/datum/turf_initializer/dirty/initialize(var/turf/simulated/T) if(T.density) return // Quick and dirty check to avoid placing things inside windows if(locate(/obj/structure/grille, T) || locate(/obj/structure/window_frame, T) || locate(/obj/structure/window/full, T)) return //Don't place on openspace! if(T.is_open()) return //Dont place on unsimulated! if(istype(T, /turf/unsimulated)) return var/cardinal_turfs = T.CardinalTurfs() T.dirt = rand(10, 50) + rand(0, 50) // If a neighbor is dirty, then we get dirtier. var/how_dirty = dirty_neighbors(cardinal_turfs) for(var/i = 0; i < how_dirty; i++) T.dirt += rand(0,10) T.update_dirt() if(prob(25)) // Keep in mind that only "corners" get any sort of web attempt_web(T, cardinal_turfs) /datum/turf_initializer/dirty/proc/dirty_neighbors(var/list/cardinal_turfs) var/how_dirty for(var/turf/simulated/T in cardinal_turfs) // Considered dirty if more than halfway to visible dirt if(T.dirt > 25) how_dirty++ return how_dirty /datum/turf_initializer/dirty/proc/attempt_web(var/turf/simulated/T) var/turf/north_turf = get_step(T, NORTH) if(!north_turf || !north_turf.density) return for(var/dir in list(WEST, EAST)) // For the sake of efficiency, west wins over east in the case of 1-tile valid spots, rather than doing pick() var/turf/neighbour = get_step(T, dir) if(neighbour && neighbour.density) if(dir == WEST) new /obj/effect/decal/cleanable/cobweb(T) if(dir == EAST) new /obj/effect/decal/cleanable/cobweb2(T) return