more cleanup

no more oranges, spliced in the vinestart stuff properly
This commit is contained in:
Killian
2022-02-22 03:54:24 +00:00
parent 977c7989c3
commit 34c41fcedf
4 changed files with 16 additions and 12 deletions
@@ -1,6 +1,12 @@
/obj/effect/landmark
var/abductor = 0
/obj/effect/landmark/vines
name = "vinestart"
/obj/effect/landmark/vermin
name = "verminstart"
/obj/effect/landmark/late_antag
name = "Antag Latespawn"
var/antag_id
+4 -3
View File
@@ -98,7 +98,8 @@
if(!istype(material))
return
var/list/dirs = list()
for(var/turf/simulated/wall/W in orange(src, 1))
var/inrange = orange(src, 1)
for(var/turf/simulated/wall/W in inrange)
if(!istype(W.material))
continue
if(propagate)
@@ -106,11 +107,11 @@
W.update_icon()
if(can_join_with_wall(W))
dirs += get_dir(src, W)
for(var/obj/structure/low_wall/WF in orange(src, 1))
for(var/obj/structure/low_wall/WF in inrange)
if(can_join_with_low_wall(WF))
dirs += get_dir(src, WF)
special_wall_connections(dirs, orange(src, 1))
special_wall_connections(dirs, inrange)
wall_connections = dirs_to_corner_states(dirs)
/turf/simulated/wall/proc/special_wall_connections(list/dirs, list/inrange)
+2
View File
@@ -1,3 +1,5 @@
var/list/vinestart = list()
var/list/verminstart = list()
var/list/awayabductors = list() // List of scatter landmarks for Abductors in Gateways
var/list/eventdestinations = list() // List of scatter landmarks for VOREStation event portals
var/list/eventabductors = list() // List of scatter landmarks for VOREStation abductor portals
@@ -3,15 +3,10 @@
/proc/spacevine_infestation(var/potency_min=70, var/potency_max=100, var/maturation_min=5, var/maturation_max=15)
spawn() //to stop the secrets panel hanging
var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
for(var/areapath in typesof(/area/hallway))
var/area/A = locate(areapath)
for(var/turf/simulated/floor/F in A.contents)
if(!F.check_density())
turfs += F
if(turfs.len) //Pick a turf to spawn at if we can
var/turf/simulated/floor/T = pick(turfs)
//VOREStation Edit Start - override random picking logic with preplaced spawns
if(vinestart.len) //Pick a turf to spawn at if we can
var/turf/simulated/floor/T = pick(vinestart)
//VOREStation Edit End
var/datum/seed/seed = SSplants.create_random_seed(1)
seed.set_trait(TRAIT_SPREAD,2) // So it will function properly as vines.
seed.set_trait(TRAIT_POTENCY,rand(potency_min, potency_max)) // 70-100 potency will help guarantee a wide spread and powerful effects.