/**********************Mineral deposits**************************/ /turf/simulated/mineral //wall piece name = "rock" icon = 'icons/turf/mining.dmi' icon_state = "rock_nochance" oxygen = 0 nitrogen = 0 opacity = 1 density = 1 blocks_air = 1 temperature = TCMB var/mineralType = null var/mineralAmt = 3 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/scan_state = null //Holder for the image we display when we're pinged by a mining scanner var/hidden = 1 /turf/simulated/mineral/ex_act(severity, target) ..() switch(severity) if(3.0) if (prob(75)) src.gets_drilled(null, 1) if(2.0) if (prob(90)) src.gets_drilled(null, 1) if(1.0) src.gets_drilled(null, 1) 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/mining.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/mining.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/mining.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/mining.dmi', "rock_side_e", layer=6) if (mineralType && mineralAmt && spread && spreadChance) for(var/dir in cardinal) if(prob(spreadChance)) var/turf/T = get_step(src, dir) if(istype(T, /turf/simulated/mineral/random)) Spread(T) HideRock() return /turf/simulated/mineral/proc/HideRock() if(hidden) icon_state = "rock" return /turf/simulated/mineral/proc/Spread(var/turf/T) new src.type(T) /turf/simulated/mineral/random name = "mineral deposit" icon_state = "rock" var/mineralSpawnChanceList = list( "Uranium" = 5, "Diamond" = 1, "Gold" = 10, "Silver" = 12, "Plasma" = 20, "Iron" = 40, "Gibtonite" = 4, "Cave" = 2, "BScrystal" = 1, /*, "Adamantine" =5*/) //Currently, Adamantine won't spawn as it has no uses. -Durandan var/mineralChance = 13 /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("Cave") new/turf/simulated/floor/plating/asteroid/airless/cave(src) if("Gibtonite") M = new/turf/simulated/mineral/gibtonite(src) if("Bananium") M = new/turf/simulated/mineral/clown(src) if("BScrystal") M = new/turf/simulated/mineral/bscrystal(src) /*if("Adamantine") M = new/turf/simulated/mineral/adamantine(src)*/ if(M) src = M M.levelupdate() return /turf/simulated/mineral/random/high_chance icon_state = "rock_highchance" mineralChance = 25 mineralSpawnChanceList = list( "Uranium" = 35, "Diamond" = 30, "Gold" = 45, "Silver" = 50, "Plasma" = 50, "BScrystal" = 20) /turf/simulated/mineral/random/high_chance/New() icon_state = "rock" ..() /turf/simulated/mineral/random/low_chance icon_state = "rock_lowchance" mineralChance = 6 mineralSpawnChanceList = list( "Uranium" = 2, "Diamond" = 1, "Gold" = 4, "Silver" = 6, "Plasma" = 15, "Iron" = 40, "Gibtonite" = 2, "BScrystal" = 1) /turf/simulated/mineral/random/low_chance/New() icon_state = "rock" ..() /turf/simulated/mineral/iron name = "iron deposit" icon_state = "rock_Iron" mineralType = /obj/item/weapon/ore/iron spreadChance = 20 spread = 1 hidden = 0 /turf/simulated/mineral/uranium name = "uranium deposit" mineralType = /obj/item/weapon/ore/uranium spreadChance = 5 spread = 1 hidden = 1 scan_state = "rock_Uranium" /turf/simulated/mineral/diamond name = "diamond deposit" mineralType = /obj/item/weapon/ore/diamond spreadChance = 0 spread = 1 hidden = 1 scan_state = "rock_Diamond" /turf/simulated/mineral/gold name = "gold deposit" mineralType = /obj/item/weapon/ore/gold spreadChance = 5 spread = 1 hidden = 1 scan_state = "rock_Gold" /turf/simulated/mineral/silver name = "silver deposit" mineralType = /obj/item/weapon/ore/silver spreadChance = 5 spread = 1 hidden = 1 scan_state = "rock_Silver" /turf/simulated/mineral/plasma name = "plasma deposit" icon_state = "rock_Plasma" mineralType = /obj/item/weapon/ore/plasma spreadChance = 8 spread = 1 hidden = 1 scan_state = "rock_Plasma" /turf/simulated/mineral/clown name = "bananium deposit" icon_state = "rock_Clown" mineralType = /obj/item/weapon/ore/bananium mineralAmt = 3 spreadChance = 0 spread = 0 hidden = 0 /turf/simulated/mineral/bscrystal name = "bluespace crystal deposit" icon_state = "rock_BScrystal" mineralType = /obj/item/bluespace_crystal mineralAmt = 1 spreadChance = 0 spread = 0 hidden = 1 scan_state = "rock_BScrystal" ////////////////////////////////Gibtonite /turf/simulated/mineral/gibtonite name = "gibtonite deposit" icon_state = "rock_Gibtonite" mineralAmt = 1 spreadChance = 0 spread = 0 hidden = 1 scan_state = "rock_Gibtonite" var/det_time = 8 //Countdown till explosion, but also rewards the player for how close you were to detonation when you defuse it var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes var/activated_name = null /turf/simulated/mineral/gibtonite/New() det_time = rand(8,10) //So you don't know exactly when the hot potato will explode ..() /turf/simulated/mineral/gibtonite/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) && stage == 1) user.visible_message("You use [I] to locate where to cut off the chain reaction and attempt to stop it...") defuse() ..() /turf/simulated/mineral/gibtonite/proc/explosive_reaction(var/mob/user = null, triggered_by_explosion = 0) if(stage == 0) icon_state = "rock_Gibtonite_active" name = "gibtonite deposit" desc = "An active gibtonite reserve. Run!" stage = 1 visible_message("There was gibtonite inside! It's going to explode!") var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) if(user) activated_ckey = "[user.ckey]" activated_name = "[user.name]" var/notify_admins = 0 if(z != 5) notify_admins = 1 if(!triggered_by_explosion) message_admins("[src.activated_ckey]/([src.activated_name])? has triggered a gibtonite deposit reaction at [A.name] (JMP).") else message_admins("An explosion has triggered a gibtonite deposit reaction at [A.name] (JMP).") if(!triggered_by_explosion) log_game("[src.activated_ckey] ([src.activated_name]) has triggered a gibtonite deposit reaction at [A.name] ([A.x], [A.y], [A.z]).") else log_game("An explosion has triggered a gibtonite deposit reaction at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") countdown(notify_admins) /turf/simulated/mineral/gibtonite/proc/countdown(notify_admins = 0) spawn(0) while(stage == 1 && det_time > 0 && mineralAmt >= 1) det_time-- sleep(5) if(stage == 1 && det_time <= 0 && mineralAmt >= 1) var/turf/bombturf = get_turf(src) mineralAmt = 0 explosion(bombturf,1,3,5, adminlog = notify_admins) if(stage == 0 || stage == 2) return /turf/simulated/mineral/gibtonite/proc/defuse() if(stage == 1) icon_state = "rock_Gibtonite_inactive" desc = "An inactive gibtonite reserve. The ore can be extracted." stage = 2 if(det_time < 0) det_time = 0 visible_message("The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!") /turf/simulated/mineral/gibtonite/gets_drilled(var/mob/user, triggered_by_explosion = 0) if(stage == 0 && mineralAmt >= 1) //Gibtonite deposit is activated playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1) explosive_reaction(user, triggered_by_explosion) return if(stage == 1 && mineralAmt >= 1) //Gibtonite deposit goes kaboom var/turf/bombturf = get_turf(src) mineralAmt = 0 explosion(bombturf,1,2,5, adminlog = 0) if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore. var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src) if(det_time <= 0) G.quality = 3 G.icon_state = "Gibtonite ore 3" if(det_time >= 1 && det_time <= 2) G.quality = 2 G.icon_state = "Gibtonite ore 2" var/turf/simulated/floor/plating/asteroid/airless/gibtonite_remains/G = ChangeTurf(/turf/simulated/floor/plating/asteroid/airless/gibtonite_remains) G.fullUpdateMineralOverlays() /turf/simulated/floor/plating/asteroid/airless/gibtonite_remains var/det_time = 0 var/stage = 0 ////////////////////////////////End Gibtonite /turf/simulated/floor/plating/asteroid/airless/cave var/length = 100 var/mob_spawn_list = list("Goldgrub" = 1, "Goliath" = 5, "Basilisk" = 4, "Hivelord" = 3) var/sanity = 1 /turf/simulated/floor/plating/asteroid/airless/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1) // If length (arg2) isn't defined, get a random length; otherwise assign our length to the length arg. if(!length) src.length = rand(25, 50) else src.length = length // Get our directiosn var/forward_cave_dir = pick(alldirs - exclude_dir) // Get the opposite direction of our facing direction var/backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180) // Make our tunnels make_tunnel(forward_cave_dir) if(go_backwards) make_tunnel(backward_cave_dir) // Kill ourselves by replacing ourselves with a normal floor. SpawnFloor(src) ..() /turf/simulated/floor/plating/asteroid/airless/cave/proc/make_tunnel(var/dir) var/turf/simulated/mineral/tunnel = src var/next_angle = pick(45, -45) for(var/i = 0; i < length; i++) if(!sanity) break var/list/L = list(45) if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels. L += -45 // Expand the edges of our tunnel for(var/edge_angle in L) var/turf/simulated/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle)) if(istype(edge)) SpawnFloor(edge) // Move our tunnel forward tunnel = get_step(tunnel, dir) if(istype(tunnel)) // Small chance to have forks in our tunnel; otherwise dig our tunnel. if(i > 3 && prob(20)) new src.type(tunnel, rand(10, 15), 0, dir) else SpawnFloor(tunnel) else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel. break // Chance to change our direction left or right. if(i > 2 && prob(33)) // We can't go a full loop though next_angle = -next_angle dir = angle2dir(dir2angle(dir) + next_angle) /turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnFloor(var/turf/T) for(var/turf/S in range(2,T)) if(istype(S, /turf/space) || istype(S.loc, /area/mine/explored)) sanity = 0 break if(!sanity) return SpawnMonster(T) var/turf/simulated/floor/t = new /turf/simulated/floor/plating/asteroid/airless(T) spawn(2) t.fullUpdateMineralOverlays() /turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnMonster(var/turf/T) if(prob(30)) if(istype(loc, /area/mine/explored)) return for(var/atom/A in range(15,T))//Lowers chance of mob clumps if(istype(A, /mob/living/simple_animal/hostile/asteroid)) return var/randumb = pickweight(mob_spawn_list) switch(randumb) if("Goliath") new /mob/living/simple_animal/hostile/asteroid/goliath(T) if("Goldgrub") new /mob/living/simple_animal/hostile/asteroid/goldgrub(T) if("Basilisk") new /mob/living/simple_animal/hostile/asteroid/basilisk(T) if("Hivelord") new /mob/living/simple_animal/hostile/asteroid/hivelord(T) return /turf/simulated/mineral/attackby(var/obj/item/weapon/pickaxe/P as obj, mob/user as mob, params) if (!user.IsAdvancedToolUser()) usr << "You don't have the dexterity to do this!" return if (istype(P, /obj/item/weapon/pickaxe)) var/turf/T = user.loc if (!( istype(T, /turf) )) return if(istype(P, /obj/item/weapon/pickaxe/drill)) var/obj/item/weapon/pickaxe/drill/D = P if(isrobot(user)) var/obj/item/weapon/pickaxe/drill/cyborg/RD = D if(!RD.use_robot_power(user)) return else if(!D.bcell.use(D.drillcost)) user << "Your [D.name] doesn't have enough charge." return if(last_act+P.digspeed > world.time)//prevents message spam return last_act = world.time user << "You start picking." P.playDigSound() if(do_after(user,P.digspeed)) if(istype(src, /turf/simulated/mineral)) //sanity check against turf being deleted during digspeed delay user << "You finish cutting into the rock." P.update_icon() gets_drilled(user) else return attack_hand(user) return /turf/simulated/mineral/proc/gets_drilled() if (mineralType && (src.mineralAmt > 0) && (src.mineralAmt < 11)) var/i for (i=0;i= 2) gets_drilled() ..() /* /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/asteroid //floor piece name = "Asteroid" icon = 'icons/turf/floors.dmi' icon_state = "asteroid" icon_plating = "asteroid" var/dug = 0 //0 = has not yet been dug, 1 = has already been dug ignoredirt = 1 /turf/simulated/floor/plating/asteroid/airless oxygen = 0.01 nitrogen = 0.01 temperature = TCMB /turf/simulated/floor/plating/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) //O updateMineralOverlays() /turf/simulated/floor/plating/asteroid/burn_tile() return /turf/simulated/floor/plating/asteroid/ex_act(severity, target) contents_explosion(severity, target) switch(severity) if(3.0) return if(2.0) if (prob(20)) src.gets_dug() if(1.0) src.gets_dug() return /turf/simulated/floor/plating/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob, params) //note that this proc does not call ..() 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 << "This area has already been dug." return user << "You start digging." playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE sleep(20) if ((user.loc == T && user.get_active_hand() == W)) user << "You dug a hole." gets_dug() return if ((istype(W, /obj/item/weapon/pickaxe))) var/obj/item/weapon/pickaxe/P = W var/turf/T = user.loc if (!( istype(T, /turf) )) return if (dug) user << "This area has already been dug." return user << "You start digging." playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE sleep(P.digspeed) if ((user.loc == T && user.get_active_hand() == W)) user << "You dug a hole." gets_dug() return if(istype(W,/obj/item/weapon/storage/bag/ore)) var/obj/item/weapon/storage/bag/ore/S = W if(S.collection_mode == 1) for(var/obj/item/weapon/ore/O in src.contents) O.attackby(W,user) return /turf/simulated/floor/plating/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/proc/updateMineralOverlays() src.overlays.Cut() if(istype(get_step(src, NORTH), /turf/simulated/mineral)) src.overlays += image('icons/turf/mining.dmi', "rock_side_n") if(istype(get_step(src, SOUTH), /turf/simulated/mineral)) src.overlays += image('icons/turf/mining.dmi', "rock_side_s", layer=6) if(istype(get_step(src, EAST), /turf/simulated/mineral)) src.overlays += image('icons/turf/mining.dmi', "rock_side_e", layer=6) if(istype(get_step(src, WEST), /turf/simulated/mineral)) src.overlays += image('icons/turf/mining.dmi', "rock_side_w", layer=6) /turf/simulated/mineral/updateMineralOverlays() return /turf/proc/fullUpdateMineralOverlays() for (var/turf/t in range(1,src)) t.updateMineralOverlays()