SUBSYSTEM_DEF(ore_generation) name = "Ore Generation" wait = 60 SECONDS dependencies = list( /datum/controller/subsystem/atoms, ) runlevels = RUNLEVEL_GAME /// All ore vents that are currently producing boulders. var/list/obj/structure/ore_vent/processed_vents = list() /// All the ore vents that are currently in the game, not just the ones that are producing boulders. var/list/obj/structure/ore_vent/possible_vents = list() /// All the boulders that have been produced by ore vents to be pulled by BRM machines. var/list/obj/item/boulder/available_boulders = list() /** * A list of all the minerals that are being mined by ore vents. We reset this list every time cave generation is done. * Generally Should be empty by the time initialize ends on lavaland. * Each key value is the number of vents that will have this ore as a unique possible choice. * If we call cave_generation more than once, we copy a list from the lists in lists/ores_spawned.dm */ var/list/ore_vent_minerals = list() /// List of ore turfs that want to be randomized var/list/turf/closed/mineral/random/ore_turfs = list() /// Amount of ores by type generated var/list/ores_generated = list() /// Probabilities by type and depth to generate ores var/list/list/list/ore_spread_probabilities = list() /datum/controller/subsystem/ore_generation/Initialize() /// First, lets sort each ore_vent here based on their distance to the landmark, then we'll assign sizes. var/list/sort_vents = list() for(var/obj/structure/ore_vent/vent as anything in possible_vents) var/obj/landmark_anchor //We need to find the mining epicenter to gather distance from. for(var/obj/possible_landmark as anything in GLOB.mining_center) // have to check multiple due to icebox if(possible_landmark.z == vent.z) landmark_anchor = possible_landmark break if(!landmark_anchor) //We're missing a mining epicenter landmark, but it's not crash-worthy. vent.vent_size_setup(random = TRUE, force_size = null, map_loading = TRUE) continue sort_vents.Insert(length(sort_vents), vent) sort_vents[vent] = get_dist(get_turf(vent),get_turf(landmark_anchor)) sortTim(sort_vents, GLOBAL_PROC_REF(cmp_numeric_asc), associative = TRUE) // Should sort list from closest to farthest. possible_vents = sort_vents // Now we can work with the main list var/cutoff = round((length(possible_vents) / 3)) var/vent_size_level = SMALL_VENT_TYPE for(var/obj/structure/ore_vent/vent as anything in possible_vents) vent.vent_size_setup(random = FALSE, force_size = vent_size_level, map_loading = TRUE) cutoff-- if(cutoff > 0 || vent_size_level == LARGE_VENT_TYPE) continue cutoff = round((length(possible_vents) / 3)) switch(vent_size_level) if(SMALL_VENT_TYPE) vent_size_level = MEDIUM_VENT_TYPE if(MEDIUM_VENT_TYPE) vent_size_level = LARGE_VENT_TYPE //Finally, we're going to round robin through the list of ore vents and assign a mineral to them until complete. //Basically, we're going to round robin through the list of ore vents and assign a mineral to them until complete. for(var/obj/structure/ore_vent/vent as anything in possible_vents) if(vent.unique_vent) continue //Ya'll already got your minerals. vent.generate_mineral_breakdown(map_loading = TRUE) logger.Log( LOG_CATEGORY_CAVE_GENERATION, "Ore Generation spawned the following vent sizes", list( "large" = LAZYACCESS(GLOB.ore_vent_sizes, LARGE_VENT_TYPE), "medium" = LAZYACCESS(GLOB.ore_vent_sizes, MEDIUM_VENT_TYPE), "small" = LAZYACCESS(GLOB.ore_vent_sizes, SMALL_VENT_TYPE), ), ) calculate_rock_edges() for (var/turf/closed/mineral/random/rock in ore_turfs) // Typecheck in case they got destroyed rock.randomize_ore() calculate_ore_spread() return SS_INIT_SUCCESS /// Generates debug data about ore spread among rock turfs /datum/controller/subsystem/ore_generation/proc/calculate_ore_spread() var/list/result = list() var/list/totals = list("chance" = 0, "raw_sum" = 0) var/summary_count = 0 for (var/turf/closed/mineral/random/rock_type as anything in ore_spread_probabilities) var/list/rock_data = ore_spread_probabilities[rock_type] var/list/result_rock = list() var/total_count = 0 var/total_chance = 0 for (var/spread_range in rock_data) var/list/dist_info = rock_data[spread_range] for (var/ore_type in dist_info - list("chance", "count")) if (!result_rock[ore_type]) result_rock[ore_type] = 0 result_rock[ore_type] += dist_info[ore_type] * dist_info["chance"] / initial(rock_type.mineral_chance) * dist_info["count"] total_count += dist_info["count"] total_chance += dist_info["chance"] * dist_info["count"] result_rock["chance"] = total_chance / total_count result_rock["count"] = total_count totals["chance"] += total_chance summary_count += total_count result[rock_type] = result_rock for (var/turf/closed/mineral/random/rock_type as anything in result) var/list/rock_data = result[rock_type] var/raw_sum = 0 for (var/ore_type in rock_data) if (!ispath(ore_type)) continue rock_data[ore_type] /= summary_count raw_sum += rock_data[ore_type] if (!totals[ore_type]) totals[ore_type] = 0 if (ispath(ore_type, /turf/closed/mineral/gibtonite/volcanic)) totals[/turf/closed/mineral/gibtonite/volcanic] += rock_data[ore_type] else totals[ore_type] += rock_data[ore_type] rock_data["raw_sum"] = raw_sum totals["raw_sum"] += raw_sum for (var/spawn_type in totals) if (!ispath(spawn_type)) continue totals[spawn_type] /= totals["raw_sum"] / 104 totals["count"] = summary_count if (summary_count > 0) totals["chance"] /= summary_count result["total"] = totals ore_spread_probabilities = result /datum/controller/subsystem/ore_generation/fire(resumed) available_boulders.Cut() // reset upon new fire. for(var/obj/structure/ore_vent/current_vent as anything in processed_vents) var/local_vent_count = 0 for(var/obj/item/boulder/old_rock in current_vent.loc) available_boulders += old_rock local_vent_count++ if(local_vent_count >= MAX_BOULDERS_PER_VENT) continue //We don't want to be accountable for literally hundreds of unprocessed boulders for no reason. available_boulders += current_vent.produce_boulder()