Expand description
Quarries and mines: the pit deepens as it is worked. See docs/QUARRY.md.
- Entity event 4 (the build’s end): the pit is dug to the description’s shallow floor.
- Its message, which each produced batch sends from the ConsumeProduce sequence (the
description’s component type): the pit is dug to
lerp(shallow, deep, produced / lifetime), then every cell of the map rectangle whose terrain is steep at any of four points (normalz < 0.85) becomes the quarry’s (type 5, object the quarry).
A dig: every vertex of the pit’s picking mesh, placed by the model’s transform, sets the height under it to the vertex’s height, no lower than the floor. The DecalComponent is re-added around each dig (the port’s decals follow the terrain).
Original: QuarryComponent: FUN_14010cad0, FUN_140055a50, FUN_1400554e0, FUN_1400c4440;
the dig is FUN_140055320.
Structs§
- Quarry
Template - A resolved
QuarryDescription.
Constants§
- QUARRY_
CELL - The cell type a steep quarry cell becomes.
Functions§
- claim_
steep_ cells - The message’s second half: the quarry’s steep cells become its own.
- dig
- The pit under the quarry
p, no lower thanfloor.sizeis the map’s cells per side.