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Bubberstation/code/datums/spawners_menu.dm
tralezab 82615e7462 Super Mega Mob Spawn Refactor (#63279)
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.

    Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
    Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
    Removes a lot of single or very few used vars, whose properties can be applied on special().
    All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
    Just generally cleaner all around you know
    spider structures file renamed to spiderwebs now that spider eggs are gone

Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
2021-12-15 11:13:21 +13:00

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/datum/spawners_menu
var/mob/dead/observer/owner
/datum/spawners_menu/New(mob/dead/observer/new_owner)
if(!istype(new_owner))
qdel(src)
owner = new_owner
/datum/spawners_menu/Destroy()
owner = null
return ..()
/datum/spawners_menu/ui_state(mob/user)
return GLOB.observer_state
/datum/spawners_menu/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SpawnersMenu")
ui.open()
/datum/spawners_menu/ui_static_data(mob/user)
var/list/data = list()
data["spawners"] = list()
for(var/spawner in GLOB.mob_spawners)
var/list/this = list()
this["name"] = spawner
this["you_are_text"] = ""
this["flavor_text"] = ""
this["important_warning"] = ""
this["amount_left"] = 0
for(var/spawner_obj in GLOB.mob_spawners[spawner])
if(!this["desc"])
if(istype(spawner_obj, /obj/effect/mob_spawn))
var/obj/effect/mob_spawn/ghost_role/mob_spawner = spawner_obj
if(!mob_spawner.allow_spawn(user, silent = TRUE))
continue
this["you_are_text"] = mob_spawner.you_are_text
this["flavor_text"] = mob_spawner.flavour_text
this["important_text"] = mob_spawner.important_text
else
var/obj/object = spawner_obj
this["desc"] = object.desc
this["amount_left"] += 1
if(this["amount_left"] > 0)
data["spawners"] += list(this)
return data
/datum/spawners_menu/ui_act(action, params, datum/tgui/ui)
. = ..()
if(.)
return
var/group_name = params["name"]
if(!group_name || !(group_name in GLOB.mob_spawners))
return
var/list/spawnerlist = GLOB.mob_spawners[group_name]
for(var/obj/effect/mob_spawn/ghost_role/current_spawner as anything in spawnerlist)
if(!current_spawner.allow_spawn(usr, silent = TRUE))
spawnerlist -= current_spawner
if(!spawnerlist.len)
return
var/obj/effect/mob_spawn/mob_spawner = pick(spawnerlist)
if(!istype(mob_spawner) || !SSpoints_of_interest.is_valid_poi(mob_spawner))
return
switch(action)
if("jump")
if(mob_spawner)
owner.forceMove(get_turf(mob_spawner))
return TRUE
if("spawn")
if(mob_spawner)
owner.ManualFollow(mob_spawner)
ui.close()
mob_spawner.attack_ghost(owner)
return TRUE