[MIRROR] [NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#28749)

* [NO GBP] Fixes the loot weight config + maintenance spawner nitpick (#84777)

## About The Pull Request
I've forgotten to fill the `loot_list` arg of the `skew_loot_weight`
call, and I'm preventing the maintenance spawners from running the proc
more times that necessary, also stopping the `no_decal` subtype from
removing decals typepaths from the global `maintenance_loot` list.

## Why It's Good For The Game
Pseudo-bugfixing.

## Changelog
N/A

* [NO GBP] Fixes the loot weight config + maintenance spawner nitpick

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
SkyratBot
2024-07-09 19:40:17 +05:30
committed by GitHub
co-authored by Ghom
parent 56e490c567
commit dcdf918a91
2 changed files with 14 additions and 5 deletions
@@ -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
@@ -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)