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:
Zuhayr
2014-07-20 16:29:18 +09:30
parent c4abe1f5d5
commit 196fd07384
8 changed files with 55 additions and 32 deletions

View File

@@ -8,6 +8,8 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroomf"
layer = 2.1
l_color = "#003300"
var/endurance = 30
var/potency = 30
var/delay = 1200
@@ -44,7 +46,7 @@
processing_objects += src
SetLuminosity(round(potency/10))
SetLuminosity(round(potency/15))
lastTick = world.timeofday
/obj/effect/glowshroom/Del()

View File

@@ -99,7 +99,8 @@
icon_state = "rock"
return
name = "\improper [mineral.display_name] deposit"
icon_state = "rock_[mineral.name]"
overlays.Cut()
overlays += "rock_[mineral.name]"
//Not even going to touch this pile of spaghetti
@@ -356,7 +357,7 @@
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 25)
var/mineralSpawnChanceList = list("Uranium" = 5, "Platinum" = 5, "Iron" = 35, "Coal" = 35, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 10)
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
New()
@@ -375,7 +376,7 @@
/turf/simulated/mineral/random/high_chance
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 25)
mineralSpawnChanceList = list("Uranium" = 10, "Platinum" = 10, "Iron" = 20, "Coal" = 20, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Phoron" = 20)
/**********************Asteroid**************************/
@@ -390,6 +391,7 @@
temperature = T0C
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
var/overlay_detail
has_resources = 1
/turf/simulated/floor/plating/airless/asteroid/New()
@@ -400,7 +402,7 @@
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,12)]"
overlay_detail = "asteroid[rand(0,9)]"
spawn(2)
updateMineralOverlays()
@@ -505,6 +507,17 @@
overlays.Cut()
if(istype(get_step(src, NORTH), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_north")
if(istype(get_step(src, SOUTH), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_south")
if(istype(get_step(src, EAST), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_east")
if(istype(get_step(src, WEST), /turf/space))
overlays += image('icons/turf/floors.dmi', "asteroid_edge_west")
if(overlay_detail) overlays += overlay_detail
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))

View File

@@ -1,6 +1,6 @@
var/list/name_to_mineral
proc/SetupMinerals()
/proc/SetupMinerals()
name_to_mineral = list()
for(var/type in typesof(/mineral) - /mineral)
var/mineral/new_mineral = new type
@@ -9,56 +9,63 @@ proc/SetupMinerals()
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
/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.
///Path to the resultant ore.
var/ore
New()
/mineral/New()
. = ..()
if(!display_name)
display_name = name
mineral/uranium
/mineral/uranium
name = "Uranium"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/uranium
mineral/iron
/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/diamond
/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
/mineral/gold
name = "Gold"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/gold
mineral/silver
/mineral/silver
name = "Silver"
result_amount = 5
spread_chance = 10
ore = /obj/item/weapon/ore/silver
mineral/phoron
/mineral/phoron
name = "Phoron"
result_amount = 5
spread_chance = 25

View File

@@ -19,7 +19,7 @@
/obj/item/weapon/ore/coal
name = "carbonaceous rock"
icon_state = "Iron ore" //TODO
icon_state = "Coal ore"
origin_tech = "materials=1"
oretag = "coal"
@@ -55,12 +55,12 @@
/obj/item/weapon/ore/osmium
name = "raw platinum"
icon_state = "slag" //TODO
icon_state = "Platinum ore"
oretag = "platinum"
/obj/item/weapon/ore/hydrogen
name = "raw hydrogen"
icon_state = "slag" //TODO
icon_state = "Phazon"
oretag = "hydrogen"
/obj/item/weapon/ore/slag

View File

@@ -24,7 +24,8 @@
oretag = "sand"
/datum/ore/phoron
smelts_to = /obj/item/stack/sheet/mineral/phoron
//smelts_to = something that explodes violently on the conveyor, huhuhuhu
compresses_to = /obj/item/stack/sheet/mineral/phoron
oretag = "phoron"
/datum/ore/silver

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