5f835bfc26
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
728 lines
25 KiB
Plaintext
728 lines
25 KiB
Plaintext
/**********************Light************************/
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//this item is intended to give the effect of entering the mine, so that light gradually fades
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/obj/effect/light_emitter
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name = "Light emitter"
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anchored = 1
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invisibility = 101
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var/set_luminosity = 8
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var/set_cap = 0
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/obj/effect/light_emitter/New()
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..()
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SetLuminosity(set_luminosity, set_cap)
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/**********************Miner Lockers**************************/
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/obj/structure/closet/wardrobe/miner
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name = "mining wardrobe"
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icon_door = "mixed"
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/obj/structure/closet/wardrobe/miner/New()
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..()
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contents = list()
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new /obj/item/weapon/storage/backpack/dufflebag(src)
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new /obj/item/weapon/storage/backpack/explorer(src)
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new /obj/item/weapon/storage/backpack/satchel/explorer(src)
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new /obj/item/clothing/under/rank/miner/lavaland(src)
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new /obj/item/clothing/under/rank/miner/lavaland(src)
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new /obj/item/clothing/under/rank/miner/lavaland(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/shoes/workboots/mining(src)
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new /obj/item/clothing/gloves/color/black(src)
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new /obj/item/clothing/gloves/color/black(src)
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new /obj/item/clothing/gloves/color/black(src)
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/obj/structure/closet/secure_closet/miner
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name = "miner's equipment"
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icon_state = "mining"
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req_access = list(access_mining)
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/obj/structure/closet/secure_closet/miner/New()
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..()
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new /obj/item/stack/sheet/mineral/sandbags(src, 5)
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new /obj/item/weapon/storage/box/emptysandbags(src)
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new /obj/item/weapon/shovel(src)
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new /obj/item/weapon/pickaxe/mini(src)
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new /obj/item/device/radio/headset/headset_cargo/mining(src)
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new /obj/item/weapon/storage/bag/ore(src)
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new /obj/item/device/t_scanner/adv_mining_scanner/lesser(src)
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new /obj/item/weapon/gun/energy/kinetic_accelerator(src)
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new /obj/item/clothing/glasses/meson(src)
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new /obj/item/weapon/survivalcapsule(src)
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new /obj/item/device/assault_pod/mining(src)
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/**********************Shuttle Computer**************************/
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/obj/machinery/computer/shuttle/mining
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name = "Mining Shuttle Console"
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desc = "Used to call and send the mining shuttle."
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circuit = /obj/item/weapon/circuitboard/computer/mining_shuttle
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shuttleId = "mining"
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possible_destinations = "mining_home;mining_away;landing_zone_dock"
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no_destination_swap = 1
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var/global/list/dumb_rev_heads = list()
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/obj/machinery/computer/shuttle/mining/attack_hand(mob/user)
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if(user.z == ZLEVEL_STATION && user.mind && (user.mind in ticker.mode.head_revolutionaries) && !(user.mind in dumb_rev_heads))
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user << "<span class='warning'>You get a feeling that leaving the station might be a REALLY dumb idea...</span>"
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dumb_rev_heads += user.mind
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return
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..()
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/*********************Pickaxe & Drills**************************/
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/obj/item/weapon/pickaxe
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name = "pickaxe"
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_BACK
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force = 15
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throwforce = 10
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item_state = "pickaxe"
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w_class = 4
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materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
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var/digspeed = 40
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var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
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origin_tech = "materials=2;engineering=3"
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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/obj/item/weapon/pickaxe/mini
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name = "compact pickaxe"
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desc = "A smaller, compact version of the standard pickaxe."
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icon_state = "minipick"
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force = 10
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throwforce = 7
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slot_flags = SLOT_BELT
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w_class = 3
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materials = list(MAT_METAL=1000)
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/obj/item/weapon/pickaxe/proc/playDigSound()
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playsound(src, pick(digsound),50,1)
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/obj/item/weapon/pickaxe/silver
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name = "silver-plated pickaxe"
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icon_state = "spickaxe"
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item_state = "spickaxe"
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digspeed = 20 //mines faster than a normal pickaxe, bought from mining vendor
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origin_tech = "materials=3;engineering=4"
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desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
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force = 17
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/obj/item/weapon/pickaxe/diamond
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name = "diamond-tipped pickaxe"
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icon_state = "dpickaxe"
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item_state = "dpickaxe"
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digspeed = 14
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origin_tech = "materials=5;engineering=4"
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desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
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force = 19
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/obj/item/weapon/pickaxe/drill
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name = "mining drill"
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icon_state = "handdrill"
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item_state = "jackhammer"
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slot_flags = SLOT_BELT
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digspeed = 25 //available from roundstart, faster than a pickaxe.
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digsound = list('sound/weapons/drill.ogg')
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hitsound = 'sound/weapons/drill.ogg'
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origin_tech = "materials=2;powerstorage=2;engineering=3"
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desc = "An electric mining drill for the especially scrawny."
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/obj/item/weapon/pickaxe/drill/cyborg
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name = "cyborg mining drill"
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desc = "An integrated electric mining drill."
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flags = NODROP
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/obj/item/weapon/pickaxe/drill/diamonddrill
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name = "diamond-tipped mining drill"
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icon_state = "diamonddrill"
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digspeed = 7
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origin_tech = "materials=6;powerstorage=4;engineering=4"
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desc = "Yours is the drill that will pierce the heavens!"
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/obj/item/weapon/pickaxe/drill/cyborg/diamond //This is the BORG version!
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name = "diamond-tipped cyborg mining drill" //To inherit the NODROP flag, and easier to change borg specific drill mechanics.
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icon_state = "diamonddrill"
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digspeed = 7
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/obj/item/weapon/pickaxe/drill/jackhammer
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name = "sonic jackhammer"
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icon_state = "jackhammer"
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item_state = "jackhammer"
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digspeed = 5 //the epitome of powertools. extremely fast mining, laughs at puny walls
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origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4"
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digsound = list('sound/weapons/sonic_jackhammer.ogg')
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hitsound = 'sound/weapons/sonic_jackhammer.ogg'
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desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls."
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/*****************************Shovel********************************/
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/obj/item/weapon/shovel
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name = "shovel"
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desc = "A large tool for digging and moving dirt."
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icon = 'icons/obj/mining.dmi'
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icon_state = "shovel"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 8
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var/digspeed = 20
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throwforce = 4
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item_state = "shovel"
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w_class = 3
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materials = list(MAT_METAL=50)
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origin_tech = "materials=2;engineering=2"
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attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
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sharpness = IS_SHARP
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/obj/item/weapon/shovel/spade
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name = "spade"
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desc = "A small tool for digging and moving dirt."
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icon_state = "spade"
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item_state = "spade"
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force = 5
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throwforce = 7
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w_class = 2
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/obj/item/weapon/emptysandbag
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name = "empty sandbag"
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desc = "A bag to be filled with sand."
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icon = 'icons/obj/items.dmi'
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icon_state = "sandbag"
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w_class = 1
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/obj/item/weapon/emptysandbag/attackby(obj/item/W, mob/user, params)
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if(istype(W,/obj/item/weapon/ore/glass))
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user << "<span class='notice'>You fill the sandbag.</span>"
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var/obj/item/stack/sheet/mineral/sandbags/I = new /obj/item/stack/sheet/mineral/sandbags
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user.unEquip(src)
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user.put_in_hands(I)
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qdel(W)
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qdel(src)
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return
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else
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return ..()
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/**********************Mining car (Crate like thing, not the rail car)**************************/
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/obj/structure/closet/crate/miningcar
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desc = "A mining car. This one doesn't work on rails, but has to be dragged."
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name = "Mining car (not for rails)"
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icon_state = "miningcar"
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/*****************************Survival Pod********************************/
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/area/survivalpod
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name = "\improper Emergency Shelter"
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icon_state = "away"
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requires_power = 0
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has_gravity = 1
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/obj/item/weapon/survivalcapsule
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name = "bluespace shelter capsule"
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desc = "An emergency shelter stored within a pocket of bluespace."
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icon_state = "capsule"
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icon = 'icons/obj/mining.dmi'
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w_class = 1
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origin_tech = "engineering=3;bluespace=3"
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var/template_id = "shelter_alpha"
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var/datum/map_template/shelter/template
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var/used = FALSE
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/obj/item/weapon/survivalcapsule/proc/get_template()
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if(template)
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return
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template = shelter_templates[template_id]
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if(!template)
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throw EXCEPTION("Shelter template ([template_id]) not found!")
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qdel(src)
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/obj/item/weapon/survivalcapsule/Destroy()
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template = null // without this, capsules would be one use. per round.
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. = ..()
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/obj/item/weapon/survivalcapsule/examine(mob/user)
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. = ..()
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get_template()
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user << "This capsule has the [template.name] stored."
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user << template.description
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/obj/item/weapon/survivalcapsule/attack_self()
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// Can't grab when capsule is New() because templates aren't loaded then
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get_template()
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if(used == FALSE)
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src.loc.visible_message("<span class='warning'>\The [src] begins \
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to shake. Stand back!</span>")
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used = TRUE
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sleep(50)
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var/turf/deploy_location = get_turf(src)
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var/status = template.check_deploy(deploy_location)
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switch(status)
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if(SHELTER_DEPLOY_BAD_AREA)
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src.loc.visible_message("<span class='warning'>\The [src] \
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will not function in this area.</span>")
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if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
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var/width = template.width
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var/height = template.height
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src.loc.visible_message("<span class='warning'>\The [src] \
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doesn't have room to deploy! You need to clear a \
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[width]x[height] area!</span>")
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if(status != SHELTER_DEPLOY_ALLOWED)
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used = FALSE
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return
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playsound(get_turf(src), 'sound/effects/phasein.ogg', 100, 1)
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var/turf/T = deploy_location
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if(T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND)//only report capsules away from the mining/lavaland level
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message_admins("[key_name_admin(usr)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) activated a bluespace capsule away from the mining level! (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)")
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log_admin("[key_name(usr)] activated a bluespace capsule away from the mining level at [T.x], [T.y], [T.z]")
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template.load(deploy_location, centered = TRUE)
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PoolOrNew(/obj/effect/particle_effect/smoke, get_turf(src))
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qdel(src)
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//Pod turfs and objects
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//Floors
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/turf/open/floor/pod
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name = "pod floor"
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icon_state = "podfloor"
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icon_regular_floor = "podfloor"
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floor_tile = /obj/item/stack/tile/pod
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/turf/open/floor/pod/light
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icon_state = "podfloor_light"
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icon_regular_floor = "podfloor_light"
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floor_tile = /obj/item/stack/tile/pod/light
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/turf/open/floor/pod/dark
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icon_state = "podfloor_dark"
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icon_regular_floor = "podfloor_dark"
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floor_tile = /obj/item/stack/tile/pod/dark
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//Walls
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/turf/closed/wall/shuttle/survival
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name = "pod wall"
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desc = "An easily-compressable wall used for temporary shelter."
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icon = 'icons/turf/walls/survival_pod_walls.dmi'
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icon_state = "smooth"
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(/turf/closed/wall/shuttle/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod, /obj/structure/shuttle/engine)
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/turf/closed/wall/shuttle/survival/nodiagonal
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smooth = SMOOTH_MORE
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/turf/closed/wall/shuttle/survival/pod
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canSmoothWith = list(/turf/closed/wall/shuttle/survival, /obj/machinery/door/airlock, /obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/shuttle, /obj/structure/shuttle/engine)
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//Window
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/obj/structure/window/shuttle/survival_pod
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name = "pod window"
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icon = 'icons/obj/smooth_structures/pod_window.dmi'
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icon_state = "smooth"
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smooth = SMOOTH_MORE
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canSmoothWith = list(/turf/closed/wall/shuttle/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod)
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//Door
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/obj/machinery/door/airlock/survival_pod
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name = "airlock"
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icon = 'icons/obj/doors/airlocks/survival/horizontal/survival.dmi'
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overlays_file = 'icons/obj/doors/airlocks/survival/horizontal/survival_overlays.dmi'
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assemblytype = /obj/structure/door_assembly/door_assembly_pod
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opacity = 0
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glass = 1
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/obj/machinery/door/airlock/survival_pod/vertical
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icon = 'icons/obj/doors/airlocks/survival/vertical/survival.dmi'
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overlays_file = 'icons/obj/doors/airlocks/survival/vertical/survival_overlays.dmi'
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assemblytype = /obj/structure/door_assembly/door_assembly_pod/vertical
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/obj/structure/door_assembly/door_assembly_pod
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name = "pod airlock assembly"
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icon = 'icons/obj/doors/airlocks/survival/horizontal/survival.dmi'
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overlays_file = 'icons/obj/doors/airlocks/survival/horizontal/survival_overlays.dmi'
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airlock_type = /obj/machinery/door/airlock/survival_pod
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anchored = 1
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state = 1
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_pod/vertical
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icon = 'icons/obj/doors/airlocks/survival/vertical/survival.dmi'
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overlays_file = 'icons/obj/doors/airlocks/survival/vertical/survival_overlays.dmi'
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airlock_type = /obj/machinery/door/airlock/survival_pod/vertical
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//Table
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/obj/structure/table/survival_pod
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icon = 'icons/obj/lavaland/survival_pod.dmi'
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icon_state = "table"
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smooth = SMOOTH_FALSE
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//Sleeper
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/obj/machinery/sleeper/survival_pod
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icon = 'icons/obj/lavaland/survival_pod.dmi'
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icon_state = "sleeper"
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/obj/machinery/sleeper/survival_pod/update_icon()
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if(state_open)
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cut_overlays()
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else
|
|
add_overlay("sleeper_cover")
|
|
|
|
//Computer
|
|
/obj/item/device/gps/computer
|
|
name = "pod computer"
|
|
icon_state = "pod_computer"
|
|
icon = 'icons/obj/lavaland/pod_computer.dmi'
|
|
anchored = 1
|
|
density = 1
|
|
pixel_y = -32
|
|
|
|
/obj/item/device/gps/computer/attackby(obj/item/weapon/W, mob/user, params)
|
|
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
|
user.visible_message("<span class='warning'>[user] disassembles the gps.</span>", \
|
|
"<span class='notice'>You start to disassemble the gps...</span>", "You hear clanking and banging noises.")
|
|
if(do_after(user, 20/W.toolspeed, target = src))
|
|
new /obj/item/device/gps(src.loc)
|
|
qdel(src)
|
|
return ..()
|
|
|
|
/obj/item/device/gps/computer/attack_hand(mob/user)
|
|
attack_self(user)
|
|
|
|
//Bed
|
|
/obj/structure/bed/pod
|
|
icon = 'icons/obj/lavaland/survival_pod.dmi'
|
|
icon_state = "bed"
|
|
|
|
//Survival Storage Unit
|
|
/obj/machinery/smartfridge/survival_pod
|
|
name = "survival pod storage"
|
|
desc = "A heated storage unit."
|
|
icon_state = "donkvendor"
|
|
icon = 'icons/obj/lavaland/donkvendor.dmi'
|
|
icon_on = "donkvendor"
|
|
icon_off = "donkvendor"
|
|
luminosity = 8
|
|
max_n_of_items = 10
|
|
pixel_y = -4
|
|
|
|
/obj/machinery/smartfridge/survival_pod/empty
|
|
name = "dusty survival pod storage"
|
|
desc = "A heated storage unit. This one's seen better days."
|
|
|
|
/obj/machinery/smartfridge/survival_pod/empty/New()
|
|
return()
|
|
|
|
/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
|
|
if(istype(O, /obj/item))
|
|
return 1
|
|
return 0
|
|
|
|
/obj/machinery/smartfridge/survival_pod/New()
|
|
..()
|
|
for(var/i in 1 to 5)
|
|
var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/warm/W = new(src)
|
|
load(W)
|
|
if(prob(50))
|
|
var/obj/item/weapon/storage/pill_bottle/dice/D = new(src)
|
|
load(D)
|
|
else
|
|
var/obj/item/device/instrument/guitar/G = new(src)
|
|
load(G)
|
|
|
|
//Fans
|
|
/obj/structure/fans
|
|
icon = 'icons/obj/lavaland/survival_pod.dmi'
|
|
icon_state = "fans"
|
|
name = "environmental regulation system"
|
|
desc = "A large machine releasing a constant gust of air."
|
|
anchored = 1
|
|
density = 1
|
|
var/arbitraryatmosblockingvar = TRUE
|
|
var/buildstacktype = /obj/item/stack/sheet/metal
|
|
var/buildstackamount = 5
|
|
|
|
/obj/structure/fans/deconstruct()
|
|
if(!(flags & NODECONSTRUCT))
|
|
if(buildstacktype)
|
|
new buildstacktype(loc,buildstackamount)
|
|
qdel(src)
|
|
|
|
/obj/structure/fans/attackby(obj/item/weapon/W, mob/user, params)
|
|
if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
|
|
user.visible_message("<span class='warning'>[user] disassembles the fan.</span>", \
|
|
"<span class='notice'>You start to disassemble the fan...</span>", "You hear clanking and banging noises.")
|
|
if(do_after(user, 20/W.toolspeed, target = src))
|
|
deconstruct()
|
|
return ..()
|
|
|
|
/obj/structure/fans/tiny
|
|
name = "tiny fan"
|
|
desc = "A tiny fan, releasing a thin gust of air."
|
|
layer = ABOVE_NORMAL_TURF_LAYER
|
|
density = 0
|
|
icon_state = "fan_tiny"
|
|
buildstackamount = 2
|
|
|
|
/obj/structure/fans/New(loc)
|
|
..()
|
|
air_update_turf(1)
|
|
|
|
/obj/structure/fans/Destroy()
|
|
arbitraryatmosblockingvar = FALSE
|
|
air_update_turf(1)
|
|
return ..()
|
|
|
|
/obj/structure/fans/CanAtmosPass(turf/T)
|
|
return !arbitraryatmosblockingvar
|
|
|
|
//Signs
|
|
/obj/structure/sign/mining
|
|
name = "nanotrasen mining corps sign"
|
|
desc = "A sign of relief for weary miners, and a warning for would-be competitors to Nanotrasen's mining claims."
|
|
icon = 'icons/turf/walls/survival_pod_walls.dmi'
|
|
icon_state = "ntpod"
|
|
|
|
/obj/structure/sign/mining/survival
|
|
name = "shelter sign"
|
|
desc = "A high visibility sign designating a safe shelter."
|
|
icon = 'icons/turf/walls/survival_pod_walls.dmi'
|
|
icon_state = "survival"
|
|
|
|
//Fluff
|
|
/obj/structure/tubes
|
|
icon_state = "tubes"
|
|
icon = 'icons/obj/lavaland/survival_pod.dmi'
|
|
name = "tubes"
|
|
anchored = 1
|
|
layer = BELOW_MOB_LAYER
|
|
density = 0
|
|
|
|
///Mining Base////
|
|
|
|
/area/shuttle/auxillary_base
|
|
name = "Auxillary Base"
|
|
luminosity = 0 //Lighting gets lost when it lands anyway
|
|
|
|
/obj/machinery/computer/shuttle/auxillary_base
|
|
name = "auxillary base management console"
|
|
icon = 'icons/obj/terminals.dmi'
|
|
icon_state = "dorm_available"
|
|
shuttleId = "colony_drop"
|
|
desc = "Allows a deployable expedition base to be dropped from the station to a designated mining location. It can also \
|
|
interface with the mining shuttle at the landing site if a mobile beacon is also deployed."
|
|
var/launch_warning = TRUE
|
|
|
|
req_access = list(access_heads)
|
|
possible_destinations = null
|
|
clockwork = TRUE
|
|
var/obj/item/device/gps/internal/base/locator
|
|
|
|
/obj/machinery/computer/shuttle/auxillary_base/New(location, obj/item/weapon/circuitboard/computer/shuttle/C)
|
|
..()
|
|
locator = new /obj/item/device/gps/internal/base(src)
|
|
|
|
/obj/machinery/computer/shuttle/auxillary_base/Topic(href, href_list)
|
|
if(href_list["move"])
|
|
if(z != ZLEVEL_STATION && shuttleId == "colony_drop")
|
|
usr << "<span class='warning'>You can't move the base again!</span>"
|
|
return 0
|
|
if(launch_warning)
|
|
say("<span class='danger'>Launch sequence activated! Prepare for drop!</span>")
|
|
playsound(loc, 'sound/machines/warning-buzzer.ogg', 70, 0)
|
|
launch_warning = FALSE
|
|
..()
|
|
|
|
|
|
|
|
/obj/machinery/computer/shuttle/auxillary_base/onShuttleMove(turf/T1, rotation)
|
|
..()
|
|
if(z == ZLEVEL_MINING) //Avoids double logging and landing on other Z-levels due to badminnery
|
|
feedback_add_details("colonies_dropped", "[x]|[y]|[z]") //Number of times a base has been dropped!
|
|
|
|
/obj/machinery/computer/shuttle/auxillary_base/proc/set_mining_mode()
|
|
if(z == ZLEVEL_MINING) //The console switches to controlling the mining shuttle once landed.
|
|
req_access = list()
|
|
shuttleId = "mining" //The base can only be dropped once, so this gives the console a new purpose.
|
|
possible_destinations = "mining_home;mining_away;landing_zone_dock"
|
|
|
|
/obj/item/device/assault_pod/mining
|
|
name = "Landing Field Designator"
|
|
icon_state = "gangtool-purple"
|
|
item_state = "electronic"
|
|
icon = 'icons/obj/device.dmi'
|
|
desc = "Deploy to designate the landing zone of the auxillary base."
|
|
w_class = 2
|
|
shuttle_id = "colony_drop"
|
|
var/setting = FALSE
|
|
var/no_restrictions = FALSE //Badmin variable to let you drop the colony ANYWHERE.
|
|
|
|
/obj/item/device/assault_pod/mining/attack_self(mob/living/user)
|
|
if(setting)
|
|
return
|
|
var/turf/T = get_turf(user)
|
|
var/obj/docking_port/mobile/auxillary_base/base_dock = locate(/obj/docking_port/mobile/auxillary_base) in SSshuttle.mobile
|
|
if(!base_dock) //Not all maps have an Aux base. This object is useless in that case.
|
|
user << "<span class='warning'>This station is not equipped with an auxillary base. Please contact your Nanotrasen contractor.</span>"
|
|
return
|
|
if(!no_restrictions)
|
|
if(T.z != ZLEVEL_MINING)
|
|
user << "Wouldn't do much good dropping a mining base away from the mining area!"
|
|
return
|
|
var/colony_radius = max(width, height)*0.5
|
|
var/list/area_counter = get_areas_in_range(colony_radius, T)
|
|
if(area_counter.len > 1) //Avoid smashing ruins unless you are inside a really big one
|
|
user << "Unable to acquire a targeting lock. Find an area clear of stuctures or entirely within one."
|
|
return
|
|
|
|
user << "<span class='notice'>You begin setting the landing zone parameters...</span>"
|
|
setting = TRUE
|
|
if(!do_after(user, 50, target = user)) //You get a few seconds to cancel if you do not want to drop there.
|
|
setting = FALSE
|
|
return
|
|
|
|
var/area/A = get_area(T)
|
|
|
|
var/obj/docking_port/stationary/landing_zone = new /obj/docking_port/stationary(T)
|
|
landing_zone.id = "colony_drop(\ref[src])"
|
|
landing_zone.name = "Landing Zone ([T.x], [T.y])"
|
|
landing_zone.dwidth = base_dock.dwidth
|
|
landing_zone.dheight = base_dock.dheight
|
|
landing_zone.width = base_dock.width
|
|
landing_zone.height = base_dock.height
|
|
landing_zone.setDir(base_dock.dir)
|
|
landing_zone.turf_type = T.type
|
|
landing_zone.area_type = A.type
|
|
|
|
for(var/obj/machinery/computer/shuttle/S in machines)
|
|
if(S.shuttleId == shuttle_id)
|
|
S.possible_destinations += "[landing_zone.id];"
|
|
|
|
//Serves as a nice mechanic to people get ready for the launch.
|
|
minor_announce("Auxiliary base landing zone coordinates locked in for [get_area(user)]. Launch command now available!")
|
|
user << "<span class='notice'>Landing zone set.</span>"
|
|
|
|
qdel(src)
|
|
|
|
/obj/item/device/assault_pod/mining/unrestricted
|
|
name = "omni-locational landing field designator"
|
|
desc = "Allows the deployment of the mining base ANYWHERE. Use with caution."
|
|
no_restrictions = TRUE
|
|
|
|
|
|
/obj/docking_port/mobile/auxillary_base
|
|
name = "auxillary base"
|
|
id = "colony_drop"
|
|
//Reminder to map-makers to set these values equal to the size of your base.
|
|
dheight = 4
|
|
dwidth = 4
|
|
width = 9
|
|
height = 9
|
|
var/anti_spam_cd = 0
|
|
|
|
|
|
/obj/structure/mining_shuttle_beacon
|
|
name = "mining shuttle beacon"
|
|
desc = "A bluespace beacon calibrated to mark a landing spot for the mining shuttle when deployed near the auxillary mining base."
|
|
anchored = 0
|
|
density = 0
|
|
var/shuttle_ID = "landing_zone_dock"
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "miningbeacon"
|
|
var/obj/docking_port/stationary/Mport //Linked docking port for the mining shuttle
|
|
pressure_resistance = 200 //So it does not get blown into lava.
|
|
var/anti_spam_cd = 0 //The linking process might be a bit intensive, so this here to prevent over use.
|
|
var/console_range = 15 //Wifi range of the beacon to find the aux base console
|
|
|
|
/obj/structure/mining_shuttle_beacon/attack_hand(mob/user)
|
|
if(anchored)
|
|
user << "<span class='warning'>Landing zone already set.</span>"
|
|
return
|
|
|
|
if(anti_spam_cd)
|
|
user << "<span class='warning'>[src] is currently recalibrating. Please wait.</span>"
|
|
return
|
|
|
|
anti_spam_cd = 1
|
|
addtimer(src, "clear_cooldown", 100)
|
|
|
|
var/turf/landing_spot = get_turf(src)
|
|
|
|
if(landing_spot.z != ZLEVEL_MINING)
|
|
user << "<span class='warning'>This device is only to be used in a mining zone.</span>"
|
|
return
|
|
var/obj/machinery/computer/shuttle/auxillary_base/aux_base_console = locate(/obj/machinery/computer/shuttle/auxillary_base) in machines
|
|
if(!aux_base_console || get_dist(landing_spot, aux_base_console) > console_range)
|
|
user << "<span class='warning'>The auxillary base's console must be within [console_range] meters in order to interface.</span>"
|
|
return //Needs to be near the base to serve as its dock and configure it to control the mining shuttle.
|
|
|
|
//Mining shuttles may not be created equal, so we find the map's shuttle dock and size accordingly.
|
|
|
|
|
|
for(var/S in SSshuttle.stationary)
|
|
var/obj/docking_port/stationary/SM = S //SM is declared outside so it can be checked for null
|
|
if(SM.id == "mining_home" || SM.id == "mining_away")
|
|
|
|
var/area/A = get_area(landing_spot)
|
|
|
|
Mport = new(landing_spot)
|
|
Mport.id = "landing_zone_dock"
|
|
Mport.name = "auxillary base landing site"
|
|
Mport.dwidth = SM.dwidth
|
|
Mport.dheight = SM.dheight
|
|
Mport.width = SM.width
|
|
Mport.height = SM.height
|
|
Mport.setDir(dir)
|
|
Mport.turf_type = landing_spot.type
|
|
Mport.area_type = A.type
|
|
|
|
break
|
|
if(!Mport)
|
|
user << "<span class='warning'>This station is not equipped with an approprite mining shuttle. Please contact Nanotrasen Support.</span>"
|
|
return
|
|
var/search_radius = max(Mport.width, Mport.height)*0.5
|
|
var/list/landing_areas = get_areas_in_range(search_radius, landing_spot)
|
|
for(var/area/shuttle/auxillary_base/AB in landing_areas) //You land NEAR the base, not IN it.
|
|
user << "<span class='warning'>The mining shuttle must not land within the mining base itself.</span>"
|
|
SSshuttle.stationary.Remove(Mport)
|
|
qdel(Mport)
|
|
return
|
|
var/obj/docking_port/mobile/mining_shuttle
|
|
for(var/S in SSshuttle.mobile)
|
|
var/obj/docking_port/mobile/MS = S
|
|
if(MS.id != "mining")
|
|
continue
|
|
mining_shuttle = MS
|
|
|
|
if(!mining_shuttle) //Not having a mining shuttle is a map issue
|
|
user << "<span class='warning'>No mining shuttle signal detected. Please contact Nanotrasen Support.</span>"
|
|
SSshuttle.stationary.Remove(Mport)
|
|
qdel(Mport)
|
|
return
|
|
|
|
if(!mining_shuttle.canDock(Mport))
|
|
user << "<span class='warning'>Unable to secure a valid docking zone. Please try again in an open area near, but not within the aux. mining base.</span>"
|
|
SSshuttle.stationary.Remove(Mport)
|
|
qdel(Mport)
|
|
return
|
|
|
|
aux_base_console.set_mining_mode() //Lets the colony park the shuttle there, now that it has a dock.
|
|
user << "<span class='notice'>Mining shuttle calibration successful! Shuttle interface available at base console.</span>"
|
|
anchored = 1 //Locks in place to mark the landing zone.
|
|
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
|
|
|
|
/obj/structure/mining_shuttle_beacon/proc/clear_cooldown()
|
|
anti_spam_cd = 0
|
|
|
|
/obj/structure/mining_shuttle_beacon/attack_robot(mob/user)
|
|
return (attack_hand(user)) //So borgies can help
|