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Dehardcodes SSmapping (#65077)
Essentially SSmapping had a list for each theme of ruin (space, lava, ice, ice underground). These were all filled with an if statement checking the ruin templates type. Now, i've given ruins a ruin_type var, which is then used to dynamically add to a single list of ruins, which separates lists of ruins by ruin type. Good for downstreams who may have more ruin types Changelog cl refactor: Dehardcoded SSmapping ruin types. /cl
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@@ -654,18 +654,12 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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exists[L.ruin_template] = landmark
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var/list/names = list()
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names += "---- Space Ruins ----"
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for(var/name in SSmapping.space_ruins_templates)
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names[name] = list(SSmapping.space_ruins_templates[name], ZTRAIT_SPACE_RUINS, list(/area/space))
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names += "---- Lava Ruins ----"
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for(var/name in SSmapping.lava_ruins_templates)
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names[name] = list(SSmapping.lava_ruins_templates[name], ZTRAIT_LAVA_RUINS, list(/area/lavaland/surface/outdoors/unexplored))
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names += "---- Ice Ruins ----"
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for(var/name in SSmapping.ice_ruins_templates)
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names[name] = list(SSmapping.ice_ruins_templates[name], ZTRAIT_ICE_RUINS, list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored))
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names += "---- Ice Underground Ruins ----"
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for(var/name in SSmapping.ice_ruins_underground_templates)
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names[name] = list(SSmapping.ice_ruins_underground_templates[name], ZTRAIT_ICE_RUINS_UNDERGROUND, list(/area/icemoon/underground/unexplored))
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for (var/theme in SSmapping.themed_ruins)
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names += "---- [theme] ----"
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for (var/name in SSmapping.themed_ruins[theme])
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var/datum/map_template/ruin/ruin = SSmapping.themed_ruins[theme][name]
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names[name] = list(ruin, theme, list(ruin.default_area))
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var/ruinname = input("Select ruin", "Spawn Ruin") as null|anything in sort_list(names)
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var/data = names[ruinname]
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