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remove redundant loop in ruin placement (#29676)
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@@ -64,13 +64,12 @@
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bottom_left.y_pos -= padding
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top_right.x_pos += padding
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top_right.y_pos += padding
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var/list/affected_turfs = block(bottom_left.x_pos, bottom_left.y_pos, z_level, top_right.x_pos, top_right.y_pos, z_level)
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// One sanity check just in case
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if(!ruin.fits_in_map_bounds(central_turf, centered = TRUE))
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valid = FALSE
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for(var/turf/check in affected_turfs)
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for(var/turf/check in block(bottom_left.x_pos, bottom_left.y_pos, z_level, top_right.x_pos, top_right.y_pos, z_level))
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var/area/new_area = get_area(check)
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if(!(istype(new_area, area_whitelist)) || check.flags & NO_RUINS)
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valid = FALSE
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@@ -79,14 +78,6 @@
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if(!valid)
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continue
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for(var/turf/T in affected_turfs)
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for(var/obj/structure/spawner/nest in T)
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qdel(nest)
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for(var/mob/living/simple_animal/monster in T)
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qdel(monster)
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for(var/obj/structure/flora/ash/plant in T)
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qdel(plant)
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var/loaded = ruin.load(central_turf, centered = TRUE)
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if(!loaded)
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stack_trace("ruin [ruin.suffix] failed to load at [COORD(central_turf)] after valid bounds check")
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