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ore_vein.dm
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ore_vein.dm
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GLOBAL_LIST_EMPTY(ore_vein_landmarks)
/obj/effect/landmark/ore_vein
name = "ore vein"
var/datum/material/resource
var/material_rate = 0
/obj/effect/landmark/ore_vein/Initialize(mapload, var/datum/material/mat)
. = ..()
GLOB.ore_vein_landmarks += src
// Key = Material path; Value = Material Rate
//! Ensure material datum has an ore_type set
var/static/list/ores_list = list(
/datum/material/iron = 600,
/datum/material/glass = 500,
/datum/material/silver = 400,
/datum/material/gold = 350,
/datum/material/diamond = 100,
/datum/material/plasma = 450,
/datum/material/uranium = 200,
/datum/material/titanium = 300,
/datum/material/bluespace = 50
)
var/datum/material/M = resource
if(mat)
M = mat
else if (!M)
M = pick(ores_list) //random is default
resource = M
if((!material_rate) && ores_list[M])
material_rate = ores_list[M]
/obj/effect/landmark/ore_vein/proc/extract_ore() //Called by deepcore drills, returns a list of keyed ore stacks by amount
var/list/ores = list()
ores[resource] = material_rate
return ores
//Common ore prefabs
/obj/effect/landmark/ore_vein/iron
resource = /datum/material/iron
/obj/effect/landmark/ore_vein/plasma
resource = /datum/material/plasma
/obj/effect/landmark/ore_vein/silver
resource = /datum/material/silver
/obj/effect/landmark/ore_vein/gold
resource = /datum/material/gold
/obj/effect/landmark/ore_vein/glass
resource = /datum/material/glass
/obj/effect/landmark/ore_vein/diamond
resource = /datum/material/diamond
/obj/effect/landmark/ore_vein/uranium
resource = /datum/material/uranium
/obj/effect/landmark/ore_vein/titanium
resource = /datum/material/titanium
/obj/effect/landmark/ore_vein/bluespace
resource = /datum/material/bluespace
/obj/effect/landmark/ore_vein/bananium
resource = /datum/material/bananium
material_rate = 10 //HONK HONK