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Events can now strike all areas instead of few select ones
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@@ -69,6 +69,8 @@ var/scheduledEvent = null
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/datum/event/proc/findEventArea() //Here's a nice proc to use to find an area for your event to land in!
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var/area/candidate = null
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var/list/safe_areas = list(
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/area/turret_protected/ai,
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/area/turret_protected/ai_upload,
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@@ -83,13 +85,31 @@ var/scheduledEvent = null
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/area/shuttle/escape_pod5/station,
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/area/shuttle/mining/station,
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/area/shuttle/transport1/station,
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/area/shuttle/specops/station)
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/area/shuttle/specops/station,
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/area/shuttle/prison/station,
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/area/shuttle/administration/station
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)
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//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
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var/list/danger_areas = list(
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/area/engine/break_room,
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/area/engine/chiefs_office)
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//Need to locate() as it's just a list of paths.
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return locate(pick((the_station_areas - safe_areas) + danger_areas))
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var/list/event_areas = list()
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for (var/areapath in the_station_areas)
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event_areas += typesof(areapath)
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for (var/areapath in safe_areas)
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event_areas -= typesof(areapath)
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for (var/areapath in danger_areas)
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event_areas += typesof(areapath)
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while (event_areas.len > 0)
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var/list/event_turfs = null
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candidate = locate(pick_n_take(event_areas))
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event_turfs = get_area_turfs(candidate)
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if (event_turfs.len > 0)
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break
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return candidate
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