Clockcult component generation will automatically focus on components needed to activate the Ark
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@@ -393,6 +393,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
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textlist += "<br>"
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else
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textlist += "Seconds until Ratvar's arrival: <b>[G.get_arrival_text(TRUE)]</b><br>"
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break
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if(unconverted_ais_exist)
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if(unconverted_ais_exist > 1)
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textlist += "<b>[unconverted_ais_exist] unconverted AIs exist!</b><br>"
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@@ -0,0 +1,34 @@
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diff a/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm b/code/game/gamemodes/clock_cult/clock_helpers/component_helpers.dm (rejected hunks)
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@@ -2,7 +2,7 @@
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/proc/generate_cache_component(specific_component_id, atom/A)
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if(!specific_component_id)
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specific_component_id = get_weighted_component_id()
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- clockwork_component_cache[specific_component_id]++
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+ GLOB.clockwork_component_cache[specific_component_id]++
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if(A)
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var/component_animation_type = get_component_animation_type(specific_component_id)
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new component_animation_type(get_turf(A))
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@@ -13,16 +13,16 @@
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/proc/get_weighted_component_id(obj/item/clockwork/slab/storage_slab)
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. = list()
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if(storage_slab)
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- if(clockwork_caches)
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- for(var/i in clockwork_component_cache)
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- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(clockwork_component_cache[i] + storage_slab.stored_components[i]), 1)
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+ if(GLOB.clockwork_caches)
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+ for(var/i in GLOB.clockwork_component_cache)
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+ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*(GLOB.clockwork_component_cache[i] + storage_slab.stored_components[i]), 1)
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else
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- for(var/i in clockwork_component_cache)
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+ for(var/i in GLOB.clockwork_component_cache)
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.[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*storage_slab.stored_components[i], 1)
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else
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- for(var/i in clockwork_component_cache)
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- .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*clockwork_component_cache[i], 1)
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- for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in all_clockwork_objects)
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+ for(var/i in GLOB.clockwork_component_cache)
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+ .[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*GLOB.clockwork_component_cache[i], 1)
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+ for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
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if(G.still_needs_components())
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for(var/i in G.required_components)
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if(!G.required_components[i])
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