Files
kiwistation/code/modules/shuttle/supply.dm
T
81Denton abb5e84f37 Adds mining and engineering cargo bounties (#39568)
The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.

I added the following:

Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".

Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.

Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.

Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.
2018-08-08 21:12:56 -07:00

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GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
/mob/living,
/obj/structure/blob,
/obj/effect/rune,
/obj/structure/spider/spiderling,
/obj/item/disk/nuclear,
/obj/machinery/nuclearbomb,
/obj/item/beacon,
/obj/singularity/narsie,
/obj/singularity/wizard,
/obj/machinery/teleport/station,
/obj/machinery/teleport/hub,
/obj/machinery/quantumpad,
/obj/machinery/clonepod,
/obj/effect/mob_spawn,
/obj/effect/hierophant,
/obj/structure/receiving_pad,
/obj/effect/clockwork/spatial_gateway,
/obj/structure/destructible/clockwork/powered/clockwork_obelisk,
/obj/item/warp_cube,
/obj/machinery/rnd/production/protolathe, //print tracking beacons, send shuttle
/obj/machinery/autolathe, //same
/obj/item/projectile/beam/wormhole,
/obj/effect/portal,
/obj/item/shared_storage,
/obj/structure/extraction_point
)))
/obj/docking_port/mobile/supply
name = "supply shuttle"
id = "supply"
callTime = 600
dir = WEST
port_direction = EAST
width = 12
dwidth = 5
height = 7
movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
// When TRUE, these vars allow exporting emagged/contraband items, and add some special interactions to existing exports.
var/contraband = FALSE
var/emagged = FALSE
/obj/docking_port/mobile/supply/register()
. = ..()
SSshuttle.supply = src
/obj/docking_port/mobile/supply/canMove()
if(is_station_level(z))
return check_blacklist(shuttle_areas)
return ..()
/obj/docking_port/mobile/supply/proc/check_blacklist(areaInstances)
for(var/place in areaInstances)
var/area/shuttle/shuttle_area = place
for(var/trf in shuttle_area)
var/turf/T = trf
for(var/a in T.GetAllContents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
return FALSE
return TRUE
/obj/docking_port/mobile/supply/request()
if(mode != SHUTTLE_IDLE)
return 2
return ..()
/obj/docking_port/mobile/supply/initiate_docking()
if(getDockedId() == "supply_away") // Buy when we leave home.
buy()
. = ..() // Fly/enter transit.
if(. != DOCKING_SUCCESS)
return
if(getDockedId() == "supply_away") // Sell when we get home
sell()
/obj/docking_port/mobile/supply/proc/buy()
if(!SSshuttle.shoppinglist.len)
return
var/list/empty_turfs = list()
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
for(var/turf/open/floor/T in shuttle_area)
if(is_blocked_turf(T))
continue
empty_turfs += T
var/value = 0
var/purchases = 0
for(var/datum/supply_order/SO in SSshuttle.shoppinglist)
if(!empty_turfs.len)
break
if(SO.pack.cost > SSshuttle.points)
continue
SSshuttle.points -= SO.pack.cost
value += SO.pack.cost
SSshuttle.shoppinglist -= SO
SSshuttle.orderhistory += SO
SO.generate(pick_n_take(empty_turfs))
SSblackbox.record_feedback("nested tally", "cargo_imports", 1, list("[SO.pack.cost]", "[SO.pack.name]"))
investigate_log("Order #[SO.id] ([SO.pack.name], placed by [key_name(SO.orderer_ckey)]) has shipped.", INVESTIGATE_CARGO)
if(SO.pack.dangerous)
message_admins("\A [SO.pack.name] ordered by [ADMIN_LOOKUPFLW(SO.orderer_ckey)] has shipped.")
purchases++
investigate_log("[purchases] orders in this shipment, worth [value] credits. [SSshuttle.points] credits left.", INVESTIGATE_CARGO)
/obj/docking_port/mobile/supply/proc/sell()
var/presale_points = SSshuttle.points
if(!GLOB.exports_list.len) // No exports list? Generate it!
setupExports()
var/msg = ""
var/matched_bounty = FALSE
var/sold_atoms = ""
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
for(var/atom/movable/AM in shuttle_area)
if(iscameramob(AM))
continue
if(bounty_ship_item_and_contents(AM, dry_run = FALSE))
matched_bounty = TRUE
if(!AM.anchored || istype(AM, /obj/mecha))
sold_atoms += export_item_and_contents(AM, contraband, emagged, dry_run = FALSE)
if(sold_atoms)
sold_atoms += "."
if(matched_bounty)
msg += "Bounty items received. An update has been sent to all bounty consoles. "
for(var/a in GLOB.exports_list)
var/datum/export/E = a
var/export_text = E.total_printout()
if(!export_text)
continue
msg += export_text + "\n"
SSshuttle.points += E.total_cost
E.export_end()
SSshuttle.centcom_message = msg
investigate_log("Shuttle contents sold for [SSshuttle.points - presale_points] credits. Contents: [sold_atoms || "none."] Message: [SSshuttle.centcom_message || "none."]", INVESTIGATE_CARGO)