mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
More work on pods, added personnel pod.
This commit is contained in:
245
code/modules/random_map/drop/droppod.dm
Normal file
245
code/modules/random_map/drop/droppod.dm
Normal file
@@ -0,0 +1,245 @@
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#define SD_FLOOR_TILE 0
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#define SD_WALL_TILE 1
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#define SD_DOOR_TILE 2
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#define SD_EMPTY_TILE 3
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#define SD_SUPPLY_TILE 7
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var/global/list/supply_drop_random_loot_types = list(
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"guns",
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"seeds",
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"materials",
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"food",
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"armour",
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"medical",
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"power",
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"hydroponics",
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"lasers",
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"ballistics"
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)
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/datum/random_map/droppod
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descriptor = "drop pod"
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initial_wall_cell = 0
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limit_x = 3
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limit_y = 3
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preserve_map = 0
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wall_type = /turf/simulated/wall/voxshuttle
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floor_type = /turf/simulated/floor/engine
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var/list/supplied_drop_types = list()
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var/door_type = /obj/structure/droppod_door
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var/drop_type = /mob/living/simple_animal/parrot
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var/auto_open_doors
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var/placement_explosion_dev = 2
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var/placement_explosion_heavy = 4
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var/placement_explosion_light = 6
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var/placement_explosion_flash = 4
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/datum/random_map/droppod/New(var/seed, var/tx, var/ty, var/tz, var/tlx, var/tly, var/do_not_apply, var/do_not_announce, var/supplied_drop, var/list/supplied_drops, var/automated)
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if(supplied_drop)
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drop_type = supplied_drop
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else if(islist(supplied_drops) && supplied_drops.len)
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supplied_drop_types = supplied_drops
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drop_type = "custom"
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if(automated)
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auto_open_doors = 1
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//Make sure there is a clear midpoint.
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if(limit_x % 2 == 0) limit_x++
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if(limit_y % 2 == 0) limit_y++
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..()
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/datum/random_map/droppod/generate_map()
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// No point calculating these 200 times.
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var/x_midpoint = n_ceil(limit_x / 2)
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var/y_midpoint = n_ceil(limit_y / 2)
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// Draw walls/floors/doors.
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for(var/x = 1, x <= limit_x, x++)
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for(var/y = 1, y <= limit_y, y++)
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var/current_cell = get_map_cell(x,y)
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if(!current_cell)
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continue
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var/on_x_bound = (x == 1 || x == limit_x)
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var/on_y_bound = (y == 1 || y == limit_x)
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var/draw_corners = (limit_x < 5 && limit_y < 5)
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if(on_x_bound || on_y_bound)
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// Draw access points in midpoint of each wall.
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if(x == x_midpoint || y == y_midpoint)
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map[current_cell] = SD_DOOR_TILE
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// Draw the actual walls.
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else if(draw_corners || (!on_x_bound || !on_y_bound))
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map[current_cell] = SD_WALL_TILE
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//Don't draw the far corners on large pods.
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else
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map[current_cell] = SD_EMPTY_TILE
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else
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// Fill in the corners.
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if((x == 2 || x == (limit_x-1)) && (y == 2 || y == (limit_y-1)))
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map[current_cell] = SD_WALL_TILE
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// Fill in EVERYTHING ELSE.
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else
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map[current_cell] = SD_FLOOR_TILE
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// Draw the drop contents.
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var/current_cell = get_map_cell(x_midpoint,y_midpoint)
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if(current_cell)
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map[current_cell] = SD_SUPPLY_TILE
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return 1
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/datum/random_map/droppod/apply_to_map()
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if(placement_explosion_dev || placement_explosion_heavy || placement_explosion_light || placement_explosion_flash)
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var/turf/T = locate((origin_x + n_ceil(limit_x / 2)-1), (origin_y + n_ceil(limit_y / 2)-1), origin_z)
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if(istype(T))
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explosion(T, placement_explosion_dev, placement_explosion_heavy, placement_explosion_light, placement_explosion_flash)
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sleep(5) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects.
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sleep(-1)
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return ..()
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/datum/random_map/droppod/get_appropriate_path(var/value)
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if(value == SD_FLOOR_TILE || value == SD_SUPPLY_TILE)
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return floor_type
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else if(value == SD_WALL_TILE)
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return wall_type
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return null
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// Pods are circular. Get the direction this object is facing from the center of the pod.
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/datum/random_map/droppod/get_spawn_dir(var/x, var/y)
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var/x_midpoint = n_ceil(limit_x / 2)
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var/y_midpoint = n_ceil(limit_y / 2)
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if(x == x_midpoint && y == y_midpoint)
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return null
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var/turf/target = locate(origin_x+x-1, origin_y+y-1, origin_z)
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var/turf/middle = locate(origin_x+x_midpoint-1, origin_y+y_midpoint-1, origin_z)
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if(!istype(target) || !istype(middle))
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return null
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return get_dir(middle, target)
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/datum/random_map/droppod/get_additional_spawns(var/value, var/turf/T, var/spawn_dir)
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// Splatter anything under us that survived the explosion.
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if(value != SD_EMPTY_TILE && T.contents.len)
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for(var/atom/A in T)
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if(!A.simulated || istype(A, /mob/dead))
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continue
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if(istype(A, /mob/living))
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var/mob/living/M = A
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M.gib()
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else
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qdel(A)
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// Also spawn doors and loot.
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if(value == SD_DOOR_TILE)
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var/obj/structure/S = new door_type(T, auto_open_doors)
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S.set_dir(spawn_dir)
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else if(value == SD_SUPPLY_TILE)
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get_spawned_drop(T)
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/datum/random_map/droppod/proc/get_spawned_drop(var/turf/T)
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var/obj/structure/bed/chair/C = new(T)
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C.set_light(3, l_color = "#CC0000")
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var/mob/living/drop
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// This proc expects a list of mobs to be passed to the spawner.
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// Use the supply pod if you don't want to drop mobs.
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// Mobs will not double up; if you want multiple mobs, you
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// will need multiple drop tiles.
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if(islist(supplied_drop_types) && supplied_drop_types.len)
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while(supplied_drop_types.len)
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drop = pick(supplied_drop_types)
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supplied_drop_types -= drop
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if(istype(drop))
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if(drop.buckled)
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drop.buckled = null
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drop.loc = T
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drop.forceMove(T)
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else if(ispath(drop_type))
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drop = new drop_type(T)
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if(istype(drop))
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if(drop.buckled)
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drop.buckled = null
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drop.loc = T
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drop.forceMove(T)
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/datum/admins/proc/call_drop_pod()
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set category = "Fun"
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set desc = "Call an immediate drop pod on your location."
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set name = "Call Drop Pod"
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if(!check_rights(R_FUN)) return
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var/turf/holder_turf = locate(157,254,2) // This is in the admin jails, will need adjusting for other mobs.
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if(!istype(holder_turf))
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usr << "Nowhere to put the mobs, aborting."
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return
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var/client/selected_player
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var/mob/living/spawned_mob
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var/list/spawned_mobs = list()
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var/spawn_path = input("Select a mob type.", "Drop Pod Selection", null) as null|anything in typesof(/mob/living)-/mob/living
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if(!spawn_path)
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return
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if(alert("Do you wish the mob to have a player?",,"No","Yes") == "No")
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var/spawn_count = input("How many mobs do you wish the pod to contain?", "Drop Pod Selection", null) as num
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if(spawn_count <= 0)
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return
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for(var/i=0;i<spawn_count;i++)
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spawned_mobs |= new spawn_path(holder_turf)
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else
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var/list/candidates = list()
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for(var/client/player in clients)
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if(player.mob && istype(player.mob, /mob/dead/observer))
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candidates |= player
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if(!candidates.len)
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usr << "There are no candidates for a drop pod launch."
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return
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// Get a player and a mob type.
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selected_player = input("Select a player.", "Drop Pod Selection", null) as null|anything in candidates
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if(!selected_player)
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return
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// Spawn the mob in nullspace for now.
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spawned_mob = new spawn_path(holder_turf)
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// Equip them, if they are human and it is desirable.
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if(istype(spawned_mob, /mob/living/carbon/human))
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var/antag_type = input("Select an equipment template to use or cancel for nude.", null) as null|anything in all_antag_types
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if(antag_type)
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var/datum/antagonist/A = all_antag_types[antag_type]
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A.equip(spawned_mob)
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if(alert("Are you SURE you wish to deploy this drop pod? It will cause a sizable explosion and gib anyone underneath it.",,"No","Yes") == "No")
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if(spawned_mob)
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qdel(spawned_mob)
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if(spawned_mobs.len)
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for(var/mob/living/M in spawned_mobs)
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spawned_mobs -= M
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qdel(M)
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spawned_mobs.Cut()
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return
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// Chuck them into the pod.
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var/automatic_pod
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if(spawned_mob && selected_player)
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if(selected_player.mob.mind)
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selected_player.mob.mind.transfer_to(spawned_mob)
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else
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spawned_mob.ckey = selected_player.mob.ckey
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spawned_mobs = list(spawned_mob)
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message_admins("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
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log_admin("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
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else if(spawned_mobs.len)
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automatic_pod = 1
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message_admins("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
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log_admin("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
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else
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return
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new /datum/random_map/droppod(null, usr.x-2, usr.y-2, usr.z, supplied_drops = spawned_mobs, automated = automatic_pod)
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80
code/modules/random_map/drop/droppod_doors.dm
Normal file
80
code/modules/random_map/drop/droppod_doors.dm
Normal file
@@ -0,0 +1,80 @@
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/obj/structure/droppod_door
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name = "pod door"
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desc = "A drop pod door. Opens rapidly using explosive bolts."
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icon = 'icons/obj/structures.dmi'
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icon_state = "droppod_door_closed"
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anchored = 1
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density = 1
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opacity = 1
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layer = TURF_LAYER + 0.1
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var/deploying
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var/deployed
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/obj/structure/droppod_door/New(var/newloc, var/autoopen)
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..(newloc)
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if(autoopen)
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spawn(100)
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deploy()
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/obj/structure/droppod_door/attack_ai(var/mob/user)
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if(!user.Adjacent(src))
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return
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attack_hand(user)
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/obj/structure/droppod_door/attack_generic(var/mob/user)
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attack_hand(user)
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/obj/structure/droppod_door/attack_hand(var/mob/user)
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if(deploying) return
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user << "<span class='danger'>You prime the explosive bolts. Better get clear!</span>"
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sleep(30)
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deploy()
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/obj/structure/droppod_door/proc/deploy()
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if(deployed)
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return
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deployed = 1
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visible_message("<span class='danger'>The explosive bolts on \the [src] detonate, throwing it open!</span>")
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
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// This is shit but it will do for the sake of testing.
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for(var/obj/structure/droppod_door/D in range(5,src))
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if(D.deployed)
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continue
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D.deploy()
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// Overwrite turfs.
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var/turf/origin = get_turf(src)
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origin.ChangeTurf(/turf/simulated/floor/engine)
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origin.set_light(0) // Forcing updates
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var/turf/T = get_step(origin, src.dir)
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T.ChangeTurf(/turf/simulated/floor/engine)
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T.set_light(0) // Forcing updates
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// Destroy turf contents.
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for(var/obj/O in origin)
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if(!O.simulated)
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continue
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qdel(O) //crunch
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for(var/obj/O in T)
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if(!O.simulated)
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continue
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qdel(O) //crunch
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// Hurl the mobs away.
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for(var/mob/living/M in T)
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M.throw_at(get_edge_target_turf(T,src.dir),rand(0,3),50)
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for(var/mob/living/M in origin)
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M.throw_at(get_edge_target_turf(origin,src.dir),rand(0,3),50)
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// Create a decorative ramp bottom and flatten out our current ramp.
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density = 0
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opacity = 0
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icon_state = "ramptop"
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var/obj/structure/droppod_door/door_bottom = new(T)
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door_bottom.deployed = 1
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door_bottom.density = 0
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door_bottom.opacity = 0
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door_bottom.dir = src.dir
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door_bottom.icon_state = "rampbottom"
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@@ -1,134 +1,33 @@
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#define SD_FLOOR_TILE 0
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#define SD_WALL_TILE 1
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#define SD_DOOR_TILE 2
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#define SD_EMPTY_TILE 3
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#define SD_SUPPLY_TILE 7
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var/global/list/supply_drop_random_loot_types = list(
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"guns",
|
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"seeds",
|
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"materials",
|
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"food",
|
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"armour",
|
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"medical",
|
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"power",
|
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"hydroponics",
|
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"lasers",
|
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"ballistics"
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)
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/datum/random_map/supplydrop
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descriptor = "small supply drop"
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initial_wall_cell = 0
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/datum/random_map/droppod/supply
|
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descriptor = "supply drop"
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limit_x = 5
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limit_y = 5
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var/list/custom_loot_types = list()
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var/loot_type
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var/placement_explosion_dev = 3
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var/placement_explosion_heavy = 5
|
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var/placement_explosion_light = 7
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var/placement_explosion_flash = 5
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placement_explosion_dev = 3
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placement_explosion_heavy = 5
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placement_explosion_light = 7
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placement_explosion_flash = 5
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|
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/datum/random_map/supplydrop/New(var/seed, var/tx, var/ty, var/tz, var/tlx, var/tly, var/do_not_apply, var/do_not_announce, var/list/supplied_drops, var/supplied_loot_type)
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if(islist(supplied_drops) && supplied_drops.len)
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custom_loot_types = supplied_drops
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loot_type = "custom"
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else if(supplied_loot_type)
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loot_type = supplied_loot_type
|
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..(seed, tx, ty, tz, tlx, tly, do_not_apply, do_not_announce)
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// UNLIKE THE DROP POD, this map deals ENTIRELY with strings and types.
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// Drop type is a string representing a mode rather than an atom or path.
|
||||
// supplied_drop_types is a list of types to spawn in the pod.
|
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/datum/random_map/droppod/supply/get_spawned_drop(var/turf/T)
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/datum/random_map/supplydrop/generate_map()
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if(!drop_type) drop_type = pick(supply_drop_random_loot_types)
|
||||
|
||||
// No point calculating these 200 times.
|
||||
var/x_midpoint = n_ceil(limit_x / 2)
|
||||
var/y_midpoint = n_ceil(limit_y / 2)
|
||||
|
||||
// Draw walls/floors/doors.
|
||||
for(var/x = 1, x <= limit_x, x++)
|
||||
for(var/y = 1, y <= limit_y, y++)
|
||||
var/current_cell = get_map_cell(x,y)
|
||||
if(!current_cell)
|
||||
continue
|
||||
|
||||
var/on_x_bound = (x == 1 || x == limit_x)
|
||||
var/on_y_bound = (y == 1 || y == limit_x)
|
||||
|
||||
if(on_x_bound || on_y_bound)
|
||||
// Draw access points in midpoint of each wall.
|
||||
if(x == x_midpoint || y == y_midpoint)
|
||||
map[current_cell] = SD_DOOR_TILE
|
||||
// Draw the actual walls.
|
||||
else if(!on_x_bound || !on_y_bound)
|
||||
map[current_cell] = SD_WALL_TILE
|
||||
//Don't draw the far corners.
|
||||
else
|
||||
map[current_cell] = SD_EMPTY_TILE
|
||||
else
|
||||
// Fill in the corners.
|
||||
if((x == 2 || x == (limit_x-1)) && (y == 2 || y == (limit_y-1)))
|
||||
map[current_cell] = SD_WALL_TILE
|
||||
// Fill in EVERYTHING ELSE.
|
||||
else
|
||||
map[current_cell] = SD_FLOOR_TILE
|
||||
|
||||
// Draw the drop contents.
|
||||
var/current_cell = get_map_cell(x_midpoint,y_midpoint)
|
||||
if(current_cell)
|
||||
map[current_cell] = SD_SUPPLY_TILE
|
||||
return 1
|
||||
|
||||
/datum/random_map/supplydrop/apply_to_map()
|
||||
if(placement_explosion_dev || placement_explosion_heavy || placement_explosion_light || placement_explosion_flash)
|
||||
var/turf/T = locate((origin_x + n_ceil(limit_x / 2)-1), (origin_y + n_ceil(limit_y / 2)-1), origin_z)
|
||||
if(istype(T))
|
||||
explosion(T, placement_explosion_dev, placement_explosion_heavy, placement_explosion_light, placement_explosion_flash)
|
||||
sleep(15) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects.
|
||||
return ..()
|
||||
|
||||
/datum/random_map/supplydrop/get_appropriate_path(var/value)
|
||||
if(value == SD_FLOOR_TILE || value == SD_SUPPLY_TILE|| value == SD_DOOR_TILE)
|
||||
return floor_type
|
||||
else if(value == SD_WALL_TILE)
|
||||
return wall_type
|
||||
return null
|
||||
|
||||
/datum/random_map/supplydrop/get_additional_spawns(var/value, var/turf/T)
|
||||
|
||||
// Splatter anything under us that survived the explosion.
|
||||
if(value != SD_EMPTY_TILE && T.contents.len)
|
||||
for(var/atom/A in T)
|
||||
if(!A.simulated || istype(A, /mob/dead))
|
||||
continue
|
||||
if(istype(A, /mob/living))
|
||||
var/mob/living/M = A
|
||||
M.gib()
|
||||
else
|
||||
qdel(A)
|
||||
|
||||
// Also spawn doors and loot.
|
||||
if(value == SD_DOOR_TILE)
|
||||
var/obj/machinery/door/airlock/A = new(T)
|
||||
A.id_tag = name
|
||||
else if(value == SD_SUPPLY_TILE)
|
||||
get_spawned_loot(T)
|
||||
|
||||
/datum/random_map/supplydrop/proc/get_spawned_loot(var/turf/T)
|
||||
|
||||
if(!loot_type) loot_type = pick(supply_drop_random_loot_types)
|
||||
|
||||
if(loot_type == "custom")
|
||||
if(custom_loot_types.len)
|
||||
if(drop_type == "custom")
|
||||
if(supplied_drop_types.len)
|
||||
var/obj/structure/largecrate/C = locate() in T
|
||||
for(var/drop_type in custom_loot_types)
|
||||
for(var/drop_type in supplied_drop_types)
|
||||
var/atom/movable/A = new drop_type(T)
|
||||
if(!istype(A, /mob))
|
||||
if(!C) C = new(T)
|
||||
C.contents |= A
|
||||
return
|
||||
else
|
||||
loot_type = pick(supply_drop_random_loot_types)
|
||||
drop_type = pick(supply_drop_random_loot_types)
|
||||
|
||||
switch(loot_type)
|
||||
switch(drop_type)
|
||||
if("lasers")
|
||||
var/obj/structure/largecrate/C = new(T)
|
||||
new /obj/item/weapon/gun/energy/laser(C)
|
||||
@@ -285,4 +184,4 @@ var/global/list/supply_drop_random_loot_types = list(
|
||||
if(choice == "No")
|
||||
return
|
||||
log_admin("[key_name(usr)] dropped supplies at ([usr.x],[usr.y],[usr.z])")
|
||||
new /datum/random_map/supplydrop(null, usr.x-2, usr.y-2, usr.z, supplied_drops = chosen_loot_types, supplied_loot_type = chosen_loot_type)
|
||||
new /datum/random_map/droppod/supply(null, usr.x-2, usr.y-2, usr.z, supplied_drops = chosen_loot_types, supplied_drop = chosen_loot_type)
|
||||
@@ -17,6 +17,7 @@ var/global/list/map_count = list()
|
||||
var/limit_x = 128 // Default x size.
|
||||
var/limit_y = 128 // Default y size.
|
||||
var/auto_apply = 1
|
||||
var/preserve_map = 1
|
||||
|
||||
// Turf paths.
|
||||
var/wall_type = /turf/simulated/wall
|
||||
@@ -38,7 +39,7 @@ var/global/list/map_count = list()
|
||||
else
|
||||
map_count[descriptor]++
|
||||
name = "[descriptor] #[map_count[descriptor]]"
|
||||
random_maps[name] = src
|
||||
if(preserve_map) random_maps[name] = src
|
||||
|
||||
// Get origins for applying the map later.
|
||||
set_origins(tx, ty, tz)
|
||||
@@ -168,9 +169,12 @@ var/global/list/map_count = list()
|
||||
var/newpath = get_appropriate_path(map[current_cell])
|
||||
if(newpath)
|
||||
T.ChangeTurf(newpath)
|
||||
get_additional_spawns(map[current_cell],T)
|
||||
get_additional_spawns(map[current_cell],T,get_spawn_dir(x, y))
|
||||
return T
|
||||
|
||||
/datum/random_map/proc/get_spawn_dir()
|
||||
return 0
|
||||
|
||||
/datum/random_map/proc/get_appropriate_path(var/value)
|
||||
switch(value)
|
||||
if(FLOOR_CHAR)
|
||||
|
||||
Reference in New Issue
Block a user