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add tech storage spawners, improve spawner pixel offsets (#28935)
* add tech storage spawners, improve spawner pixel offsets * fix missing pipe
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@@ -17,10 +17,12 @@
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var/spawn_loot_count = 1
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/// If the same item can be spawned twice
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var/spawn_loot_double = TRUE
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/// Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself
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/// Whether the items should be staggered visually on their location.
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var/spawn_loot_split = FALSE
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/// The pixel x/y divider offsets for spawn_loot_split (spaced 1 pixel apart by default)
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/// The pixel x/y divider offsets for spawn_loot_split (spaced 2 pixels apart by default)
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var/spawn_loot_split_pixel_offsets = 2
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/// The placer for loot when `spawn_loot_split` is enabled
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var/datum/spawner_pixel_placer/pixel_placer
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/// Whether the spawner should spawn all the loot in the list
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var/spawn_all_loot = FALSE
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/// The chance for the spawner to create loot (ignores spawn_loot_count)
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@@ -51,6 +53,10 @@
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spawn_loot()
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return INITIALIZE_HINT_QDEL
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/obj/effect/spawner/random/Destroy()
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. = ..()
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qdel(pixel_placer)
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/obj/effect/spawner/random/proc/generate_loot_list()
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if(loot_type_path)
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loot += typesof(loot_type_path)
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@@ -82,9 +88,11 @@
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var/list/loot_list = generate_loot_list()
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var/safe_failure_count = 0
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if(spawn_loot_split)
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pixel_placer = new(spawn_loot_split_pixel_offsets, spawn_random_offset_max_pixels)
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if(length(loot_list))
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var/loot_spawned = 0
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var/pixel_divider = FLOOR(spawn_random_offset_max_pixels / spawn_loot_split_pixel_offsets, 1)
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while((spawn_loot_count-loot_spawned) && length(loot_list) && safe_failure_count <= 10)
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loot_spawned++
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var/lootspawn = pick_weight_recursive(loot_list)
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@@ -122,16 +130,12 @@
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else if(spawn_random_offset)
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spawned_loot.pixel_x = rand(-spawn_random_offset_max_pixels, spawn_random_offset_max_pixels)
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spawned_loot.pixel_y = rand(-spawn_random_offset_max_pixels, spawn_random_offset_max_pixels)
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else if(spawn_loot_split)
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if(loot_spawned)
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var/column = FLOOR(loot_spawned / pixel_divider, 1)
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spawned_loot.pixel_x = spawn_loot_split_pixel_offsets * (loot_spawned % pixel_divider) + (column * spawn_loot_split_pixel_offsets)
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spawned_loot.pixel_y = spawn_loot_split_pixel_offsets * (loot_spawned % pixel_divider)
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else if(spawn_loot_split && loot_spawned)
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pixel_placer.place(spawned_loot, loot_spawned)
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if(container)
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spawned_loot.forceMove(container)
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/**
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* Makes the actual item related to our spawner. If `record_spawn` is `TRUE`,
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* this is when the items spawned are recorded to blackbox (except for `/obj/effect`s).
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