diff --git a/code/game/objects/effects/spawners/random/maintenance.dm b/code/game/objects/effects/spawners/random/maintenance.dm index 38f8af6a902..997c3bb1f0c 100644 --- a/code/game/objects/effects/spawners/random/maintenance.dm +++ b/code/game/objects/effects/spawners/random/maintenance.dm @@ -2,15 +2,13 @@ name = "maintenance loot spawner" desc = "Come on Lady Luck, spawn me a pair of sunglasses." icon_state = "loot" + remove_if_cant_spawn = FALSE //don't remove stuff from the global maint list, which other can use. // see code/_globalvars/lists/maintenance_loot.dm for loot table /// A subtype of maintenance loot spawner that does not spawn any decals, for when you want to place them on chasm turfs and such /// decals such as ashes will cause NeverShouldHaveComeHere() to fail on such turfs, which creates annoying rng based CI failures /obj/effect/spawner/random/maintenance/no_decals -/obj/effect/spawner/random/maintenance/no_decals/can_spawn(atom/loot) - return !ispath(loot, /obj/effect/decal) - /obj/effect/spawner/random/maintenance/examine(mob/user) . = ..() . += span_info("This spawner has an effective loot count of [get_effective_lootcount()].") @@ -19,6 +17,14 @@ loot = GLOB.maintenance_loot return ..() +/obj/effect/spawner/random/maintenance/skew_loot_weights(list/loot_list, exponent) + ///We only need to skew the weights once, since it's a global list used by all maint spawners. + var/static/already_done = FALSE + if(loot_list == GLOB.maintenance_loot && already_done) + return + already_done = TRUE + return ..() + /obj/effect/spawner/random/maintenance/proc/hide() SetInvisibility(INVISIBILITY_OBSERVER) alpha = 100 diff --git a/code/game/objects/effects/spawners/random/random.dm b/code/game/objects/effects/spawners/random/random.dm index ed77f671191..fae8ff14cda 100644 --- a/code/game/objects/effects/spawners/random/random.dm +++ b/code/game/objects/effects/spawners/random/random.dm @@ -29,6 +29,8 @@ var/spawn_scatter_radius = 0 /// Whether the items should have a random pixel_x/y offset (maxium offset distance is ±16 pixels for x/y) var/spawn_random_offset = FALSE + /// Whether items that cannot be spawned will be removed from the loot list. Keep it TRUE unless you've a good reason. + var/remove_if_cant_spawn = TRUE /obj/effect/spawner/random/Initialize(mapload) . = ..() @@ -53,7 +55,7 @@ loot += subtypesof(loot_subtype_path) if(CONFIG_GET(number/random_loot_weight_modifier) != 1) - skew_loot_weights(CONFIG_GET(number/random_loot_weight_modifier)) + skew_loot_weights(loot, CONFIG_GET(number/random_loot_weight_modifier)) if(loot?.len) var/loot_spawned = 0 @@ -61,7 +63,8 @@ while((spawn_loot_count-loot_spawned) && loot.len) var/lootspawn = pick_weight_recursive(loot) if(!can_spawn(lootspawn)) - loot.Remove(lootspawn) + if(remove_if_cant_spawn) + loot.Remove(lootspawn) continue if(!spawn_loot_double) loot.Remove(lootspawn)