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1fdc6d5b55
## 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
113 lines
3.6 KiB
Plaintext
113 lines
3.6 KiB
Plaintext
/obj/effect/spawner/random/maintenance
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name = "maintenance loot spawner"
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desc = "Come on Lady Luck, spawn me a pair of sunglasses."
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icon_state = "loot"
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remove_if_cant_spawn = FALSE //don't remove stuff from the global maint list, which other can use.
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// see code/_globalvars/lists/maintenance_loot.dm for loot table
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/// A subtype of maintenance loot spawner that does not spawn any decals, for when you want to place them on chasm turfs and such
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/// decals such as ashes will cause NeverShouldHaveComeHere() to fail on such turfs, which creates annoying rng based CI failures
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/obj/effect/spawner/random/maintenance/no_decals
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/obj/effect/spawner/random/maintenance/no_decals/can_spawn(loot)
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if(ispath(loot, /obj/effect/decal))
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return FALSE
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return ..()
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/obj/effect/spawner/random/maintenance/examine(mob/user)
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. = ..()
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. += span_info("This spawner has an effective loot count of [get_effective_lootcount()].")
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/obj/effect/spawner/random/maintenance/Initialize(mapload)
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loot = GLOB.maintenance_loot
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return ..()
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/obj/effect/spawner/random/maintenance/skew_loot_weights(list/loot_list, exponent)
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///We only need to skew the weights once, since it's a global list used by all maint spawners.
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var/static/already_done = FALSE
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if(loot_list == GLOB.maintenance_loot && already_done)
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return
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already_done = TRUE
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return ..()
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/obj/effect/spawner/random/maintenance/proc/hide()
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SetInvisibility(INVISIBILITY_OBSERVER)
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alpha = 100
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/obj/effect/spawner/random/maintenance/proc/get_effective_lootcount()
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var/effective_lootcount = spawn_loot_count
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if(HAS_TRAIT(SSstation, STATION_TRAIT_FILLED_MAINT))
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effective_lootcount = FLOOR(spawn_loot_count * 1.5, 1)
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else if(HAS_TRAIT(SSstation, STATION_TRAIT_EMPTY_MAINT))
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effective_lootcount = FLOOR(spawn_loot_count * 0.5, 1)
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return effective_lootcount
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/obj/effect/spawner/random/maintenance/spawn_loot(lootcount_override)
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if(isnull(lootcount_override))
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lootcount_override = get_effective_lootcount()
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. = ..()
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// In addition, closets that are closed will have the maintenance loot inserted inside.
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for(var/obj/structure/closet/closet in get_turf(src))
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if(!closet.opened)
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closet.take_contents()
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/obj/effect/spawner/random/maintenance/two
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name = "2 x maintenance loot spawner"
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spawn_loot_count = 2
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/obj/effect/spawner/random/maintenance/three
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name = "3 x maintenance loot spawner"
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spawn_loot_count = 3
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/obj/effect/spawner/random/maintenance/four
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name = "4 x maintenance loot spawner"
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spawn_loot_count = 4
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/obj/effect/spawner/random/maintenance/five
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name = "5 x maintenance loot spawner"
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spawn_loot_count = 5
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/obj/effect/spawner/random/maintenance/six
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name = "6 x maintenance loot spawner"
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spawn_loot_count = 6
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/obj/effect/spawner/random/maintenance/seven
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name = "7 x maintenance loot spawner"
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spawn_loot_count = 7
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/obj/effect/spawner/random/maintenance/eight
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name = "8 x maintenance loot spawner"
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spawn_loot_count = 8
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/obj/effect/spawner/random/maintenance/no_decals/two
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name = "2 x maintenance loot spawner"
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spawn_loot_count = 2
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/obj/effect/spawner/random/maintenance/no_decals/three
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name = "3 x maintenance loot spawner"
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spawn_loot_count = 3
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/obj/effect/spawner/random/maintenance/no_decals/four
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name = "4 x maintenance loot spawner"
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spawn_loot_count = 4
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/obj/effect/spawner/random/maintenance/no_decals/five
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name = "5 x maintenance loot spawner"
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spawn_loot_count = 5
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/obj/effect/spawner/random/maintenance/no_decals/six
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name = "6 x maintenance loot spawner"
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spawn_loot_count = 6
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/obj/effect/spawner/random/maintenance/no_decals/seven
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name = "7 x maintenance loot spawner"
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spawn_loot_count = 7
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/obj/effect/spawner/random/maintenance/no_decals/eight
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name = "8 x maintenance loot spawner"
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spawn_loot_count = 8
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