Files
Bubberstation/code/game/objects/effects/spawners/random/maintenance.dm
T
Ghom 1fdc6d5b55 [NO GBP] Fixes a regression with the no-decal maintenance loot spawner (#84896)
## About The Pull Request
Accidentally removed the can_spawn proc definition at some point.

## Why It's Good For The Game
Fixing the CI.

## Changelog
N/A
2024-07-14 20:15:12 -06:00

113 lines
3.6 KiB
Plaintext

/obj/effect/spawner/random/maintenance
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(loot)
if(ispath(loot, /obj/effect/decal))
return FALSE
return ..()
/obj/effect/spawner/random/maintenance/examine(mob/user)
. = ..()
. += span_info("This spawner has an effective loot count of [get_effective_lootcount()].")
/obj/effect/spawner/random/maintenance/Initialize(mapload)
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
/obj/effect/spawner/random/maintenance/proc/get_effective_lootcount()
var/effective_lootcount = spawn_loot_count
if(HAS_TRAIT(SSstation, STATION_TRAIT_FILLED_MAINT))
effective_lootcount = FLOOR(spawn_loot_count * 1.5, 1)
else if(HAS_TRAIT(SSstation, STATION_TRAIT_EMPTY_MAINT))
effective_lootcount = FLOOR(spawn_loot_count * 0.5, 1)
return effective_lootcount
/obj/effect/spawner/random/maintenance/spawn_loot(lootcount_override)
if(isnull(lootcount_override))
lootcount_override = get_effective_lootcount()
. = ..()
// In addition, closets that are closed will have the maintenance loot inserted inside.
for(var/obj/structure/closet/closet in get_turf(src))
if(!closet.opened)
closet.take_contents()
/obj/effect/spawner/random/maintenance/two
name = "2 x maintenance loot spawner"
spawn_loot_count = 2
/obj/effect/spawner/random/maintenance/three
name = "3 x maintenance loot spawner"
spawn_loot_count = 3
/obj/effect/spawner/random/maintenance/four
name = "4 x maintenance loot spawner"
spawn_loot_count = 4
/obj/effect/spawner/random/maintenance/five
name = "5 x maintenance loot spawner"
spawn_loot_count = 5
/obj/effect/spawner/random/maintenance/six
name = "6 x maintenance loot spawner"
spawn_loot_count = 6
/obj/effect/spawner/random/maintenance/seven
name = "7 x maintenance loot spawner"
spawn_loot_count = 7
/obj/effect/spawner/random/maintenance/eight
name = "8 x maintenance loot spawner"
spawn_loot_count = 8
/obj/effect/spawner/random/maintenance/no_decals/two
name = "2 x maintenance loot spawner"
spawn_loot_count = 2
/obj/effect/spawner/random/maintenance/no_decals/three
name = "3 x maintenance loot spawner"
spawn_loot_count = 3
/obj/effect/spawner/random/maintenance/no_decals/four
name = "4 x maintenance loot spawner"
spawn_loot_count = 4
/obj/effect/spawner/random/maintenance/no_decals/five
name = "5 x maintenance loot spawner"
spawn_loot_count = 5
/obj/effect/spawner/random/maintenance/no_decals/six
name = "6 x maintenance loot spawner"
spawn_loot_count = 6
/obj/effect/spawner/random/maintenance/no_decals/seven
name = "7 x maintenance loot spawner"
spawn_loot_count = 7
/obj/effect/spawner/random/maintenance/no_decals/eight
name = "8 x maintenance loot spawner"
spawn_loot_count = 8