Explosive Mining!

Explosions can now expose ore from underneath asteroid turf, so now Toxins has an actual use besides griefing.  The amount of ore you get depends on the same circumstances as drilling down, however explosions tend to cause some loss in minerals obtained.  Hopefully the vastly faster method of exploding the asteroid instantly will prove to be viable.
This commit is contained in:
Neerti
2016-07-10 08:04:25 -04:00
parent 25c580d470
commit 38b564ee5b
2 changed files with 59 additions and 0 deletions

View File

@@ -34,6 +34,19 @@ var/list/mining_overlay_cache = list()
var/datum/artifact_find/artifact_find
var/ignore_mapgen
var/ore_types = list(
"iron" = /obj/item/weapon/ore/iron,
"uranium" = /obj/item/weapon/ore/uranium,
"gold" = /obj/item/weapon/ore/gold,
"silver" = /obj/item/weapon/ore/silver,
"diamond" = /obj/item/weapon/ore/diamond,
"phoron" = /obj/item/weapon/ore/phoron,
"osmium" = /obj/item/weapon/ore/osmium,
"hydrogen" = /obj/item/weapon/ore/hydrogen,
"silicates" = /obj/item/weapon/ore/glass,
"carbonaceous rock" = /obj/item/weapon/ore/coal
)
has_resources = 1
/turf/simulated/mineral/ignore_mapgen
@@ -154,6 +167,16 @@ var/list/mining_overlay_cache = list()
mined_ore = 2 //some of the stuff gets blown up
GetDrilled()
if(severity <= 2) // Now to expose the ore lying under the sand.
spawn(1) // Otherwise most of the ore is lost to the explosion, which makes this rather moot.
var/losses = rand(0.5, 1) // Between 0% to 50% loss due to booms.
for(var/ore in resources)
var/amount_to_give = Ceiling(resources[ore] * losses) // Should result in at least one piece of ore.
for(var/i=1, i <= amount_to_give, i++)
var/oretype = ore_types[ore]
new oretype(src)
resources[ore] = 0
/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
// Emitter blasts

View File

@@ -0,0 +1,36 @@
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