Files
Paradise/code/modules/mining/minerals.dm
Zuhayr ef59deb928 First pass on ore distribution map and stationary drilling rig.
Added sprites for stationary drilling gear.
Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality.
Changed adamantine and mythril to osmium and metallic hydrogen.
Added ore distribution map generation to master controller.
Added upgrading to stationary drills, tweaked other stuff.
Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker.

Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/modules/mining/coins.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/minerals.dm
	code/modules/mining/satchel_ore_boxdm.dm
2014-06-15 07:35:17 -04:00

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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
///What am I called?
var/name
var/display_name
///How much ore?
var/result_amount
///Does this type of deposit spread?
var/spread = 1
///Chance of spreading in any direction
var/spread_chance
///Path to the resultant ore.
var/ore
New()
. = ..()
if(!display_name)
display_name = name
proc/UpdateTurf(var/turf/simulated/mineral/T)
T.UpdateMineral()
mineral/uranium
name = "Uranium"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/uranium
mineral/iron
name = "Iron"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/iron
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/plasma
name = "Plasma"
result_amount = 5
spread_chance = 25
ore = /obj/item/weapon/ore/plasma
mineral/clown
display_name = "Bananium"
name = "Clown"
result_amount = 3
spread = 0
ore = /obj/item/weapon/ore/clown
mineral/cave
display_name = "Cave"
name = "Cave"
result_amount = 1
spread_chance = 10
ore = null
UpdateTurf(var/turf/T)
if(!istype(T,/turf/simulated/floor/plating/airless/asteroid/cave))
T.ChangeTurf(/turf/simulated/floor/plating/airless/asteroid/cave)
else
..()