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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
Hopefully final
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@@ -144,7 +144,7 @@
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corpseidjob = "Chef"
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corpseidaccess = "Chef"
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/obj/effect/landmark/corpse/doctor
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name = "Doctor"
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corpseradio = /obj/item/device/radio/headset/headset_med
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@@ -84,6 +84,7 @@ var/global/list/potentialRandomZlevels = generateMapList(filename = "config/away
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/proc/seedRuins(z_level = 1, budget = 0, whitelist = /area/space, list/potentialRuins = space_ruins_templates)
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var/overall_sanity = 100
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var/ruins = potentialRuins.Copy()
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var/initialbudget = budget
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var/watch = start_watch()
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log_startup_progress("Loading ruins...")
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@@ -113,25 +114,27 @@ var/global/list/potentialRandomZlevels = generateMapList(filename = "config/away
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if(!valid)
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continue
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log_to_dd(" Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])")
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log_to_dd(" Ruin \"[ruin.name]\" loaded in [stop_watch(watch)]s at ([T.x], [T.y], [T.z]).")
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var/obj/effect/ruin_loader/R = new /obj/effect/ruin_loader(T)
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R.watch = watch
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watch = null
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R.Load(ruins,ruin)
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budget -= ruin.cost
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if(!ruin.allow_duplicates)
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ruins -= ruin.name
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break
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to_chat(world, "<span class='danger'> Loaded ruins. Or not.</span>") //So the players don't know if we loaded ruins, but we do have a message
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if(initialbudget == budget) //Kill me
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log_to_dd(" No ruins loaded.")
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/obj/effect/ruin_loader
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name = "random ruin"
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desc = "This should never be here."
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desc = "If you got lucky enough to see this..."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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invisibility = 0
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var/watch = null
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/obj/effect/ruin_loader/proc/Load(list/potentialRuins = space_ruins_templates, datum/map_template/template = null)
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var/list/possible_ruins = list()
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@@ -145,6 +148,5 @@ var/global/list/potentialRandomZlevels = generateMapList(filename = "config/away
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return 0
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template.load(get_turf(src),centered = 1)
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template.loaded++
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log_startup_progress(" Loaded ruins in [stop_watch(src.watch)]s.")
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qdel(src)
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return 1
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