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API: Spawn pools, a distributed loot manager. (#27199)
* api: Spawn pools, a distributed loot manager. * meh * documentation and cleanups * how do numbers work * word wrapping * fixes found from prototyping
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/// A random spawner managed by a [/datum/spawn_pool].
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/obj/effect/spawner/random/pool
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icon = 'icons/effects/random_spawners.dmi'
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icon_state = "loot"
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/// How much this spawner will subtract from the available budget if it
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/// spawns. A value of `INFINITY` (i.e., not setting the value on a subtype)
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/// does not attempt to subtract from the budget. This is useful for
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/// spawners which themselves spawn other spawners.
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var/point_value = INFINITY
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/// Whether non-spawner items should be removed from the shared loot pool
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/// after spawning.
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var/unique_picks = FALSE
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/// Guaranteed spawners will always proc, and always proc first.
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var/guaranteed = FALSE
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/// The ID of the spawn pool. Must match the pool's [/datum/spawn_pool/var/id].
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var/spawn_pool_id
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/obj/effect/spawner/random/pool/Initialize(mapload)
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// short-circuit atom init machinery since we won't be around long
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if(initialized)
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stack_trace("Warning: [src]([type]) initialized multiple times!")
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initialized = TRUE
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if(!spawn_pool_id)
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stack_trace("No spawn pool ID provided to [src]([type])")
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if(GLOB.spawn_pool_manager.finalized)
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// We've already gotten through SSlate_mapping, so someone probably spawned this manually.
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// Skip all the shit and just spawn it.
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spawn_loot()
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qdel(src)
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return
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var/datum/spawn_pool/pool = GLOB.spawn_pool_manager.get(spawn_pool_id)
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if(!pool)
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stack_trace("Could not find spawn pool with ID [spawn_pool_id]")
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if(unique_picks && !(type in pool.unique_spawners))
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pool.unique_spawners[type] = loot.Copy()
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if(guaranteed)
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pool.guaranteed_spawners |= src
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else
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pool.known_spawners |= src
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/obj/effect/spawner/random/pool/generate_loot_list()
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var/datum/spawn_pool/pool = GLOB.spawn_pool_manager.get(spawn_pool_id)
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if(!pool)
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stack_trace("Could not find spawn pool with ID [spawn_pool_id]")
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if(unique_picks)
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var/list/unique_loot = pool.unique_spawners[type]
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return unique_loot.Copy()
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return ..()
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/obj/effect/spawner/random/pool/check_safe(type_path_to_make)
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// TODO: Spawners with `spawn_all_loot` set will subtract the
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// point value for each item spawned. This needs to change so
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// that the budget is only checked once initially, and then
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// all of the loot is spawned after.
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if(!..())
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return FALSE
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var/is_safe = FALSE
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var/deduct_points = TRUE
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var/datum/spawn_pool/pool = GLOB.spawn_pool_manager.get(spawn_pool_id)
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if(!pool)
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stack_trace("Could not find spawn pool with ID [spawn_pool_id]")
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if(ispath(type_path_to_make, /obj/effect/spawner/random/pool))
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return TRUE
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// If we're past SSlate_mapping, we're safe and don't have a pool
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// to deduct points from
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if(GLOB.spawn_pool_manager.finalized)
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is_safe = TRUE
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deduct_points = FALSE
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// If we don't have a sane point value, don't deduct points
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if(point_value == INFINITY)
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deduct_points = FALSE
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// If we deduct points, we need to check affordability
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if(deduct_points)
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if(pool.can_afford(point_value))
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is_safe = TRUE
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else
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is_safe = TRUE
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// Early breakout if we're not safe
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if(!is_safe)
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return FALSE
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if(deduct_points)
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pool.consume(point_value)
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if(pool && unique_picks)
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// We may have multiple instances of a given type so just remove the first instance we find
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var/list/unique_spawners = pool.unique_spawners[type]
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unique_spawners.Remove(type_path_to_make)
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return TRUE
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@@ -0,0 +1,59 @@
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/// Keeps track of the available points for a given pool, as well as any
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/// spawners that need to keep track globally of the number of any specific item
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/// that they spawn.
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/datum/spawn_pool
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/// The ID of the spawn pool. All spawners registered to this pool must use this ID.
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var/id
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/// The number of points left for the spawner to use. Starts at its initial value.
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var/available_points = 0
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/// A list of all spawners registered to this pool.
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var/list/known_spawners = list()
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/// A key-value list of spawners with TRUE `unique_picks` to a shared copy of their
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/// loot pool. When items from one of these spawners are spawned, it is removed
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/// from the shared loot pool so it never spawns again.
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var/list/unique_spawners = list()
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/// A list of spawners whose `guaranteed` is `TRUE`. These spawners will
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/// always spawn, and always before anything else,
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var/list/guaranteed_spawners = list()
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/datum/spawn_pool/proc/can_afford(points)
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if(available_points >= points)
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return TRUE
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return FALSE
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/datum/spawn_pool/proc/consume(points)
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available_points -= points
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/datum/spawn_pool/proc/process_guaranteed_spawners()
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while(length(guaranteed_spawners))
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var/obj/effect/spawner/random/pool/spawner = guaranteed_spawners[length(guaranteed_spawners)]
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guaranteed_spawners.len--
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spawner.spawn_loot()
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qdel(spawner)
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QDEL_LIST_CONTENTS(guaranteed_spawners)
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/datum/spawn_pool/proc/process_spawners()
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process_guaranteed_spawners()
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shuffle_inplace(known_spawners)
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while(length(known_spawners))
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if(available_points <= 0)
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break
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var/obj/effect/spawner/random/pool/spawner = known_spawners[length(known_spawners)]
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known_spawners.len--
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if(spawner.point_value != INFINITY && available_points < spawner.point_value)
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qdel(spawner)
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continue
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spawner.spawn_loot()
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if(length(guaranteed_spawners))
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WARNING("non-guaranteed spawner [spawner.type] spawned a guaranteed spawner, this should be avoided")
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process_guaranteed_spawners()
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qdel(spawner)
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QDEL_LIST_CONTENTS(known_spawners)
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@@ -0,0 +1,27 @@
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GLOBAL_DATUM_INIT(spawn_pool_manager, /datum/spawn_pool_manager, new)
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/// The singleton which keeps track of all spawn pools.
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/// All known [/datum/spawn_pool] subtypes are registered
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/// to it and are processed in SSlate_mapping.
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/datum/spawn_pool_manager
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var/list/spawn_pools = list()
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var/finalized = FALSE
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/datum/spawn_pool_manager/New()
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for(var/spawn_pool_type in subtypesof(/datum/spawn_pool))
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var/datum/spawn_pool/pool = new spawn_pool_type
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spawn_pools[pool.id] = pool
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/datum/spawn_pool_manager/proc/get(id)
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return spawn_pools[id]
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/datum/spawn_pool_manager/proc/process_pools()
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for(var/pool_id in spawn_pools)
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var/datum/spawn_pool/pool = spawn_pools[pool_id]
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pool.process_spawners()
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finalized = TRUE
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/datum/spawn_pool_manager/Destroy()
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QDEL_LIST_CONTENTS(spawn_pools)
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return ..()
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@@ -51,6 +51,18 @@
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spawn_loot()
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return INITIALIZE_HINT_QDEL
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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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if(loot_subtype_path)
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loot += subtypesof(loot_subtype_path)
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return loot
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/obj/effect/spawner/random/proc/check_safe(type_path_to_make)
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return TRUE
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///If the spawner has any loot defined, randomly picks some and spawns it. Does not cleanup the spawner.
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/obj/effect/spawner/random/proc/spawn_loot(lootcount_override)
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if(!prob(spawn_loot_chance))
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@@ -66,21 +78,22 @@
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spawn_loot_count = INFINITY
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spawn_loot_double = FALSE
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if(loot_type_path)
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loot += typesof(loot_type_path)
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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(loot_subtype_path)
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loot += subtypesof(loot_subtype_path)
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if(length(loot))
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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))
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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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if(!check_safe(lootspawn))
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safe_failure_count++
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continue
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var/lootspawn = pick_weight_recursive(loot)
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if(!spawn_loot_double)
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loot.Remove(lootspawn)
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loot_list.Remove(lootspawn)
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if(lootspawn)
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var/turf/spawn_loc = loc
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if(spawn_scatter_radius > 0 && length(spawn_locations))
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@@ -91,6 +104,13 @@
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continue
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var/atom/movable/spawned_loot = make_item(spawn_loc, lootspawn)
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// If we make something that then makes something else and gets itself
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// qdel'd, we'll have a null result here. This doesn't necessarily mean
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// that nothing's been spawned, so it's not necessarily a failure.
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if(!spawned_loot)
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continue
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spawned_loot.setDir(dir)
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if(!spawn_loot_split && !spawn_random_offset)
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