Files
Bubberstation/code/game/objects/effects/spawners/random/random.dm
John Willard b5975bd915 Unit tests now catch decals in walls/space (#75189)
## About The Pull Request

Unit tests will now fail if there's a decal in a wall or open space
turf. Open space turf could be limiting to mappers but I don't think it
makes sense for decals (like dirt, glass shards, etc) to be floating
around in space in the exact same spot.

If there's a decal you want to put in space, decals have a
``turf_loc_check`` var that will bypass this.

**Important note: This is not changing existing behavior. Decals already
delete themselves when they spawn in these incorrect locations, we're
just avoiding them from spawning in the first place.**

### Changes I made

- Ash flora are now lava immune, rivers spawn after flora does, so I
decided that it would be easiest (and more flavorful) to have them be
lava-immune rather than to not have them spawn at all.
- Decals can now be spawned in non-turf locations. This is currently
done by mail, which can give you bones as part of the mail. Currently it
will just delete itself instead.
- Trading Card button is now on the same tile as their display, which
now uses an offset. Before it would spawn it on the tile next to it,
which could be a wall in some instances.
- Mirrors now have floating movement type. They ARE floating since
they're attached to the wall, and it prevents them from burning up due
to lava in the Pride ruin.
- I also added a broken mirror subtype because I thought the icon_state
check was terrible.
- Bubblegum called ``DestroySurroundings`` several times on the same
thing, I hopefully fixed some of that. Their charge ability also
registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it
by default, so I fixed that too.

## Why It's Good For The Game

Decals in walls is already a bad idea, but currently all it does is
delete it on Initialize. It would be better if we ensured they wouldn't
spawn in the first place.

## Changelog

🆑
fix: Lava will no longer burn 6 of the mirrors in pride ruin
fix: Lava will no longer burn plants that spawn in them.
/🆑
2023-06-15 16:39:22 -07:00

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/**
* Base class for all random spawners.
*/
/obj/effect/spawner/random
icon = 'icons/effects/random_spawners.dmi'
icon_state = "loot"
layer = OBJ_LAYER
/// Stops persistent lootdrop spawns from being shoved into lockers
anchored = TRUE
/// A list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
var/list/loot
/// The subtypes AND type to combine with the loot list
var/loot_type_path
/// The subtypes (this excludes the provided path) to combine with the loot list
var/loot_subtype_path
/// How many items will be spawned
var/spawn_loot_count = 1
/// If the same item can be spawned twice
var/spawn_loot_double = TRUE
/// Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself
var/spawn_loot_split = FALSE
/// Whether the spawner should spawn all the loot in the list
var/spawn_all_loot = FALSE
/// The chance for the spawner to create loot (ignores spawn_loot_count)
var/spawn_loot_chance = 100
/// Determines how big of a range (in tiles) we should scatter things in.
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
/obj/effect/spawner/random/Initialize(mapload)
. = ..()
spawn_loot()
///If the spawner has any loot defined, randomly picks some and spawns it. Does not cleanup the spawner.
/obj/effect/spawner/random/proc/spawn_loot(lootcount_override)
if(!prob(spawn_loot_chance))
return
var/list/spawn_locations = get_spawn_locations(spawn_scatter_radius)
var/spawn_loot_count = isnull(lootcount_override) ? src.spawn_loot_count : lootcount_override
if(spawn_all_loot)
spawn_loot_count = INFINITY
spawn_loot_double = FALSE
if(loot_type_path)
loot += typesof(loot_type_path)
if(loot_subtype_path)
loot += subtypesof(loot_subtype_path)
if(loot?.len)
var/loot_spawned = 0
while((spawn_loot_count-loot_spawned) && loot.len)
var/lootspawn = pick_weight_recursive(loot)
if(!spawn_loot_double)
loot.Remove(lootspawn)
if(lootspawn && (spawn_scatter_radius == 0 || spawn_locations.len))
var/turf/spawn_loc = loc
if(spawn_scatter_radius > 0)
spawn_loc = pick_n_take(spawn_locations)
var/atom/movable/spawned_loot = make_item(spawn_loc, lootspawn)
spawned_loot.setDir(dir)
if (!spawn_loot_split && !spawn_random_offset)
if (pixel_x != 0)
spawned_loot.pixel_x = pixel_x
if (pixel_y != 0)
spawned_loot.pixel_y = pixel_y
else if (spawn_random_offset)
spawned_loot.pixel_x = rand(-16, 16)
spawned_loot.pixel_y = rand(-16, 16)
else if (spawn_loot_split)
if (loot_spawned)
spawned_loot.pixel_x = spawned_loot.pixel_y = ((!(loot_spawned%2)*loot_spawned/2)*-1)+((loot_spawned%2)*(loot_spawned+1)/2*1)
loot_spawned++
/**
* Makes the actual item related to our spawner.
*
* spawn_loc - where are we spawning it?
* type_path_to_make - what are we spawning?
**/
/obj/effect/spawner/random/proc/make_item(spawn_loc, type_path_to_make)
return new type_path_to_make(spawn_loc)
///If the spawner has a spawn_scatter_radius set, this creates a list of nearby turfs available
/obj/effect/spawner/random/proc/get_spawn_locations(radius)
var/list/scatter_locations = list()
if(radius >= 0)
for(var/turf/turf_in_view in view(radius, get_turf(src)))
if(isclosedturf(turf_in_view) || (isgroundlessturf(turf_in_view) && !SSmapping.get_turf_below(turf_in_view)))
continue
scatter_locations += turf_in_view
return scatter_locations
//finds the probabilities of items spawning from a loot spawner's loot pool
/obj/item/loot_table_maker
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "random_loot"
var/spawner_to_test = /obj/effect/spawner/random/maintenance //what lootdrop spawner to use the loot pool of
var/loot_count = 180 //180 is about how much maint loot spawns per map as of 11/14/2019
//result outputs
var/list/spawned_table //list of all items "spawned" and how many
var/list/stat_table //list of all items "spawned" and their occurrance probability
/obj/item/loot_table_maker/Initialize(mapload)
. = ..()
make_table()
/obj/item/loot_table_maker/attack_self(mob/user)
to_chat(user, "Loot pool re-rolled.")
make_table()
/obj/item/loot_table_maker/proc/make_table()
spawned_table = list()
stat_table = list()
var/obj/effect/spawner/random/spawner_to_table = new spawner_to_test
var/lootpool = spawner_to_table.loot
qdel(spawner_to_table)
for(var/i in 1 to loot_count)
var/loot_spawn = pick_weight_recursive(lootpool)
if(!(loot_spawn in spawned_table))
spawned_table[loot_spawn] = 1
else
spawned_table[loot_spawn] += 1
stat_table += spawned_table
for(var/item in stat_table)
stat_table[item] /= loot_count