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Prevent bloodstones from spawning on top of each other (#12478)
* Prevent bloodstones from spawning on top of each other * Use pick_n_take * normal if structure Co-authored-by: Theos <theubernyan@gmail.com>
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@@ -178,9 +178,13 @@
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altogether."
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/datum/game_mode/proc/begin_bloodstone_phase()
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var/list/stone_spawns = GLOB.generic_event_spawns.Copy()
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var/list/bloodstone_areas = list()
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for(var/i = 0, i < 4, i++) //four bloodstones
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var/spawnpoint = get_turf(pick(GLOB.generic_event_spawns))
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var/stone_spawn = pick_n_take(stone_spawns)
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if(!stone_spawn)
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stone_spawn = pick(GLOB.generic_event_spawns) // Fallback on all spawns
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var/spawnpoint = get_turf(stone_spawn)
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var/stone = new /obj/structure/destructible/cult/bloodstone(spawnpoint)
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notify_ghosts("Bloodcult has an object of interest: [stone]!", source=stone, action=NOTIFY_ORBIT, header="Praise the Geometer!")
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var/area/A = get_area(stone)
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