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* the fungus is amongus * us -> al * Update code/game/objects/effects/decals/Cleanable/misc_cleanables.dm Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com> * Update code/game/objects/effects/decals/Cleanable/misc_cleanables.dm Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com> * Update code/game/objects/effects/decals/Cleanable/misc_cleanables.dm fineeee Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com> --------- Co-authored-by: JimKil3 <47290811+JimKil3@users.noreply.github.com>
45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
/datum/event/wallrot/start()
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INVOKE_ASYNC(src, PROC_REF(spawn_wallrot))
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/datum/event/wallrot/proc/apply_to_turf(turf/T)
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var/turf/simulated/wall/W = T
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W.rot()
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/datum/event/wallrot/proc/is_valid_candidate(turf/T)
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return TRUE
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/datum/event/wallrot/proc/spawn_wallrot()
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var/turf/simulated/wall/center = null
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// 100 attempts
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for(var/i in 0 to 100)
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var/turf/candidate = locate(rand(1, world.maxx), rand(1, world.maxy), level_name_to_num(MAIN_STATION))
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if(iswallturf(candidate) && is_valid_candidate(candidate))
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center = candidate
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break
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if(!center)
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return
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// Make sure at least one piece of wall rots!
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apply_to_turf(center)
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// Have a chance to rot lots of other walls.
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var/rotcount = 0
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var/actual_severity = severity * rand(5, 10)
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for(var/turf/simulated/wall/W in range(5, center))
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if(prob(50))
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apply_to_turf(W)
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rotcount++
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// Only rot up to severity walls
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if(rotcount >= actual_severity)
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break
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/datum/event/wallrot/fungus
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/datum/event/wallrot/fungus/is_valid_candidate(turf/T)
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return istype(get_area(T), /area/maintenance)
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/datum/event/wallrot/fungus/apply_to_turf(turf/T)
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new /obj/effect/decal/cleanable/fungus(T)
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