Files
VOREStation/code/modules/mining/mine_items.dm
T
Kashargul 3735a31e05 Fix a bunch of issues and runtimes (#17951)
* selection target

* ugh

* fix deadmin

* larger

* fix paper icons

* those are inverted

* don't miss that

* fix all

* point transfer

* add nostrip flag to items

* un....  teppi

* .

* end life proc after qdel

* this could be null in very rare cases

* this has a lot of sleeps, someday should be refactored and check for qdeleted

* needs to be an object

* qdel check this

* use the rsc properly

* wtf?

* .

* fix narrate

* .

* push

* inform user, null it

* .

* can be null

* fix maint lurkers

* .

* spans

* .

* fix that too

* urg

* fix distillery

* don't wrap them

* needs usr

* Update cash_register.dm

* quick hook cleanup

* lots of fixes

* .

* clean that up for reasons
2025-07-05 00:45:18 -04:00

275 lines
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/******************************Lantern*******************************/
/obj/item/flashlight/lantern
name = "lantern"
icon_state = "lantern"
desc = "A mining lantern."
light_range = 6 // luminosity when on
light_color = "FF9933" // A slight yellow/orange color.
/*****************************Pickaxe********************************/
/obj/item/pickaxe
name = "pickaxe"
desc = "A miner's best friend."
icon = 'icons/obj/items.dmi'
slot_flags = SLOT_BELT
force = 15.0
throwforce = 4.0
icon_state = "pickaxe"
item_state = "pickaxe"
w_class = ITEMSIZE_LARGE
matter = list(MAT_STEEL = 2500)
var/digspeed = 36 //moving the delay to an item var so R&D can make improved picks. --NEO
var/sand_dig = FALSE // does this thing dig sand?
origin_tech = list(TECH_MATERIAL = 1)
attack_verb = list("hit", "pierced", "sliced", "attacked")
var/drill_sound = "pickaxe"
var/drill_verb = "picking"
sharp = TRUE
var/excavation_amount = 200
var/destroy_artefacts = FALSE // some mining tools will destroy artefacts completely while avoiding side-effects.
var/borg_flags = COUNTS_AS_ROBOTIC_MELEE //The ONLY reason this gets this here is because pickaxes are SO hardcoded that it's easier to add it here than everywhere else. Please do not attach this to everything that you desire. Only VERY SPECIFIC THINGS under CERTAIN CIRCUMSTANCES, PLEASE. 99% of things can be added to code\modules\projectiles\guns\energy\cyborg.dm
/obj/item/pickaxe/silver
name = "silver pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
digspeed = 27
origin_tech = list(TECH_MATERIAL = 3)
desc = "This makes no metallurgic sense."
/obj/item/pickaxe/gold
name = "golden pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
digspeed = 18
origin_tech = list(TECH_MATERIAL = 4)
desc = "This makes no metallurgic sense."
drill_verb = "picking"
/obj/item/pickaxe/diamond
name = "diamond pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 9
origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 4)
desc = "A pickaxe with a diamond pick head."
drill_verb = "picking"
/*****************************Drill********************************/
/obj/item/pickaxe/drill
name = "mining drill" // Can dig sand as well!
icon_state = "drill"
item_state = "jackhammer"
digspeed = 30 //Only slighty better than a pickaxe
sand_dig = TRUE
origin_tech = list(TECH_MATERIAL = 1, TECH_POWER = 2, TECH_ENGINEERING = 1)
matter = list(MAT_STEEL = 3750)
desc = "The most basic of mining drills, for short excavations and small mineral extractions."
drill_verb = "drilling"
/obj/item/pickaxe/advdrill
name = "advanced mining drill" // Can dig sand as well!
icon_state = "advdrill"
item_state = "jackhammer"
digspeed = 27
sand_dig = TRUE
origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
matter = list(MAT_STEEL = 4000, MAT_PLASTEEL = 2500)
desc = "Yours is the drill that will pierce through the rock walls."
drill_verb = "drilling"
/obj/item/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
name = "diamond mining drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 4 //Digs through walls, girders, and can dig up sand
sand_dig = TRUE
origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 5)
matter = list(MAT_STEEL = 4500, MAT_PLASTEEL = 3000, MAT_DIAMONDS = 1000)
desc = "Yours is the drill that will pierce the heavens!"
drill_verb = "drilling"
/obj/item/pickaxe/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 18 //faster than drill, but cannot dig
origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
drill_verb = "hammering"
destroy_artefacts = TRUE
/obj/item/pickaxe/borgdrill
name = "jackhammer"
icon_state = "borg_pick"
item_state = "jackhammer"
digspeed = 13
sand_dig = TRUE
desc = "Cracks rocks with a hardened pneumatic bit."
drill_verb = "hammering"
destroy_artefacts = TRUE
/obj/item/pickaxe/plasmacutter
name = "plasma cutter"
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
icon_state = "plasmacutter"
item_state = "plasmacutter"
w_class = ITEMSIZE_NORMAL //it is smaller than the pickaxe
damtype = "fire"
digspeed = 18 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/light thermite on fire
origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
matter = list(MAT_STEEL = 3000, MAT_PLASTEEL = 1500, MAT_DIAMONDS = 500, MAT_PHORON = 500)
drill_verb = "cutting"
drill_sound = 'sound/items/Welder.ogg'
sharp = TRUE
edge = TRUE
/obj/item/pickaxe/plasmacutter/borg
name = "mounted plasma cutter"
icon_state = "pcutter_borg"
/*****************************Shovel********************************/
/obj/item/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt. Alt click to switch modes."
icon = 'icons/obj/items.dmi'
icon_state = "shovel"
item_state = "shovel"
slot_flags = SLOT_BELT
force = 8.0
throwforce = 4.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(MAT_STEEL = 50)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharp = FALSE
edge = TRUE
var/digspeed = 40
var/grave_mode = FALSE
/obj/item/shovel/AltClick(mob/user)
grave_mode = !grave_mode
to_chat(user, span_notice("You'll now dig [grave_mode ? "out graves" : "for loot"]."))
. = ..()
/obj/item/shovel/wood
icon_state = "whiteshovel"
item_state = "whiteshovel"
var/datum/material/material
/obj/item/shovel/wood/Initialize(mapload, var/_mat)
. = ..()
material = get_material_by_name(_mat)
if(!istype(material))
material = null
else
name = "[material.display_name] shovel"
matter = list("[material.name]" = 50)
update_icon()
/obj/item/shovel/wood/update_icon()
. = ..()
color = material ? material.icon_colour : initial(color)
alpha = min(max(255 * material.opacity, 80), 255)
/obj/item/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
item_state = "spade"
force = 5.0
throwforce = 7.0
w_class = ITEMSIZE_SMALL
/obj/item/shovel/wood
name = "wooden shovel"
desc = "An improvised tool for digging and moving dirt."
icon = 'icons/obj/items.dmi'
icon_state = "woodshovel"
slot_flags = SLOT_BELT
item_state = "woodshovel"
w_class = ITEMSIZE_NORMAL
matter = list(MAT_WOOD = 50)
sharp = 0
edge = 1
// Flags.
/obj/item/stack/flag
name = "flags"
desc = "Some colourful flags."
singular_name = "flag"
amount = 10
max_amount = 10
icon = 'icons/obj/mining.dmi'
var/upright = 0
var/base_state
/obj/item/stack/flag/Initialize(mapload)
. = ..()
base_state = icon_state
update_icon()
/obj/item/stack/flag/blue
name = "blue flags"
singular_name = "blue flag"
icon_state = "blueflag"
/obj/item/stack/flag/red
name = "red flags"
singular_name = "red flag"
icon_state = "redflag"
/obj/item/stack/flag/yellow
name = "yellow flags"
singular_name = "yellow flag"
icon_state = "yellowflag"
/obj/item/stack/flag/green
name = "green flags"
singular_name = "green flag"
icon_state = "greenflag"
/obj/item/stack/flag/attackby(obj/item/W as obj, mob/user as mob)
if(upright && istype(W,src.type))
src.attack_hand(user)
else
..()
/obj/item/stack/flag/attack_hand(user as mob)
if(upright)
upright = 0
icon_state = base_state
anchored = FALSE
src.visible_message(span_infoplain(span_bold("[user]") + " knocks down [src]."))
else
..()
/obj/item/stack/flag/attack_self(mob/user as mob)
var/obj/item/stack/flag/F = locate() in get_turf(src)
var/turf/T = get_turf(src)
if(!T || !ismineralturf(T))
to_chat(user, "The flag won't stand up in this terrain.")
return
if(F && F.upright)
to_chat(user, "There is already a flag here.")
return
var/obj/item/stack/flag/newflag = new src.type(T)
newflag.amount = 1
newflag.upright = 1
newflag.anchored = TRUE
newflag.name = newflag.singular_name
newflag.icon_state = "[newflag.base_state]_open"
newflag.visible_message(span_infoplain(span_bold("[user]") + " plants [newflag] firmly in the ground."))
src.use(1)