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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Mining tweaks, removal of debug/cruft, balancing of values.
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@@ -18,10 +18,10 @@
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#define MAX_DEEP_COUNT 300
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#define ITERATE_BEFORE_FAIL 200
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#define RESOURCE_HIGH_MAX 8
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#define RESOURCE_HIGH_MIN 5
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#define RESOURCE_MID_MAX 4
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#define RESOURCE_MID_MIN 2
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#define RESOURCE_HIGH_MAX 3
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#define RESOURCE_HIGH_MIN 0
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#define RESOURCE_MID_MAX 2
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#define RESOURCE_MID_MIN 1
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#define RESOURCE_LOW_MAX 1
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#define RESOURCE_LOW_MIN 0
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@@ -52,10 +52,6 @@ Deep minerals:
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var/random_variance_chance = 25
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var/random_element = 0.5
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//Called by the drilling rigs each process().
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/datum/ore_distribution/proc/get_ore(var/x,var/y)
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return "Nope."
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/datum/ore_distribution/proc/map_is_sane()
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if(!map) return 0
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@@ -79,12 +75,13 @@ Deep minerals:
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//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
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/datum/ore_distribution/proc/populate_distribution_map()
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//Seed beginning values.
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//Announce it!
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world << "<b><font color='red'>Generating resource distribution map.</b></font>"
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//Seed beginning values.
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var/x = 1
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var/y = 1
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var/size = real_size-1
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map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
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map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
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map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
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@@ -131,11 +128,16 @@ Deep minerals:
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/datum/ore_distribution/proc/apply_to_asteroid()
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var/origin_x = 13
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var/origin_y = 32
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var/limit_x = 217
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var/limit_y = 223
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var/asteroid_z = 5
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// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
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// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
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// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
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// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
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var/origin_x = 13 //We start here...
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var/origin_y = 32 //...and here...
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var/limit_x = 217 //...and iterate until here...
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var/limit_y = 223 //...and here...
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var/asteroid_z = 5 //...on this Z-level.
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var/tx = origin_x
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var/ty = origin_y
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@@ -155,18 +157,9 @@ Deep minerals:
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target_turf = locate(tx+j, ty+i, asteroid_z)
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if(target_turf.has_resources)
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if(target_turf && target_turf.has_resources)
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var/printcolor
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if(map[MAP_CELL] > (range*0.60))
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printcolor = "#FF0000"
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else if(map[MAP_CELL] > (range*0.40))
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printcolor = "#00FF00"
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else
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printcolor = "#0000FF"
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target_turf.color = "#[printcolor]"
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target_turf.resources = list()
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target_turf.resources["silicates"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
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target_turf.resources["carbonaceous rock"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
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@@ -202,24 +195,8 @@ Deep minerals:
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tx = origin_x
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ty += chunk_size
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/datum/ore_distribution/proc/print_map()
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world << "---"
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var/string = ""
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for(var/y = 1, y <= real_size, y++)
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for(var/x = 1, x <= real_size, x++)
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var/printcolor
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if(map[MAP_CELL] > (range*0.60))
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printcolor = "#FF0000"
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else if(map[MAP_CELL] > (range*0.40))
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printcolor = "#00FF00"
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else
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printcolor = "#0000FF"
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string += "<font color='[printcolor]'>#</font>"
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world << string
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string = ""
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world << "---"
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world << "<b><font color='red'Resource map generation complete.</font></b>"
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return
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#undef MAP_CELL
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#undef MAP_CENTRE
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