[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>
This commit is contained in:
SkyratBot
2020-08-20 02:14:11 +02:00
committed by GitHub
parent 3ef712a8d4
commit d2778728a5
15 changed files with 52 additions and 52 deletions

View File

@@ -72,7 +72,7 @@
var/list/ruins = potentialRuins.Copy()
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.
var/list/ruins_availible = list() //we can try these in the current pass
var/list/ruins_available = list() //we can try these in the current pass
//Set up the starting ruin list
for(var/key in ruins)
@@ -83,8 +83,8 @@
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_availible[R] = R.placement_weight
while(budget > 0 && (ruins_availible.len || forced_ruins.len))
ruins_available[R] = R.placement_weight
while(budget > 0 && (ruins_available.len || forced_ruins.len))
var/datum/map_template/ruin/current_pick
var/forced = FALSE
var/forced_z //If set we won't pick z level and use this one instead.
@@ -101,7 +101,7 @@
forced = TRUE
break
else //Otherwise just pick random one
current_pick = pickweight(ruins_availible)
current_pick = pickweight(ruins_available)
var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
@@ -137,21 +137,21 @@
forced = FALSE
if(failed_to_place)
for(var/datum/map_template/ruin/R in ruins_availible)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_availible -= R
ruins_available -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_availible)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_availible -= R
ruins_available -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_availible)
for(var/possible_exclusion in ruins_available)
if(istype(possible_exclusion,blacklisted_type))
ruins_availible -= possible_exclusion
ruins_available -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
@@ -171,9 +171,9 @@
if(PLACE_ISOLATED)
forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
//Update the availible list
for(var/datum/map_template/ruin/R in ruins_availible)
//Update the available list
for(var/datum/map_template/ruin/R in ruins_available)
if(R.cost > budget)
ruins_availible -= R
ruins_available -= R
log_world("Ruin loader finished with [budget] left to spend.")