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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
89 lines
1.6 KiB
Plaintext
89 lines
1.6 KiB
Plaintext
var/list/name_to_mineral
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proc/SetupMinerals()
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name_to_mineral = list()
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for(var/type in typesof(/mineral) - /mineral)
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var/mineral/new_mineral = new type
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if(!new_mineral.name)
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continue
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name_to_mineral[new_mineral.name] = new_mineral
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return 1
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mineral
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///What am I called?
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var/name
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var/display_name
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///How much ore?
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var/result_amount
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///Does this type of deposit spread?
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var/spread = 1
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///Chance of spreading in any direction
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var/spread_chance
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///Path to the resultant ore.
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var/ore
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New()
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. = ..()
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if(!display_name)
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display_name = name
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proc/UpdateTurf(var/turf/simulated/mineral/T)
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T.UpdateMineral()
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mineral/uranium
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name = "Uranium"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/uranium
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mineral/iron
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name = "Iron"
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/weapon/ore/iron
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mineral/diamond
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name = "Diamond"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/diamond
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mineral/gold
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name = "Gold"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/gold
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mineral/silver
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name = "Silver"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/silver
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mineral/plasma
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name = "Plasma"
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/weapon/ore/plasma
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mineral/clown
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display_name = "Bananium"
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name = "Clown"
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result_amount = 3
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spread = 0
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ore = /obj/item/weapon/ore/clown
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mineral/cave
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display_name = "Cave"
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name = "Cave"
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result_amount = 1
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spread_chance = 10
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ore = null
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UpdateTurf(var/turf/T)
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if(!istype(T,/turf/simulated/floor/plating/airless/asteroid/cave))
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T.ChangeTurf(/turf/simulated/floor/plating/airless/asteroid/cave)
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else
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..()
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