Hey you know this is probably a smarter way to go about ruin spawning in station space.
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+32563
-32987
File diff suppressed because it is too large
Load Diff
@@ -99,7 +99,7 @@ SUBSYSTEM_DEF(mapping)
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// Generate station space ruins
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var/list/station_ruins = levels_by_trait(ZTRAIT_STATION)
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if (station_ruins.len)
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seedRuins(station_ruins, CONFIG_GET(number/station_space_budget), /area/space, station_ruins_templates)
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seedRuins(station_ruins, CONFIG_GET(number/station_space_budget), /area/space/station_ruins, station_ruins_templates)
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SSmapping.seedStation()
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loading_ruins = FALSE
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#endif
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@@ -48,6 +48,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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icon_state = "space_near"
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dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
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/area/space/station_ruins //Paint this area where you want station ruins to be allowed to spawn
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/area/start
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name = "start area"
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icon_state = "start"
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@@ -6,11 +6,7 @@
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sanity--
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var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
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var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
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var/turf/central_turf
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if(is_station_level(z)) //used to make a square around the station for generating station side ruins without getting too close.
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central_turf = pick(block(locate(10,10,z), locate((world.maxx - 10), (world.maxy - 10), z)) - block(locate(45,45,z), locate(210,210,z))) //FIGURE OUT A BETTER WAY TO DO THIS
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else
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central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
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var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
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var/valid = TRUE
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for(var/turf/check in get_affected_turfs(central_turf,1))
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