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[MIRROR] Removes "availible" mispellings in codebase (#427)
* Removes "availible" mispellings in codebase (#53046) * AVAILABLE * Rebuild tgui Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> * Removes "availible" mispellings in codebase Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
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@@ -72,7 +72,7 @@
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var/list/ruins = potentialRuins.Copy()
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var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf.
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var/list/ruins_availible = list() //we can try these in the current pass
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var/list/ruins_available = list() //we can try these in the current pass
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//Set up the starting ruin list
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for(var/key in ruins)
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@@ -83,8 +83,8 @@
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forced_ruins[R] = -1
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if(R.unpickable)
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continue
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ruins_availible[R] = R.placement_weight
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while(budget > 0 && (ruins_availible.len || forced_ruins.len))
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ruins_available[R] = R.placement_weight
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while(budget > 0 && (ruins_available.len || forced_ruins.len))
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var/datum/map_template/ruin/current_pick
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var/forced = FALSE
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var/forced_z //If set we won't pick z level and use this one instead.
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@@ -101,7 +101,7 @@
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forced = TRUE
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break
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else //Otherwise just pick random one
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current_pick = pickweight(ruins_availible)
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current_pick = pickweight(ruins_available)
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var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
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var/failed_to_place = TRUE
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@@ -137,21 +137,21 @@
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forced = FALSE
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if(failed_to_place)
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for(var/datum/map_template/ruin/R in ruins_availible)
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.id == current_pick.id)
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ruins_availible -= R
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ruins_available -= R
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log_world("Failed to place [current_pick.name] ruin.")
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else
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budget -= current_pick.cost
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if(!current_pick.allow_duplicates)
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for(var/datum/map_template/ruin/R in ruins_availible)
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.id == current_pick.id)
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ruins_availible -= R
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ruins_available -= R
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if(current_pick.never_spawn_with)
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for(var/blacklisted_type in current_pick.never_spawn_with)
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for(var/possible_exclusion in ruins_availible)
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for(var/possible_exclusion in ruins_available)
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if(istype(possible_exclusion,blacklisted_type))
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ruins_availible -= possible_exclusion
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ruins_available -= possible_exclusion
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if(current_pick.always_spawn_with)
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for(var/v in current_pick.always_spawn_with)
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for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
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@@ -171,9 +171,9 @@
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if(PLACE_ISOLATED)
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forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
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//Update the availible list
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for(var/datum/map_template/ruin/R in ruins_availible)
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//Update the available list
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.cost > budget)
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ruins_availible -= R
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ruins_available -= R
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log_world("Ruin loader finished with [budget] left to spend.")
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