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https://github.com/Bubberstation/Bubberstation.git
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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>
This commit is contained in:
@@ -344,7 +344,7 @@
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for(var/rec in GLOB.crafting_recipes)
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var/datum/crafting_recipe/R = rec
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if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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continue
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if((R.category != cur_category) || (R.subcategory != cur_subcategory))
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@@ -365,7 +365,7 @@
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if(R.name == "") //This is one of the invalid parents that sneaks in
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continue
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if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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continue
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if(isnull(crafting_recipes[R.category]))
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@@ -10,7 +10,7 @@
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var/list/chem_catalysts = list() //like tools but for reagents
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var/category = CAT_NONE //where it shows up in the crafting UI
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var/subcategory = CAT_NONE
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var/always_availible = TRUE //Set to FALSE if it needs to be learned first.
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var/always_available = TRUE //Set to FALSE if it needs to be learned first.
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/// Additonal requirements text shown in UI
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var/additional_req_text
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@@ -776,7 +776,7 @@
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/datum/crafting_recipe/rib
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name = "Collosal Rib"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/stack/sheet/bone = 10,
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/datum/reagent/fuel/oil = 5)
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@@ -785,7 +785,7 @@
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/datum/crafting_recipe/skull
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name = "Skull Carving"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/stack/sheet/bone = 6,
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/datum/reagent/fuel/oil = 5)
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@@ -794,7 +794,7 @@
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/datum/crafting_recipe/halfskull
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name = "Cracked Skull Carving"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/stack/sheet/bone = 3,
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/datum/reagent/fuel/oil = 5)
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@@ -803,7 +803,7 @@
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/datum/crafting_recipe/boneshovel
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name = "Serrated Bone Shovel"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/stack/sheet/bone = 4,
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/datum/reagent/fuel/oil = 5,
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@@ -1351,24 +1351,24 @@ Traitors and the like can also be revived with the previous role mostly intact.
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var/add_or_remove = input("Remove/Add?", "Trait Remove/Add") as null|anything in list("Add","Remove")
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if(!add_or_remove)
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return
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var/list/availible_traits = list()
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var/list/available_traits = list()
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switch(add_or_remove)
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if("Add")
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for(var/key in GLOB.traits_by_type)
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if(istype(D,key))
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availible_traits += GLOB.traits_by_type[key]
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available_traits += GLOB.traits_by_type[key]
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if("Remove")
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if(!GLOB.trait_name_map)
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GLOB.trait_name_map = generate_trait_name_map()
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for(var/trait in D.status_traits)
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var/name = GLOB.trait_name_map[trait] || trait
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availible_traits[name] = trait
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available_traits[name] = trait
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var/chosen_trait = input("Select trait to modify", "Trait") as null|anything in sortList(availible_traits)
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var/chosen_trait = input("Select trait to modify", "Trait") as null|anything in sortList(available_traits)
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if(!chosen_trait)
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return
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chosen_trait = availible_traits[chosen_trait]
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chosen_trait = available_traits[chosen_trait]
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var/source = "adminabuse"
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switch(add_or_remove)
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@@ -16,7 +16,7 @@
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..()
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no_coexistance_typecache = typecacheof(no_coexistance_typecache)
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/datum/spellbook_entry/proc/IsAvailible() // For config prefs / gamemode restrictions - these are round applied
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/datum/spellbook_entry/proc/IsAvailable() // For config prefs / gamemode restrictions - these are round applied
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return TRUE
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/datum/spellbook_entry/proc/CanBuy(mob/living/carbon/human/user,obj/item/spellbook/book) // Specific circumstances
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@@ -478,7 +478,7 @@
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desc = "Spook the crew out by making them see dead people. Be warned, ghosts are capricious and occasionally vindicative, and some will use their incredibly minor abilities to frustrate you."
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cost = 0
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/datum/spellbook_entry/summon/ghosts/IsAvailible()
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/datum/spellbook_entry/summon/ghosts/IsAvailable()
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if(!SSticker.mode)
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return FALSE
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else
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@@ -496,7 +496,7 @@
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name = "Summon Guns"
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desc = "Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. There is a good chance that they will shoot each other first."
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/datum/spellbook_entry/summon/guns/IsAvailible()
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/datum/spellbook_entry/summon/guns/IsAvailable()
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if(!SSticker.mode) // In case spellbook is placed on map
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return FALSE
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if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
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@@ -515,7 +515,7 @@
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name = "Summon Magic"
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desc = "Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time."
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/datum/spellbook_entry/summon/magic/IsAvailible()
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/datum/spellbook_entry/summon/magic/IsAvailable()
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if(!SSticker.mode) // In case spellbook is placed on map
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return FALSE
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if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
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@@ -537,7 +537,7 @@
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limit = 1
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var/times = 0
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/datum/spellbook_entry/summon/events/IsAvailible()
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/datum/spellbook_entry/summon/events/IsAvailable()
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if(!SSticker.mode) // In case spellbook is placed on map
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return FALSE
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if(istype(SSticker.mode, /datum/game_mode/dynamic)) // Disable events on dynamic
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@@ -605,7 +605,7 @@
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var/entry_types = subtypesof(/datum/spellbook_entry) - /datum/spellbook_entry/item - /datum/spellbook_entry/summon
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for(var/T in entry_types)
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var/datum/spellbook_entry/E = new T
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if(E.IsAvailible())
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if(E.IsAvailable())
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entries |= E
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categories |= E.category
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else
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@@ -11,15 +11,15 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
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/datum/gateway_destination
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var/name = "Unknown Destination"
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var/wait = 0 /// How long after roundstart this destination becomes active
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var/enabled = TRUE /// If disabled, the destination won't be availible
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var/enabled = TRUE /// If disabled, the destination won't be available
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var/hidden = FALSE /// Will not show on gateway controls at all.
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/* Can a gateway link to this destination right now. */
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/datum/gateway_destination/proc/is_availible()
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/datum/gateway_destination/proc/is_available()
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return enabled && (world.time - SSticker.round_start_time >= wait)
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/* Returns user-friendly description why you can't connect to this destination, displayed in UI */
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/datum/gateway_destination/proc/get_availible_reason()
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/datum/gateway_destination/proc/get_available_reason()
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. = "Unreachable"
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if(world.time - SSticker.round_start_time < wait)
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. = "Connection desynchronized. Recalibration in progress."
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@@ -52,8 +52,8 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
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. = list()
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.["ref"] = REF(src)
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.["name"] = name
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.["availible"] = is_availible()
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.["reason"] = get_availible_reason()
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.["available"] = is_available()
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.["reason"] = get_available_reason()
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if(wait)
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.["timeout"] = max(1 - (wait - (world.time - SSticker.round_start_time)) / wait, 0)
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@@ -72,10 +72,10 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
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if(target_gateway.target == deactivated.destination)
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target_gateway.deactivate()
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/datum/gateway_destination/gateway/is_availible()
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/datum/gateway_destination/gateway/is_available()
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return ..() && target_gateway.calibrated && !target_gateway.target && target_gateway.powered()
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/datum/gateway_destination/gateway/get_availible_reason()
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/datum/gateway_destination/gateway/get_available_reason()
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. = ..()
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if(!target_gateway.calibrated)
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. = "Exit gateway malfunction. Manual recalibration required."
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@@ -317,7 +317,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
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/obj/machinery/computer/gateway_control/proc/try_to_connect(datum/gateway_destination/D)
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if(!D || !G)
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return
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if(!D.is_availible() || G.target)
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if(!D.is_available() || G.target)
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return
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G.activate(D)
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@@ -162,7 +162,7 @@
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/datum/crafting_recipe/food/clowncake
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name = "clown cake"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/reagent_containers/food/snacks/store/cake/plain = 1,
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/obj/item/reagent_containers/food/snacks/sundae = 2,
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@@ -173,7 +173,7 @@
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/datum/crafting_recipe/food/vanillacake
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name = "vanilla cake"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/obj/item/reagent_containers/food/snacks/store/cake/plain = 1,
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/obj/item/reagent_containers/food/snacks/grown/vanillapod = 2
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@@ -132,7 +132,7 @@
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/datum/crafting_recipe/food/mimetart
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name = "Mime tart"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/datum/reagent/consumable/milk = 5,
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/datum/reagent/consumable/sugar = 5,
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@@ -144,7 +144,7 @@
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/datum/crafting_recipe/food/berrytart
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name = "Berry tart"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/datum/reagent/consumable/milk = 5,
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/datum/reagent/consumable/sugar = 5,
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@@ -156,7 +156,7 @@
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/datum/crafting_recipe/food/cocolavatart
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name = "Chocolate Lava tart"
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always_availible = FALSE
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always_available = FALSE
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reqs = list(
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/datum/reagent/consumable/milk = 5,
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/datum/reagent/consumable/sugar = 5,
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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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@@ -496,7 +496,7 @@
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// Used to make sure that a player has a valid job preference setup, used to knock players out of eligibility for anything if their prefs don't make sense.
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// A "valid job preference setup" in this situation means at least having one job set to low, or not having "return to lobby" enabled
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// Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not availible"
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// Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not available"
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// Doing so would previously allow you to roll for antag, then send you back to lobby if you didn't get an antag role
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// This also does some admin notification and logging as well, as well as some extra logic to make sure things don't go wrong
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/mob/dead/new_player/proc/check_preferences()
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@@ -361,7 +361,7 @@
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/datum/reagent/hellwater/on_mob_life(mob/living/carbon/M)
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M.fire_stacks = min(5,M.fire_stacks + 3)
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M.IgniteMob() //Only problem with igniting people is currently the commonly availible fire suits make you immune to being on fire
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M.IgniteMob() //Only problem with igniting people is currently the commonly available fire suits make you immune to being on fire
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M.adjustToxLoss(1, 0)
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M.adjustFireLoss(1, 0) //Hence the other damages... ain't I a bastard?
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 150)
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@@ -250,7 +250,7 @@
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desc = "You put your right leg in, your right leg out. In, out, in, out, \
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shake it all about. And apparently then it detaches.\n\
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The hokey pokey has certainly changed a lot since space colonisation."
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// alternative spellings of 'pokey' are availible
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// alternative spellings of 'pokey' are available
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icon_state = "default_human_r_leg"
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attack_verb_continuous = list("kicks", "stomps")
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attack_verb_simple = list("kick", "stomp")
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@@ -258,7 +258,7 @@ commit, while escape cancels.
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**Props:**
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- See inherited props: [Box](#box)
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- `fluid`: fill availible horizontal space
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- `fluid`: fill available horizontal space
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- `onCommit: (e, value) => void`: function that is called after the user
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defocuses the input or presses enter
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- `currentValue: string`: default string to display when the input is shown
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@@ -66,7 +66,7 @@ const GatewayContent = (props, context) => {
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<Section
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key={dest.ref}
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title={dest.name}>
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{dest.availible && (
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{dest.available && (
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<Button
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fluid
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onClick={() => act('activate', {
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@@ -243,7 +243,7 @@ export const StatusPane = (props, context) => {
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<Grid.Column size={0.85}>
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<LabeledList>
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<LabeledList.Item
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label="TC Availible"
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label="TC Available"
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buttons={(
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<Button
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content="Claim"
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@@ -305,7 +305,7 @@ const ContractsTab = (props, context) => {
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return (
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<Fragment>
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<Section
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title="Availible Contracts"
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title="Available Contracts"
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buttons={(
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<Button
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content="Call Extraction"
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File diff suppressed because one or more lines are too long
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