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Refactored random map generator system and added several terrain generators.
Created a global list to track base turfs for explosions/shuttle moves. Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
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@@ -26,28 +26,9 @@
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stacktype = /obj/item/stack/tile/plasteel
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build_type = /obj/item/stack/tile/plasteel
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/*
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/obj/item/stack/tile/plasteel/attack_self(mob/user as mob)
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if (usr.stat)
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return
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var/T = user.loc
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if (!( istype(T, /turf) ))
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user << "\red You must be on the ground!"
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return
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if (!( istype(T, /turf/space) ))
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user << "\red You cannot build on or repair this turf!"
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return
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src.build(T)
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src.add_fingerprint(user)
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use(1)
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return
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*/
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/obj/item/stack/tile/plasteel/proc/build(turf/S as turf)
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if (istype(S,/turf/space))
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S.ChangeTurf(/turf/simulated/floor/plating/airless)
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else
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S.ChangeTurf(/turf/simulated/floor/plating)
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// var/turf/simulated/floor/W = S.ReplaceWithFloor()
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// W.make_plating()
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return
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@@ -100,7 +100,7 @@
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build_delay = 50
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build_type = "airlock"
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build_other = /obj/machinery/door/airlock
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else if(!deconstruct && istype(T,/turf/space))
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else if(!deconstruct && (istype(T,/turf/space) || istype(T,get_base_turf(T.z))))
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build_cost = 1
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build_type = "floor"
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build_turf = /turf/simulated/floor/plating/airless
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@@ -114,7 +114,7 @@
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build_delay = deconstruct ? 50 : 20
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build_cost = deconstruct ? 10 : 3
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build_type = deconstruct ? "floor" : "wall"
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build_turf = deconstruct ? /turf/space : /turf/simulated/wall
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build_turf = deconstruct ? get_base_turf(T.z) : /turf/simulated/wall
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else
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return 0
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