Files
vgstation13/code/modules/mining/mine_turfs.dm
2013-05-14 13:08:30 +10:00

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/**********************Mineral deposits**************************/
#define XENOARCH_SPAWN_CHANCE 0.5
#define XENOARCH_SPREAD_CHANCE 15
#define ARTIFACT_SPAWN_CHANCE 20
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'icons/turf/walls.dmi'
icon_state = "rock"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
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/last_act = 0
var/datum/geosample/geological_data
var/excavation_level = 0
var/list/finds = list()
var/list/excavation_minerals = list()
var/next_rock = 0
var/archaeo_overlay = ""
var/excav_overlay = ""
var/obj/item/weapon/last_find
var/datum/artifact_find/artifact_find
/turf/simulated/mineral/Del()
return
/turf/simulated/mineral/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.mineralAmt -= 1 //some of the stuff gets blown up
src.gets_drilled()
if(1.0)
src.mineralAmt -= 2 //some of the stuff gets blown up
src.gets_drilled()
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_s")
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6)
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
T = get_step(src, EAST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
T = get_step(src, WEST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
for(var/trydir in list(1,2,4,8))
if(prob(spreadChance))
if(istype(get_step(src, trydir), /turf/simulated/mineral/random))
var/turf/simulated/mineral/T = get_step(src, trydir)
var/turf/simulated/mineral/M = new src.type(T)
//keep any digsite data as constant as possible
if(T.finds.len && !M.finds.len)
M.finds = T.finds
if(T.archaeo_overlay)
M.overlays += archaeo_overlay
//---- Xenoarchaeology BEGIN
//put into spawn so that digsite data can be preserved over the turf replacements via spreading mineral veins
spawn(0)
if(mineralAmt > 0 && !excavation_minerals.len)
for(var/i=0, i<mineralAmt, i++)
excavation_minerals.Add(rand(5,95))
excavation_minerals = insertion_sort_numeric_list_descending(excavation_minerals)
if(!finds.len && prob(XENOARCH_SPAWN_CHANCE))
//create a new archaeological deposit
var/digsite = get_random_digsite_type()
var/list/turfs_to_process = list(src)
var/list/processed_turfs = list()
while(turfs_to_process.len)
var/turf/simulated/mineral/M = turfs_to_process[1]
for(var/turf/simulated/mineral/T in orange(1, M))
if(T.finds.len)
continue
if(T in processed_turfs)
continue
if(prob(XENOARCH_SPREAD_CHANCE))
turfs_to_process.Add(T)
turfs_to_process.Remove(M)
processed_turfs.Add(M)
if(!M.finds.len)
if(prob(50))
M.finds.Add(new/datum/find(digsite, rand(5,95)))
else if(prob(75))
M.finds.Add(new/datum/find(digsite, rand(5,45)))
M.finds.Add(new/datum/find(digsite, rand(55,95)))
else
M.finds.Add(new/datum/find(digsite, rand(5,30)))
M.finds.Add(new/datum/find(digsite, rand(35,75)))
M.finds.Add(new/datum/find(digsite, rand(75,95)))
//sometimes a find will be close enough to the surface to show
var/datum/find/F = M.finds[1]
if(F.excavation_required <= F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
M.overlays += archaeo_overlay
//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()
artifact_spawning_turfs.Add(src)
if(!src.geological_data)
src.geological_data = new/datum/geosample(src)
src.geological_data.UpdateTurf(src)
//for excavated turfs placeable in the map editor
/*if(excavation_level > 0)
if(excavation_level < 25)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv1_[rand(1,3)]")
else if(excavation_level < 50)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv2_[rand(1,3)]")
else if(excavation_level < 75)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv3_[rand(1,3)]")
else
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv4_[rand(1,3)]")
desc = "It appears to be partially excavated."*/
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
//preserve archaeo data
M.geological_data = src.geological_data
M.excavation_minerals = src.excavation_minerals
M.overlays = src.overlays
M.artifact_find = src.artifact_find
M.archaeo_overlay = src.archaeo_overlay
M.excav_overlay = src.excav_overlay
/*else if (prob(artifactChance))
new/obj/machinery/artifact(src)*/
return
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25, "Archaeo" = 2)
/turf/simulated/mineral/random/Del()
return
/turf/simulated/mineral/uranium
name = "Uranium deposit"
icon_state = "rock_Uranium"
mineralName = "Uranium"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/iron
name = "Iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/diamond
name = "Diamond deposit"
icon_state = "rock_Diamond"
mineralName = "Diamond"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/gold
name = "Gold deposit"
icon_state = "rock_Gold"
mineralName = "Gold"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/silver
name = "Silver deposit"
icon_state = "rock_Silver"
mineralName = "Silver"
mineralAmt = 5
spreadChance = 10
spread = 1
/turf/simulated/mineral/plasma
name = "Plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
mineralAmt = 5
spreadChance = 25
spread = 1
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
mineralName = "Clown"
mineralAmt = 3
spreadChance = 0
spread = 0
/*
commented out in r5061, I left it because of the shroom thingies
/turf/simulated/mineral/ReplaceWithFloor()
if(!icon_old) icon_old = icon_state
var/turf/simulated/floor/plating/airless/asteroid/W
var/old_dir = dir
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
shroom.floor = 1
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
W = new /turf/simulated/floor/plating/airless/asteroid(src)
W.lighting_lumcount += old_lumcount
if(old_lumcount != W.lighting_lumcount)
W.lighting_changed = 1
lighting_controller.changed_turfs += W
W.dir = old_dir
W.fullUpdateMineralOverlays()
W.levelupdate()
return W
*/
/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/device/core_sampler))
src.geological_data.UpdateNearbyArtifactInfo(src)
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
return
if (istype(W, /obj/item/device/depth_scanner))
var/obj/item/device/depth_scanner/C = W
C.scan_atom(user, src)
return
if (istype(W, /obj/item/device/measuring_tape))
var/obj/item/device/measuring_tape/P = W
user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
if(do_after(user,40))
user << "\blue \icon[P] [src] has been excavated to a depth of [2*src.excavation_level]cm."
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
/*
if (istype(W, /obj/item/weapon/pickaxe/radius))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
*/
//Watch your tabbing, microwave. --NEO
var/obj/item/weapon/pickaxe/P = W
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
playsound(user, P.drill_sound, 20, 1)
//handle any archaeological finds we might uncover
var/fail_message
if(src.finds.len)
var/datum/find/F = src.finds[1]
if(src.excavation_level + P.excavation_amount > F.excavation_required)
//Chance to destroy / extract any finds here
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>"
user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
if(fail_message && prob(90))
if(prob(25))
excavate_find(5, src.finds[1])
else if(prob(50))
src.finds.Remove(src.finds[1])
if(prob(50))
artifact_debris()
if(do_after(user,P.digspeed))
user << "\blue You finish [P.drill_verb] the rock."
if(finds.len)
var/datum/find/F = src.finds[1]
if(round(src.excavation_level + P.excavation_amount) == F.excavation_required)
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
if(src.excavation_level + P.excavation_amount > F.excavation_required)
//if you can get slightly over, perfect extraction
excavate_find(100, F)
else
excavate_find(80, F)
else if(src.excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
//just pull the surrounding rock out
excavate_find(0, F)
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 = 10
if(artifact_find)
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))
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else if(artifact_find && src.excavation_level + P.excavation_amount >= 100)
artifact_debris(1)
gets_drilled(B ? 0 : 1)
return
else
src.excavation_level += P.excavation_amount
//archaeo overlays
if(!archaeo_overlay && finds.len)
var/datum/find/F = src.finds[1]
if(F.excavation_required <= src.excavation_level + F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
overlays += archaeo_overlay
//there's got to be a better way to do this
var/update_excav_overlay = 0
if(src.excavation_level >= 75)
if(src.excavation_level - P.excavation_amount < 75)
update_excav_overlay = 1
else if(src.excavation_level >= 50)
if(src.excavation_level - P.excavation_amount < 50)
update_excav_overlay = 1
else if(src.excavation_level >= 25)
if(src.excavation_level - P.excavation_amount < 25)
update_excav_overlay = 1
//update overlays displaying excavation level
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
var/excav_quadrant = round(excavation_level / 25) + 1
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
overlays += excav_overlay
//extract pesky minerals while we're excavating
while(excavation_minerals.len && src.excavation_level > excavation_minerals[excavation_minerals.len])
drop_mineral()
pop(excavation_minerals)
mineralAmt--
//drop some rocks
next_rock += P.excavation_amount * 10
while(next_rock > 100)
next_rock -= 100
var/obj/item/weapon/ore/O = new(src)
src.geological_data.UpdateNearbyArtifactInfo(src)
O.geological_data = src.geological_data
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/drop_mineral()
var/obj/item/weapon/ore/O
if (src.mineralName == "Uranium")
O = new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
O = new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
O = new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
O = new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
O = new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
O = new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
O = new /obj/item/weapon/ore/clown(src)
if(O)
src.geological_data.UpdateNearbyArtifactInfo(src)
O.geological_data = src.geological_data
return O
/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))
//if the turf has already been excavated, some of it's ore has been removed
for (var/i=0;i<mineralAmt;i++)
drop_mineral()
//destroyed artifacts have weird, unpleasant effects
//make sure to destroy them before changing the turf though
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)
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
N.fullUpdateMineralOverlays()
return
/turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
//with skill and luck, players can cleanly extract finds
//otherwise, they come out inside a chunk of rock
var/obj/item/weapon/X
if(prob_clean)
X = new/obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
else
X = new/obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
src.geological_data.UpdateNearbyArtifactInfo(src)
X:geological_data = src.geological_data
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
//yuck
var/display_name = "something"
if(!X)
X = last_find
if(X)
display_name = X.name
//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
if(prob(F.prob_delicate))
var/obj/effect/suspension_field/S = locate() in src
if(!S || S.field_type != get_responsive_reagent(F.find_type))
if(X)
src.visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
del(X)
src.finds.Remove(F)
/turf/simulated/mineral/proc/artifact_debris(var/severity = 0)
//cael's patented random limited drop componentized loot system!
severity = max(min(severity,1),0)
var/materials = 0
var/list/viable_materials = list(1,2,4,8,16,32,64,128,256)
var/num_materials = rand(1,3 + severity*2)
for(var/i=0, i<num_materials, i++)
var/chosen = pick(viable_materials)
materials |= chosen
viable_materials.Remove(chosen)
if(materials & 1)
var/obj/item/stack/rods/R = new(src)
R.amount = rand(5,25)
if(materials & 2)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
if(materials & 4)
var/obj/item/stack/sheet/metal/R = new(src)
R.amount = rand(5,25)
if(materials & 8)
var/obj/item/stack/sheet/plasteel/R = new(src)
R.amount = rand(5,25)
if(materials & 16)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard(src)
if(materials & 32)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard/plasma(src)
if(materials & 64)
var/obj/item/stack/sheet/mineral/uranium/R = new(src)
R.amount = rand(5,25)
if(materials & 128)
var/obj/item/stack/sheet/mineral/mythril/R = new(src)
R.amount = rand(1,5)
if(materials & 256)
var/obj/item/stack/sheet/mineral/adamantine/R = new(src)
R.amount = rand(1,5)
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/turf/simulated/mineral/Bumped(AM as mob|obj)
..()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
src.attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
src.attackby(H.r_hand,H)
return
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
src.attackby(R.module_active,R)
return
/* else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
src.attackby(M.selected,M)
return*/
//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
else
return
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
name = "Asteroid"
icon = 'icons/turf/floors.dmi'
icon_state = "asteroid"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/airless/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,12)]"
spawn(2)
updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(70))
src.gets_dug()
if(1.0)
src.gets_dug()
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(40)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if ((istype(W,/obj/item/weapon/pickaxe/drill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(30)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/borgdrill)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "\red This area has already been dug"
return
user << "\red You start digging."
playsound(src.loc, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
sleep(0)
if ((user.loc == T && user.get_active_hand() == W))
user << "\blue You dug a hole."
gets_dug()
if(istype(W,/obj/item/weapon/storage/bag/ore))
var/obj/item/weapon/storage/bag/ore/S = W
if(S.collection_mode)
for(var/obj/item/weapon/ore/O in src.contents)
O.attackby(W,user)
return
else
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
if(dug)
return
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
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()
src.overlays.Cut()
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, WEST)
A.updateMineralOverlays()
if(istype(get_step(src, EAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, EAST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTH)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, NORTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, NORTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHWEST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHWEST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTHEAST), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTHEAST)
A.updateMineralOverlays()
if(istype(get_step(src, SOUTH), /turf/simulated/floor/plating/airless/asteroid))
A = get_step(src, SOUTH)
A.updateMineralOverlays()
src.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))
src.attackby(R.module_state_1,R)
else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
src.attackby(R.module_state_2,R)
else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
src.attackby(R.module_state_3,R)
else
return