mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-25 17:42:26 +00:00
Resprited the majority of mining ores and turfs, added coal and plat to surface mining, add falloff for edges of asteroid.
This commit is contained in:
@@ -8,6 +8,8 @@
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icon = 'icons/obj/lighting.dmi'
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icon_state = "glowshroomf"
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layer = 2.1
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l_color = "#003300"
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var/endurance = 30
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var/potency = 30
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var/delay = 1200
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@@ -44,7 +46,7 @@
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processing_objects += src
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SetLuminosity(round(potency/10))
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SetLuminosity(round(potency/15))
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lastTick = world.timeofday
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/obj/effect/glowshroom/Del()
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@@ -99,7 +99,8 @@
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icon_state = "rock"
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return
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name = "\improper [mineral.display_name] deposit"
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icon_state = "rock_[mineral.name]"
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overlays.Cut()
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overlays += "rock_[mineral.name]"
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//Not even going to touch this pile of spaghetti
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@@ -356,7 +357,7 @@
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 25)
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var/mineralSpawnChanceList = list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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New()
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@@ -375,7 +376,7 @@
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/turf/simulated/mineral/random/high_chance
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 25)
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mineralSpawnChanceList = list("Uranium" = 10, "Platinum" = 10, "Iron" = 20, "Coal" = 20, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 20)
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/**********************Asteroid**************************/
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@@ -390,6 +391,7 @@
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temperature = T0C
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icon_plating = "asteroid"
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var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
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var/overlay_detail
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has_resources = 1
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/turf/simulated/floor/plating/airless/asteroid/New()
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@@ -400,7 +402,7 @@
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// seedName = pick(list("1","2","3","4"))
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// seedAmt = rand(1,4)
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if(prob(20))
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icon_state = "asteroid[rand(0,12)]"
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overlay_detail = "asteroid[rand(0,9)]"
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spawn(2)
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updateMineralOverlays()
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@@ -505,6 +507,17 @@
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overlays.Cut()
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if(istype(get_step(src, NORTH), /turf/space))
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overlays += image('icons/turf/floors.dmi', "asteroid_edge_north")
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if(istype(get_step(src, SOUTH), /turf/space))
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overlays += image('icons/turf/floors.dmi', "asteroid_edge_south")
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if(istype(get_step(src, EAST), /turf/space))
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overlays += image('icons/turf/floors.dmi', "asteroid_edge_east")
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if(istype(get_step(src, WEST), /turf/space))
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overlays += image('icons/turf/floors.dmi', "asteroid_edge_west")
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if(overlay_detail) overlays += overlay_detail
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if(istype(get_step(src, NORTH), /turf/simulated/mineral))
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overlays += image('icons/turf/walls.dmi', "rock_side_n")
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if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
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@@ -1,6 +1,6 @@
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var/list/name_to_mineral
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proc/SetupMinerals()
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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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@@ -9,56 +9,63 @@ proc/SetupMinerals()
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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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/mineral
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var/name // Tag for use in overlay generation/list population .
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var/display_name // What am I called?
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var/result_amount // How much ore?
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var/spread = 1 // Does this type of deposit spread?
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var/spread_chance // Chance of spreading in any direction
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var/ore // Path to the ore produced when tile is mined.
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///Path to the resultant ore.
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var/ore
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New()
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/mineral/New()
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. = ..()
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if(!display_name)
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display_name = name
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mineral/uranium
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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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/mineral/platinum
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name = "Platinum"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/osmium
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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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/mineral/coal
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name = "Coal"
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/weapon/ore/coal
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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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/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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/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/phoron
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/mineral/phoron
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name = "Phoron"
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result_amount = 5
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spread_chance = 25
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@@ -19,7 +19,7 @@
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/obj/item/weapon/ore/coal
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name = "carbonaceous rock"
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icon_state = "Iron ore" //TODO
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icon_state = "Coal ore"
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origin_tech = "materials=1"
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oretag = "coal"
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@@ -55,12 +55,12 @@
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/obj/item/weapon/ore/osmium
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name = "raw platinum"
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icon_state = "slag" //TODO
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icon_state = "Platinum ore"
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oretag = "platinum"
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/obj/item/weapon/ore/hydrogen
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name = "raw hydrogen"
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icon_state = "slag" //TODO
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icon_state = "Phazon"
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oretag = "hydrogen"
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/obj/item/weapon/ore/slag
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@@ -24,7 +24,8 @@
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oretag = "sand"
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/datum/ore/phoron
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smelts_to = /obj/item/stack/sheet/mineral/phoron
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//smelts_to = something that explodes violently on the conveyor, huhuhuhu
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compresses_to = /obj/item/stack/sheet/mineral/phoron
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oretag = "phoron"
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/datum/ore/silver
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