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() /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) /// Handles roundstart logging logger.Log( LOG_CATEGORY_CAVE_GENERATION, "Ore Generation spawned the following ores based on vent proximity", list( "[ORE_WALL_FAR]" = GLOB.post_ore_random["[ORE_WALL_FAR]"], "[ORE_WALL_LOW]" = GLOB.post_ore_random["[ORE_WALL_LOW]"], "[ORE_WALL_MEDIUM]" = GLOB.post_ore_random["[ORE_WALL_MEDIUM]"], "[ORE_WALL_HIGH]" = GLOB.post_ore_random["[ORE_WALL_HIGH]"], "[ORE_WALL_VERY_HIGH]" = GLOB.post_ore_random["[ORE_WALL_VERY_HIGH]"], ), ) logger.Log( LOG_CATEGORY_CAVE_GENERATION, "Ore Generation spawned the following ores randomly", list( "[ORE_WALL_FAR]" = GLOB.post_ore_manual["[ORE_WALL_FAR]"], "[ORE_WALL_LOW]" = GLOB.post_ore_manual["[ORE_WALL_LOW]"], "[ORE_WALL_MEDIUM]" = GLOB.post_ore_manual["[ORE_WALL_MEDIUM]"], "[ORE_WALL_HIGH]" = GLOB.post_ore_manual["[ORE_WALL_HIGH]"], "[ORE_WALL_VERY_HIGH]" = GLOB.post_ore_manual["[ORE_WALL_VERY_HIGH]"], ), ) 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), ), ) return SS_INIT_SUCCESS /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()