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CHOMPStation2/code/modules/mining/minerals.dm

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var/list/name_to_mineral
/proc/SetupMinerals()
name_to_mineral = list()
for(var/type in typesof(/mineral) - /mineral)
var/mineral/new_mineral = new type
if(!new_mineral.name)
continue
name_to_mineral[new_mineral.name] = new_mineral
return 1
/mineral
var/name // Tag for use in overlay generation/list population .
var/display_name // What am I called?
var/result_amount // How much ore?
var/spread = 1 // Does this type of deposit spread?
var/spread_chance // Chance of spreading in any direction
var/ore // Path to the ore produced when tile is mined.
/mineral/New()
. = ..()
if(!display_name)
display_name = name
/mineral/uranium
name = "Uranium"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/uranium
/mineral/platinum
name = "Platinum"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/osmium
/mineral/iron
name = "Iron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/iron
/mineral/coal
name = "Coal"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/coal
/mineral/diamond
name = "Diamond"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/diamond
/mineral/gold
name = "Gold"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/gold
/mineral/silver
name = "Silver"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/silver
/mineral/phoron
name = "Phoron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/phoron