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kiwistation/code/modules/mining/mine_turfs.dm
T
bawhoppen 7830992c11 Makes shuttles superficially buildable (#18974)
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.

Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.

Also this PR makes ORM code better and allows people to easily add new alloys

Sprites by WJ
2016-07-14 21:25:49 +12:00

824 lines
28 KiB
Plaintext

/**********************Mineral deposits**************************/
/turf/closed/mineral //wall piece
name = "rock"
icon = 'icons/turf/mining.dmi'
icon_state = "rock"
var/smooth_icon = 'icons/turf/smoothrocks.dmi'
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed/mineral, /turf/closed/wall)
baseturf = /turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
opacity = 1
density = 1
blocks_air = 1
layer = EDGED_TURF_LAYER
temperature = TCMB
var/environment_type = "asteroid"
var/turf/open/floor/plating/turf_type = /turf/open/floor/plating/asteroid/airless
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/defer_change = 0
/turf/closed/mineral/New()
pixel_y = -4
pixel_x = -4
icon = smooth_icon
..()
if (mineralType && mineralAmt && spread && spreadChance)
for(var/dir in cardinal)
if(prob(spreadChance))
var/turf/T = get_step(src, dir)
if(istype(T, /turf/closed/mineral/random))
Spread(T)
/turf/closed/mineral/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt
baseturf = /turf/open/floor/plating/asteroid/basalt
initial_gas_mix = "o2=14;n2=23;TEMP=300"
/turf/closed/mineral/ex_act(severity, target)
..()
switch(severity)
if(3)
if (prob(75))
src.gets_drilled(null, 1)
if(2)
if (prob(90))
src.gets_drilled(null, 1)
if(1)
src.gets_drilled(null, 1)
return
/turf/closed/mineral/Spread(turf/T)
new src.type(T)
/turf/closed/mineral/random
var/mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 5, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 10,
/turf/closed/mineral/silver = 12, /turf/closed/mineral/plasma = 20, /turf/closed/mineral/iron = 40, /turf/closed/mineral/titanium = 10,
/turf/closed/mineral/gibtonite = 4, /turf/open/floor/plating/asteroid/airless/cave = 2, /turf/closed/mineral/bscrystal = 1)
//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 13
/turf/closed/mineral/random/New()
..()
if (prob(mineralChance))
var/path = pickweight(mineralSpawnChanceList)
var/turf/T = new path(src)
if(T && istype(T, /turf/closed/mineral))
var/turf/closed/mineral/M = T
M.mineralAmt = rand(1, 5)
M.environment_type = src.environment_type
M.turf_type = src.turf_type
M.baseturf = src.baseturf
src = M
M.levelupdate()
/turf/closed/mineral/random/high_chance
icon_state = "rock_highchance"
mineralChance = 25
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 35, /turf/closed/mineral/diamond = 30, /turf/closed/mineral/gold = 45, /turf/closed/mineral/titanium = 40,
/turf/closed/mineral/silver = 50, /turf/closed/mineral/plasma = 50, /turf/closed/mineral/bscrystal = 20)
/turf/closed/mineral/random/high_chance/New()
icon_state = "rock"
..()
/turf/closed/mineral/random/low_chance
icon_state = "rock_lowchance"
mineralChance = 6
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 2, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 4, /turf/closed/mineral/titanium = 5,
/turf/closed/mineral/silver = 6, /turf/closed/mineral/plasma = 15, /turf/closed/mineral/iron = 40,
/turf/closed/mineral/gibtonite = 2, /turf/closed/mineral/bscrystal = 1)
/turf/closed/mineral/random/low_chance/New()
icon_state = "rock"
..()
/turf/closed/mineral/iron
mineralType = /obj/item/weapon/ore/iron
spreadChance = 20
spread = 1
scan_state = "rock_Iron"
/turf/closed/mineral/uranium
mineralType = /obj/item/weapon/ore/uranium
spreadChance = 5
spread = 1
scan_state = "rock_Uranium"
/turf/closed/mineral/diamond
mineralType = /obj/item/weapon/ore/diamond
spreadChance = 0
spread = 1
scan_state = "rock_Diamond"
/turf/closed/mineral/gold
mineralType = /obj/item/weapon/ore/gold
spreadChance = 5
spread = 1
scan_state = "rock_Gold"
/turf/closed/mineral/silver
mineralType = /obj/item/weapon/ore/silver
spreadChance = 5
spread = 1
scan_state = "rock_Silver"
/turf/closed/mineral/titanium
mineralType = /obj/item/weapon/ore/titanium
spreadChance = 5
spread = 1
scan_state = "rock_Titanium"
/turf/closed/mineral/plasma
mineralType = /obj/item/weapon/ore/plasma
spreadChance = 8
spread = 1
scan_state = "rock_Plasma"
/turf/closed/mineral/clown
mineralType = /obj/item/weapon/ore/bananium
mineralAmt = 3
spreadChance = 0
spread = 0
scan_state = "rock_Clown"
/turf/closed/mineral/bscrystal
mineralType = /obj/item/weapon/ore/bluespace_crystal
mineralAmt = 1
spreadChance = 0
spread = 0
scan_state = "rock_BScrystal"
////////////////////////////////Gibtonite
/turf/closed/mineral/gibtonite
mineralAmt = 1
spreadChance = 0
spread = 0
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
var/activated_image = null
/turf/closed/mineral/gibtonite/New()
det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
..()
/turf/closed/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("<span class='notice'>[user] holds [I] to [src]...</span>", "<span class='notice'>You use [I] to locate where to cut off the chain reaction and attempt to stop it...</span>")
defuse()
..()
/turf/closed/mineral/gibtonite/proc/explosive_reaction(mob/user = null, triggered_by_explosion = 0)
if(stage == 0)
var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_active", layer = ON_EDGED_TURF_LAYER)
add_overlay(I)
activated_image = I
name = "gibtonite deposit"
desc = "An active gibtonite reserve. Run!"
stage = 1
visible_message("<span class='danger'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)
notify_admins = 1
if(!triggered_by_explosion)
message_admins("[key_name_admin(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("An explosion has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(!triggered_by_explosion)
log_game("[key_name(user)] 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/closed/mineral/gibtonite/proc/countdown(notify_admins = 0)
set waitfor = 0
while(istype(src, /turf/closed/mineral/gibtonite) && stage == 1 && det_time > 0 && mineralAmt >= 1)
det_time--
sleep(5)
if(istype(src, /turf/closed/mineral/gibtonite))
if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
var/turf/bombturf = get_turf(src)
mineralAmt = 0
stage = 3
explosion(bombturf,1,3,5, adminlog = notify_admins)
/turf/closed/mineral/gibtonite/proc/defuse()
if(stage == 1)
overlays -= activated_image
var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_inactive", layer = ON_EDGED_TURF_LAYER)
add_overlay(I)
desc = "An inactive gibtonite reserve. The ore can be extracted."
stage = 2
if(det_time < 0)
det_time = 0
visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!</span>")
/turf/closed/mineral/gibtonite/gets_drilled(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
stage = 3
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"
ChangeTurf(turf_type, defer_change)
spawn(10)
AfterChange()
/turf/closed/mineral/gibtonite/volcanic
initial_gas_mix = "o2=14;n2=23;TEMP=300"
////////////////////////////////End Gibtonite
/turf/open/floor/plating/asteroid/airless/cave
var/length = 100
var/mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
var/sanity = 1
turf_type = /turf/open/floor/plating/asteroid/airless
/turf/open/floor/plating/asteroid/airless/cave/volcanic
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 10, /mob/living/simple_animal/hostile/asteroid/goliath/beast = 50, /mob/living/simple_animal/hostile/asteroid/basilisk/watcher = 40, /mob/living/simple_animal/hostile/asteroid/hivelord/legion = 30,
/mob/living/simple_animal/hostile/spawner/lavaland = 2, /mob/living/simple_animal/hostile/spawner/lavaland/goliath = 3, /mob/living/simple_animal/hostile/spawner/lavaland/legion = 3, \
/mob/living/simple_animal/hostile/megafauna/dragon = 2, /mob/living/simple_animal/hostile/megafauna/bubblegum = 2, /mob/living/simple_animal/hostile/megafauna/colossus = 2)
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
/turf/open/floor/plating/asteroid/airless/cave/New(loc, length, go_backwards = 1, 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/open/floor/plating/asteroid/airless/cave/proc/make_tunnel(dir)
var/turf/closed/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/closed/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
setDir(angle2dir(dir2angle(dir) )+ next_angle)
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFloor(turf/T)
for(var/turf/S in range(2,T))
if(istype(S, /turf/open/space) || istype(S.loc, /area/mine/explored))
sanity = 0
break
if(!sanity)
return
SpawnMonster(T)
new turf_type(T)
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
return
for(var/atom/A in urange(12,T))//Lowers chance of mob clumps
if(istype(A, /mob/living/simple_animal/hostile/asteroid))
return
var/randumb = pickweight(mob_spawn_list)
new randumb(T)
return
/turf/closed/mineral/attackby(obj/item/weapon/pickaxe/P, mob/user, params)
if (!user.IsAdvancedToolUser())
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if (istype(P, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "<span class='notice'>You start picking...</span>"
P.playDigSound()
if(do_after(user,P.digspeed, target = src))
if(istype(src, /turf/closed/mineral))
user << "<span class='notice'>You finish cutting into the rock.</span>"
gets_drilled(user)
feedback_add_details("pick_used_mining","[P.type]")
else
return attack_hand(user)
return
/turf/closed/mineral/proc/gets_drilled()
if (mineralType && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
new mineralType(src)
feedback_add_details("ore_mined","[mineralType]|[mineralAmt]")
ChangeTurf(turf_type, defer_change)
spawn(10)
AfterChange()
playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
return
/turf/closed/mineral/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash >= 2)
gets_drilled()
..()
/turf/closed/mineral/attack_alien(mob/living/carbon/alien/M)
M << "<span class='notice'>You start digging into the rock...</span>"
playsound(src, 'sound/effects/break_stone.ogg', 50, 1)
if(do_after(M,40, target = src))
M << "<span class='notice'>You tunnel into the rock.</span>"
gets_drilled(M)
/turf/closed/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/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/open/floor/plating/asteroid //floor piece
name = "asteroid sand"
baseturf = /turf/open/floor/plating/asteroid
icon = 'icons/turf/floors.dmi'
icon_state = "asteroid"
icon_plating = "asteroid"
var/environment_type = "asteroid"
var/turf_type = /turf/open/floor/plating/asteroid //Because caves do whacky shit to revert to normal
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
var/sand_type = /obj/item/weapon/ore/glass
/turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
turf_type = /turf/open/floor/plating/asteroid/airless
/turf/open/floor/plating/asteroid/basalt
name = "volcanic floor"
baseturf = /turf/open/floor/plating/asteroid/basalt
icon = 'icons/turf/floors.dmi'
icon_state = "basalt"
icon_plating = "basalt"
environment_type = "basalt"
sand_type = /obj/item/weapon/ore/glass/basalt
/turf/open/floor/plating/asteroid/basalt/lava //lava underneath
baseturf = /turf/open/floor/plating/lava/smooth
/turf/open/floor/plating/asteroid/basalt/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/asteroid/snow
name = "snow"
desc = "Looks cold."
icon = 'icons/turf/snow.dmi'
baseturf = /turf/open/floor/plating/asteroid/snow
icon_state = "snow"
icon_plating = "snow"
initial_gas_mix = "TEMP=180"
slowdown = 2
environment_type = "snow"
sand_type = /obj/item/stack/sheet/mineral/snow
/turf/open/floor/plating/asteroid/snow/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/asteroid/snow/temperatre
initial_gas_mix = "TEMP=255.37"
/turf/open/floor/plating/asteroid/New()
var/proper_name = name
..()
name = proper_name
if(prob(20))
icon_state = "[environment_type][rand(0,12)]"
/turf/open/floor/plating/asteroid/burn_tile()
return
/turf/open/floor/plating/asteroid/ex_act(severity, target)
contents_explosion(severity, target)
switch(severity)
if(3)
return
if(2)
if(prob(20))
src.gets_dug()
if(1)
src.gets_dug()
/turf/open/floor/plating/asteroid/attackby(obj/item/weapon/W, mob/user, params)
//note that this proc does not call ..()
if(!W || !user)
return 0
var/digging_speed = 0
if (istype(W, /obj/item/weapon/shovel))
var/obj/item/weapon/shovel/S = W
digging_speed = S.digspeed
else if (istype(W, /obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/P = W
digging_speed = P.digspeed
if (digging_speed)
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "<span class='warning'>This area has already been dug!</span>"
return
user << "<span class='notice'>You start digging...</span>"
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1)
if(do_after(user, digging_speed, target = src))
if(istype(src, /turf/open/floor/plating/asteroid))
user << "<span class='notice'>You dig a hole.</span>"
gets_dug()
feedback_add_details("pick_used_mining","[W.type]")
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
if(istype(W, /obj/item/stack/tile))
var/obj/item/stack/tile/Z = W
if(!Z.use(1))
return
var/turf/open/floor/T = ChangeTurf(Z.turf_type)
if(istype(Z,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = Z
var/turf/open/floor/light/F = T
F.state = L.state
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
/turf/open/floor/plating/asteroid/proc/gets_dug()
if(dug)
return
for(var/i in 1 to 5)
new sand_type(src)
dug = 1
icon_plating = "[environment_type]_dug"
icon_state = "[environment_type]_dug"
slowdown = 0
return
/turf/open/floor/plating/asteroid/singularity_act()
return
/turf/open/floor/plating/asteroid/singularity_pull(S, current_size)
return
//////////////CHASM//////////////////
/turf/open/chasm
name = "chasm"
desc = "Watch your step."
baseturf = /turf/open/chasm
smooth = SMOOTH_TRUE | SMOOTH_BORDER
icon = 'icons/turf/floors/Chasms.dmi'
icon_state = "smooth"
var/drop_x = 1
var/drop_y = 1
var/drop_z = 1
/turf/open/chasm/Entered(atom/movable/AM)
if(istype(AM, /obj/singularity) || istype(AM, /obj/item/projectile))
return
if(istype(AM, /obj/effect/portal))
// Portals aren't affected by gravity. Probably.
return
// Flies right over the chasm
if(istype(AM, /mob/living/simple_animal))
// apparently only simple_animals can fly??
var/mob/living/simple_animal/SA = AM
if(SA.flying)
return
if(istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if(istype(H.belt, /obj/item/device/wormhole_jaunter))
var/obj/item/device/wormhole_jaunter/J = H.belt
// To freak out any bystanders
visible_message("<span class='boldwarning'>[H] falls into [src]!</span>")
J.chasm_react(H)
return
if(H.dna.species && (FLYING in H.dna.species.specflags))
return
drop(AM)
/turf/open/chasm/proc/drop(atom/movable/AM)
/*visible_message("[AM] falls into [src]!")
qdel(AM)*/
AM.forceMove(locate(drop_x, drop_y, drop_z))
AM.visible_message("<span class='boldwarning'>[AM] falls from above!</span>", "<span class='userdanger'>GAH! Ah... where are you?</span>")
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.Weaken(5)
L.adjustBruteLoss(30)
/turf/open/chasm/straight_down/New()
..()
drop_x = x
drop_y = y
if(z+1 <= world.maxz)
drop_z = z+1
/**********************Lavaland Turfs**************************/
///////Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground.
/turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
/turf/open/chasm/straight_down/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/chasm/straight_down/lava_land_surface
/turf/open/chasm/straight_down/lava_land_surface/normal_air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
/turf/open/chasm/straight_down/lava_land_surface/drop(atom/movable/AM)
if(!AM.invisibility)
AM.visible_message("<span class='boldwarning'>[AM] falls into [src]!</span>", "<span class='userdanger'>You stumble and stare into an abyss before you. It stares back, and you fall \
into the enveloping dark.</span>")
if(isliving(AM))
var/mob/living/L = AM
L.notransform = TRUE
L.Stun(10)
L.resting = TRUE
animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
for(var/i in 1 to 5)
AM.pixel_y--
sleep(2)
if(isrobot(AM))
var/mob/living/silicon/robot/S = AM
qdel(S.mmi)
qdel(AM)
/turf/closed/mineral/volcanic/lava_land_surface
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
defer_change = 1
/turf/closed/mineral/random/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
mineralChance = 10
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 5, /turf/closed/mineral/diamond/volcanic = 1, /turf/closed/mineral/gold/volcanic = 10, /turf/closed/mineral/titanium/volcanic = 12,
/turf/closed/mineral/silver/volcanic = 12, /turf/closed/mineral/plasma/volcanic = 20, /turf/closed/mineral/iron/volcanic = 40,
/turf/closed/mineral/gibtonite/volcanic = 4, /turf/open/floor/plating/asteroid/airless/cave/volcanic = 1, /turf/closed/mineral/bscrystal/volcanic = 1)
/turf/closed/mineral/random/high_chance/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 35, /turf/closed/mineral/diamond/volcanic = 30, /turf/closed/mineral/gold/volcanic = 45, /turf/closed/mineral/titanium/volcanic = 45,
/turf/closed/mineral/silver/volcanic = 50, /turf/closed/mineral/plasma/volcanic = 50, /turf/closed/mineral/bscrystal/volcanic = 20)
/turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/chasm/straight_down/lava_land_surface
/turf/closed/mineral/gibtonite/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/uranium/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/diamond/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/gold/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/silver/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/titanium/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/plasma/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/iron/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/bscrystal/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
//BECAUSE ONE PLANET WASNT ENOUGH
/turf/closed/mineral/ash_rock //wall piece
name = "rock"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/walls/rock_wall.dmi'
icon_state = "rock"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed/mineral, /turf/closed/wall)
baseturf = /turf/open/floor/plating/ash
initial_gas_mix = "o2=14;n2=23;TEMP=300"
environment_type = "waste"
turf_type = /turf/open/floor/plating/ash
defer_change = 1
/turf/open/floor/plating/ash
icon = 'icons/turf/mining.dmi'
name = "ash"
icon_state = "ash"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/open/floor/plating/ash, /turf/closed)
var/smooth_icon = 'icons/turf/floors/ash.dmi'
desc = "The ground is covered in volcanic ash."
baseturf = /turf/open/floor/plating/ash //I assume this will be a chasm eventually, once this becomes an actual surface
slowdown = 1
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
/turf/open/floor/plating/ash/New()
pixel_y = -4
pixel_x = -4
icon = smooth_icon
..()
/turf/open/floor/plating/ash/break_tile()
return
/turf/open/floor/plating/ash/burn_tile()
return
/turf/open/floor/plating/ash/rocky
name = "rocky ground"
icon_state = "rockyash"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/floors/rocky_ash.dmi'
slowdown = 0
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/open/floor/plating/ash/rocky, /turf/closed)
//Necropolis
/turf/closed/indestructible/necropolis
name = "necropolis wall"
desc = "A seemingly impenetrable wall."
icon = 'icons/turf/walls.dmi'
icon_state = "necro"
explosion_block = 50
baseturf = /turf/closed/indestructible/necropolis
/turf/open/indestructible/necropolis
name = "necropolis floor"
desc = "It's regarding you suspiciously."
icon = 'icons/turf/floors.dmi'
icon_state = "necro1"
baseturf = /turf/open/indestructible/necropolis
/turf/open/indestructible/necropolis/New()
..()
if(prob(12))
icon_state = "necro[rand(2,3)]"