mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-29 19:43:16 +00:00
Mining updates:
- Minerals can now spawn randomly. If you don't want tiles to spawn minerals use the /turf/simulated/mineral turf type, otherwise use /turf/simulated/mineral/random for them to generate random minerals. - Randomly generated minerals spread in seams - Known issues include the updating of wall tiles and spawning of floors and... well quite a bit of stuff with random mineral plots. For the moment they're mainly aesthetic. Working on fixing the rest of the stuff. Map updates: - Added random mineral patches to the mining level. They are generally a few plots behind the wall that you see, so random minerals will not be visible from the mines themselves. (for the moment anyway) - Updated the construction site - mining dock git-svn-id: http://tgstation13.googlecode.com/svn/trunk@833 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -21,7 +21,7 @@
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/**********************Mineral deposits**************************/
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/turf/simulated/mineral //wall piece
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name = "Mineral deposit"
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name = "Rock"
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icon = 'walls.dmi'
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icon_state = "rock"
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opacity = 1
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@@ -29,48 +29,143 @@
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blocks_air = 1
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var/mineralName = ""
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var/mineralAmt = 0
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var/spread = 0 //will the seam spread?
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var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
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/turf/simulated/mineral/urenium
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/turf/simulated/mineral/New()
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desc = "0"
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if (mineralName && mineralAmt && spread && spreadChance)
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var/sp = pickweight(list("1" = spreadChance, "0" = 100-spreadChance))
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if(sp == "1")
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if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
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//var/turf/simulated/mineral/random/R
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//R = get_step(src, SOUTH)
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new src.type(get_step(src, SOUTH))
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//R.levelupdate()
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sp = pickweight(list("1" = spreadChance, "0" = 100-spreadChance))
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if(sp == "1")
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if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
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//var/turf/simulated/mineral/random/R
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//R = get_step(src, NORTH)
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new src.type(get_step(src, NORTH))
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//R.levelupdate()
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sp = pickweight(list("1" = spreadChance, "0" = 100-spreadChance))
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if(sp == "1")
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if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
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//var/turf/simulated/mineral/random/R
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//R = get_step(src, WEST)
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new src.type(get_step(src, WEST))
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//R.levelupdate()
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sp = pickweight(list("1" = spreadChance, "0" = 100-spreadChance))
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if(sp == "1")
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if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
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//var/turf/simulated/mineral/random/R
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//R = get_step(src, EAST)
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new src.type(get_step(src, EAST))
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//R.levelupdate()
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return
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/*if(istype(get_step(src, SOUTH), /turf/simulated/floor/airless/asteroid))
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A = get_step(src, SOUTH)
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A.updateMineralOverlays()*/
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5)
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25)
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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/turf/simulated/mineral/random/New()
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var/mChance = pickweight(list("1" = mineralChance, "0" = 100-mineralChance))
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if (mChance == "1")
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var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
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spawn(5)
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if (mName)
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var/turf/simulated/mineral/M
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switch(mName)
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if("Uranium")
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M = new/turf/simulated/mineral/uranium(src)
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if("Iron")
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M = new/turf/simulated/mineral/iron(src)
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if("Diamond")
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M = new/turf/simulated/mineral/diamond(src)
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if("Gold")
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M = new/turf/simulated/mineral/gold(src)
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if("Silver")
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M = new/turf/simulated/mineral/silver(src)
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if("Plasma")
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M = new/turf/simulated/mineral/plasma(src)
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if(M)
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src = M
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M.levelupdate()
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return
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/turf/simulated/mineral/random/Del()
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/turf/simulated/mineral/uranium
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name = "Uranium deposit"
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icon_state = "rock_Uranium"
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mineralName = "Uranium"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/iron
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name = "Iron deposit"
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icon_state = "rock_Iron"
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mineralName = "Iron"
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mineralAmt = 5
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spreadChance = 25
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spread = 1
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/turf/simulated/mineral/diamond
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name = "Diamond deposit"
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icon_state = "rock_Diamond"
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mineralName = "Diamond"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/gold
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name = "Gold deposit"
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icon_state = "rock_Gold"
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mineralName = "Gold"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/silver
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name = "Silver deposit"
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icon_state = "rock_Silver"
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mineralName = "Silver"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/plasma
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name = "Plasma deposit"
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icon_state = "rock_Plasma"
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mineralName = "Plasma"
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mineralAmt = 5
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spreadChance = 25
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spread = 1
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/turf/simulated/mineral/clown
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name = "Bananium deposit"
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icon_state = "rock_Clown"
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mineralName = "Clown"
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mineralAmt = 2
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mineralAmt = 3
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spreadChance = 0
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spread = 0
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/turf/simulated/mineral/ReplaceWithFloor()
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if(!icon_old) icon_old = icon_state
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@@ -135,6 +230,19 @@
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ReplaceWithFloor()
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return
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/*
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/turf/simulated/mineral/proc/setRandomMinerals()
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var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
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if (s)
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mineralName = s
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var/N = text2path("/turf/simulated/mineral/[s]")
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if (N)
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var/turf/simulated/mineral/M = new N
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src = M
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if (src.mineralName)
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mineralAmt = 5
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return*/
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/**********************Asteroid**************************/
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@@ -1307,10 +1415,10 @@
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icon = 'items.dmi'
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icon_state = "pickaxe"
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flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
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force = 5.0
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throwforce = 7.0
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force = 15.0
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throwforce = 4.0
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item_state = "wrench"
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w_class = 2.0
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w_class = 4.0
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m_amt = 50
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/*****************************Shovel********************************/
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@@ -1320,10 +1428,10 @@
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icon = 'items.dmi'
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icon_state = "shovel"
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flags = FPRINT | TABLEPASS| CONDUCT | ONBELT
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force = 5.0
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throwforce = 7.0
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force = 8.0
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throwforce = 4.0
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item_state = "wrench"
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w_class = 2.0
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w_class = 4.0
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m_amt = 50
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