount) - (LAZYLEN(stack_overlays)+1)
if(difference == 0)
return
else if(difference < 0 && LAZYLEN(stack_overlays)) //amount < stack_overlays, remove excess.
if (LAZYLEN(stack_overlays)-difference <= 0)
stack_overlays = null
else
stack_overlays.len += difference
else if(difference > 0) //amount > stack_overlays, add some.
for(var/i in 1 to difference)
var/mutable_appearance/newore = mutable_appearance(icon, icon_state)
newore.pixel_x = rand(-8,8)
newore.pixel_y = rand(-8,8)
LAZYADD(stack_overlays, newore)
if (stack_overlays)
. += stack_overlays
/obj/item/stack/ore/welder_act(mob/living/user, obj/item/I)
if(!refined_type)
return TRUE
if(I.use_tool(src, user, 0, volume=50, amount=15))
new refined_type(drop_location())
use(1)
return TRUE
/obj/item/stack/ore/fire_act(exposed_temperature, exposed_volume)
. = ..()
if(isnull(refined_type))
return
else
var/probability = (rand(0,100))/100
var/burn_value = probability*amount
var/amountrefined = round(burn_value, 1)
if(amountrefined < 1)
qdel(src)
else
new refined_type(drop_location(),amountrefined)
qdel(src)
/obj/item/stack/ore/uranium
name = "uranium ore"
icon_state = "Uranium ore"
item_state = "Uranium ore"
singular_name = "uranium ore chunk"
points = 30
custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT)
material_flags = MATERIAL_NO_EFFECTS
refined_type = /obj/item/stack/sheet/mineral/uranium
/obj/item/stack/ore/iron
name = "iron ore"
icon_state = "Iron ore"
item_state = "Iron ore"
singular_name = "iron ore chunk"
points = 1
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/metal
/obj/item/stack/ore/glass
name = "sand pile"
icon_state = "Glass ore"
item_state = "Glass ore"
singular_name = "sand pile"
points = 1
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/glass
w_class = WEIGHT_CLASS_TINY
GLOBAL_LIST_INIT(sand_recipes, list(\
new/datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50),\
))
/obj/item/stack/ore/glass/get_main_recipes()
. = ..()
. += GLOB.sand_recipes
/obj/item/stack/ore/glass/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !ishuman(hit_atom))
return
var/mob/living/carbon/human/C = hit_atom
if(C.head && C.head.flags_cover & HEADCOVERSEYES)
visible_message("<span class='danger'>[C]'s headgear blocks the sand!</span>")
return
if(C.wear_mask && C.wear_mask.flags_cover & MASKCOVERSEYES)
visible_message("<span class='danger'>[C]'s mask blocks the sand!</span>")
return
if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES)
visible_message("<span class='danger'>[C]'s glasses block the sand!</span>")
return
C.adjust_blurriness(6)
C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
C.confused += 5
to_chat(C, "<span class='userdanger'>\The [src] gets into your eyes! The pain, it burns!</span>")
qdel(src)
/obj/item/stack/ore/glass/ex_act(severity, target)
if (severity == EXPLODE_NONE)
return
qdel(src)
/obj/item/stack/ore/glass/basalt
name = "volcanic ash"
icon_state = "volcanic_sand"
icon_state = "volcanic_sand"
singular_name = "volcanic ash pile"
/obj/item/stack/ore/plasma
name = "plasma ore"
icon_state = "Plasma ore"
item_state = "Plasma ore"
singular_name = "plasma ore chunk"
points = 15
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/plasma
/obj/item/stack/ore/plasma/welder_act(mob/living/user, obj/item/I)
to_chat(user, "<span class='warning'>You can't hit a high enough temperature to smelt [src] properly!</span>")
return TRUE
/obj/item/stack/ore/silver
name = "silver ore"
icon_state = "Silver ore"
item_state = "Silver ore"
singular_name = "silver ore chunk"
points = 16
custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/silver
/obj/item/stack/ore/gold
name = "gold ore"
icon_state = "Gold ore"
icon_state = "Gold ore"
singular_name = "gold ore chunk"
points = 18
custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/gold
/obj/item/stack/ore/diamond
name = "diamond ore"
icon_state = "Diamond ore"
item_state = "Diamond ore"
singular_name = "diamond ore chunk"
points = 50
custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/diamond
/obj/item/stack/ore/bananium
name = "bananium ore"
icon_state = "Bananium ore"
item_state = "Bananium ore"
singular_name = "bananium ore chunk"
points = 60
custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/bananium
/obj/item/stack/ore/titanium
name = "titanium ore"
icon_state = "Titanium ore"
item_state = "Titanium ore"
singular_name = "titanium ore chunk"
points = 50
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/titanium
/obj/item/stack/ore/slag
name = "slag"
desc = "Completely useless."
icon_state = "slag"
item_state = "slag"
singular_name = "slag chunk"
/obj/item/twohanded/required/gibtonite
name = "gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
w_class = WEIGHT_CLASS_BULKY
throw_range = 0
var/primed = FALSE
var/det_time = 100
var/quality = GIBTONITE_QUALITY_LOW //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
var/attacher = "UNKNOWN"
var/det_timer
/obj/item/twohanded/required/gibtonite/Destroy()
qdel(wires)
wires = null
return ..()
/obj/item/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params)
if(!wires && istype(I, /obj/item/assembly/igniter))
user.visible_message("[user] attaches [I] to [src].", "<span class='notice'>You attach [I] to [src].</span>")
wires = new /datum/wires/explosive/gibtonite(src)
attacher = key_name(user)
qdel(I)
add_overlay("Gibtonite_igniter")
return
if(wires && !primed)
if(is_wire_tool(I))
wires.interact(user)
return
if(I.tool_behaviour == TOOL_MINING || istype(I, /obj/item/resonator) || I.force >= 10)
GibtoniteReaction(user)
return
if(primed)
if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || istype(I, /obj/item/multitool))
primed = FALSE
if(det_timer)
deltimer(det_timer)
user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "<span class='notice'>You stopped the chain reaction. ...The ore's quality looks diminished.</span>")
icon_state = "Gibtonite ore"
quality = GIBTONITE_QUALITY_LOW
return
..()
/obj/item/twohanded/required/gibtonite/attack_self(user)
if(wires)
wires.interact(user)
else
..()
/obj/item/twohanded/required/gibtonite/bullet_act(obj/item/projectile/P)
GibtoniteReaction(P.firer)
return ..()
/obj/item/twohanded/required/gibtonite/ex_act()
GibtoniteReaction(null, 1)
/obj/item/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
if(!primed)
primed = TRUE
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
icon_state = "Gibtonite active"
var/turf/bombturf = get_turf(src)
var/notify_admins = 0
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = 1
if(notify_admins)
if(triggered_by == 1)
message_admins("An explosion has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)].")
else if(triggered_by == 2)
message_admins("A signal has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)]. Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]")
else
message_admins("[ADMIN_LOOKUPFLW(attacher)] has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)].")
if(triggered_by == 1)
log_game("An explosion has primed a [name] for detonation at [AREACOORD(bombturf)]")
else if(triggered_by == 2)
log_game("A signal has primed a [name] for detonation at [AREACOORD(bombturf)]. Igniter attacher: [key_name(attacher)].")
else
user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \the [src], causing a chain reaction.</span>")
log_game("[key_name(user)] has primed a [name] for detonation at [AREACOORD(bombturf)]")
det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE)
/obj/item/twohanded/required/gibtonite/proc/detonate(notify_admins)
if(primed)
switch(quality)
if(GIBTONITE_QUALITY_HIGH)
explosion(src,2,4,9,adminlog = notify_admins)
if(GIBTONITE_QUALITY_MEDIUM)
explosion(src,1,2,5,adminlog = notify_admins)
if(GIBTONITE_QUALITY_LOW)
explosion(src,0,1,3,adminlog = notify_admins)
qdel(src)
/obj/item/stack/ore/Initialize()
. = ..()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/stack/ore/ex_act(severity, target)
if (!severity || severity >= 2)
return
qdel(src)
/*****************************Coin********************************/
// The coin's value is a value of it's materials.
// Yes, the gold standard makes a come-back!
// This is the only way to make coins that are possible to produce on station actually worth anything.
/obj/item/coin
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin"
flags_1 = CONDUCT_1
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 400)
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
var/string_attached
var/list/sideslist = list("heads","tails")
var/cooldown = 0
var/value
var/coinflip
item_flags = NO_MAT_REDEMPTION //You know, it's kind of a problem that money is worth more extrinsicly than intrinsically in this universe.
/obj/item/coin/Initialize()
. = ..()
coinflip = pick(sideslist)
icon_state = "coin_[coinflip]"
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/coin/set_custom_materials(list/materials, multiplier = 1)
. = ..()
value = 0
for(var/i in custom_materials)
var/datum/material/M = i
value += M.value_per_unit * custom_materials[M]
/obj/item/coin/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] contemplates suicide with \the [src]!</span>")
if (!attack_self(user))
user.visible_message("<span class='suicide'>[user] couldn't flip \the [src]!</span>")
return SHAME
addtimer(CALLBACK(src, .proc/manual_suicide, user), 10)//10 = time takes for flip animation
return MANUAL_SUICIDE
/obj/item/coin/proc/manual_suicide(mob/living/user)
var/index = sideslist.Find(coinflip)
if (index==2)//tails
user.visible_message("<span class='suicide'>\the [src] lands on [coinflip]! [user] promptly falls over, dead!</span>")
user.adjustOxyLoss(200)
user.death(0)
else
user.visible_message("<span class='suicide'>\the [src] lands on [coinflip]! [user] keeps on living!</span>")
/obj/item/coin/examine(mob/user)
. = ..()
. += "<span class='info'>It's worth [value] credit\s.</span>"
/obj/item/coin/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
return
if (CC.use(1))
add_overlay("coin_string_overlay")
string_attached = 1
to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
else
to_chat(user, "<span class='warning'>You need one length of cable to attach a string to the coin!</span>")
return
else
..()
/obj/item/coin/wirecutter_act(mob/living/user, obj/item/I)
if(!string_attached)
return TRUE
new /obj/item/stack/cable_coil(drop_location(), 1)
overlays = list()
string_attached = null
to_chat(user, "<span class='notice'>You detach the string from the coin.</span>")
return TRUE
/obj/item/coin/attack_self(mob/user)
if(cooldown < world.time)
if(string_attached) //does the coin have a wire attached
to_chat(user, "<span class='warning'>The coin won't flip very well with something attached!</span>" )
return FALSE//do not flip the coin
cooldown = world.time + 15
flick("coin_[coinflip]_flip", src)
coinflip = pick(sideslist)
icon_state = "coin_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
var/oldloc = loc
sleep(15)
if(loc == oldloc && user && !user.incapacitated())
user.visible_message("[user] has flipped [src]. It lands on [coinflip].", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='italics'>You hear the clattering of loose change.</span>")
return TRUE//did the coin flip? useful for suicide_act
/obj/item/coin/gold
custom_materials = list(/datum/material/gold = 400)
/obj/item/coin/silver
custom_materials = list(/datum/material/silver = 400)
/obj/item/coin/diamond
custom_materials = list(/datum/material/diamond = 400)
/obj/item/coin/plasma
custom_materials = list(/datum/material/plasma = 400)
/obj/item/coin/uranium
custom_materials = list(/datum/material/uranium = 400)
/obj/item/coin/titanium
custom_materials = list(/datum/material/titanium = 400)
/obj/item/coin/bananium
custom_materials = list(/datum/material/bananium = 400)
/obj/item/coin/adamantine
custom_materials = list(/datum/material/adamantine = 400)
/obj/item/coin/mythril
custom_materials = list(/datum/material/mythril = 400)
/obj/item/coin/plastic
custom_materials = list(/datum/material/plastic = 400)
/obj/item/coin/runite
custom_materials = list(/datum/material/runite = 400)
/obj/item/coin/twoheaded
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
/obj/item/coin/antagtoken
name = "antag token"
desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
icon_state = "coin_valid"
custom_materials = list(/datum/material/plastic = 400)
sideslist = list("valid", "salad")
material_flags = NONE
/obj/item/coin/iron
#undef ORESTACK_OVERLAYS_MAX