Files
b41f1abdf1 overmaps: entity update (#5634)
- repaths things to /entity and /tiled
- basic ticked physics movement system
- basic cross/uncross/etc system for tiled

---------

Co-authored-by: silicons <no@you.cat>
2023-06-20 20:04:38 +01:00

54 lines
2.1 KiB
Plaintext

/obj/overmap/entity/visitable/sector/mining_planet
name = "Mineral Rich Planet"
desc = "A planet filled with valuable minerals. No life signs currently detected on the surface."
scanner_desc = @{"[i]Information[/i]
Atmopshere: Mix of Oxygen, Nitrogen and Phoron. DANGER
Lifesigns: No immediate life-signs detected."}
in_space = 0
icon_state = "globe"
color = "#8F6E4C"
initial_generic_waypoints = list("mining_outpost")
/// Horrible copy pasta but I dont wanna mess with this since silicons is doing a mining rework///
// This is a special subtype of the thing that generates ores on a map
// It will generate more rich ores because of the lower numbers than the normal one
/datum/random_map/noise/ore/mining_planet
descriptor = "Mining planet mine ore distribution map"
deep_val = 0.6 //More riches, normal is 0.7 and 0.8
rare_val = 0.4
// The check_map_sanity proc is sometimes unsatisfied with how AMAZING our ores are
/datum/random_map/noise/ore/mining_planet/check_map_sanity(mapload) // am changing it so it only does this on mapload though
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
//// Something is causing the ore spawn to error out, but still spawn ores for us so we'll need to keep tabs on why this is.
//// Hopefully the increased rarity val will cause the error to vanish, but we'll see. - Enzo 9/8/2020
// Increment map sanity counters.
for(var/value in map)
if(value < rare_val)
surface_count++
else if(value < deep_val)
rare_count++
else
deep_count++
admin_notice("RARE COUNT [rare_count]", R_DEBUG)
admin_notice("SURFACE COUNT [surface_count]", R_DEBUG)
admin_notice("DEEP COUNT [deep_count]", R_DEBUG)
// Sanity check.
if(surface_count < 100)
admin_notice("<span class='danger'>Insufficient surface minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(rare_count < 50)
admin_notice("<span class='danger'>Insufficient rare minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(deep_count < 50)
admin_notice("<span class='danger'>Insufficient deep minerals. Rerolling...</span>", R_DEBUG)
return 0
else
return 1