minimum spawns subsystem - squashed
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124
code/controllers/subsystem/minimum_spawns.dm
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124
code/controllers/subsystem/minimum_spawns.dm
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SUBSYSTEM_DEF(min_spawns)
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name = "Minimum Spawns"
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init_order = INIT_ORDER_DEFAULT
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flags = SS_BACKGROUND
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wait = 2
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var/snaxi_snowflake_check = FALSE
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var/list/active_spawns = list() // lavaland, snaxi, etc. primary spawn list
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var/list/active_spawns_2 = list() // snaxi underground, etc. secondary spawn list
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var/list/valid_mining_turfs = list() // lavaland/snaxi turfs
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var/list/valid_mining_turfs_2 = list() // snaxi underground turfs
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GLOBAL_LIST_INIT(minimum_lavaland_spawns, list(
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/obj/structure/spawner/lavaland,
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/obj/structure/spawner/lavaland/goliath,
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/obj/structure/spawner/lavaland/legion,
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/mob/living/simple_animal/hostile/megafauna/dragon,
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/mob/living/simple_animal/hostile/megafauna/colossus,
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/mob/living/simple_animal/hostile/megafauna/bubblegum
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))
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GLOBAL_LIST_INIT(minimum_snow_spawns, list(
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/obj/structure/spawner/ice_moon,
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/obj/structure/spawner/ice_moon/polarbear
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))
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GLOBAL_LIST_INIT(minimum_snow_under_spawns, list(
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/obj/structure/spawner/ice_moon/demonic_portal,
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/obj/structure/spawner/ice_moon/demonic_portal/ice_whelp,
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/obj/structure/spawner/ice_moon/demonic_portal/snowlegion
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))
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// step 1: check for which list(s) to use - done
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// step 2: check for caves - done
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// step 3: check for mobs - done
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// step 4: start throwing shit down - done
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// step 5: snaxi support - done?
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/datum/controller/subsystem/min_spawns/Initialize(start_timeofday)
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if(SSmapping.config.map_name == "Snow Taxi") //todo: recognizing maps that aren't lavaland mining but are also not snaxi
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active_spawns = GLOB.minimum_snow_spawns
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active_spawns_2 = GLOB.minimum_snow_under_spawns
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snaxi_snowflake_check = TRUE
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else
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active_spawns = GLOB.minimum_lavaland_spawns
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if(!active_spawns)
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flags = SS_NO_FIRE
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return
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// borrowing this from auxbase code - see code\modules\mining\aux_base.dm
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if(snaxi_snowflake_check)
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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valid_mining_turfs.Add(TT)
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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valid_mining_turfs_2.Add(TT)
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else
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_MINING))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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valid_mining_turfs.Add(TT)
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if(!valid_mining_turfs)
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flags = SS_NO_FIRE
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return
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/datum/controller/subsystem/min_spawns/fire(resumed)
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if(active_spawns.len)
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var/turf/RT = pick_n_take(valid_mining_turfs) //Pick a random mining Z-level turf
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var/MS_tospawn = pick_n_take(active_spawns)
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for(var/mob/living/simple_animal/hostile/H in urange(36,RT)) //prevents mob clumps
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if((ispath(MS_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 40)
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active_spawns.Add(MS_tospawn)
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return //let's try not to dump megas too close to each other?
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if((ispath(MS_tospawn, /obj/structure/spawner) || istype(H, /obj/structure/spawner)) && get_dist(src, H) <= 24)
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active_spawns.Add(MS_tospawn)
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return //let's at least /try/ to space these out?
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for(var/obj/structure/spawner/LT in urange(36,RT)) //prevents tendril/mega clumps
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if((ispath(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(src, LT) <= 40)
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active_spawns.Add(MS_tospawn)
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return //let's try not to dump megas too close to each other?
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if((ispath(MS_tospawn, /obj/structure/spawner)) && get_dist(src, LT) <= 24)
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active_spawns.Add(MS_tospawn)
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return //let's at least /try/ to space these out?
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// man the overhead on this is gonna SUCK
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new MS_tospawn(RT)
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if(active_spawns_2.len)
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var/turf/RT = pick_n_take(valid_mining_turfs_2) //Pick a random mining Z-level turf
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var/MS2_tospawn = pick_n_take(active_spawns_2)
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for(var/mob/living/simple_animal/hostile/H in urange(36,RT)) //prevents mob clumps
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if((ispath(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 40)
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active_spawns_2.Add(MS2_tospawn)
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return //let's try not to dump megas too close to each other?
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if((ispath(MS2_tospawn, /obj/structure/spawner) || istype(H, /obj/structure/spawner)) && get_dist(src, H) <= 24)
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active_spawns_2.Add(MS2_tospawn)
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return //let's at least /try/ to space these out?
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for(var/obj/structure/spawner/LT in urange(36,RT)) //prevents tendril/mega clumps
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if((ispath(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(src, LT) <= 40)
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active_spawns_2.Add(MS2_tospawn)
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return //let's try not to dump megas too close to each other?
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if((ispath(MS2_tospawn, /obj/structure/spawner)) && get_dist(src, LT) <= 24)
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active_spawns.Add(MS2_tospawn)
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return //let's at least /try/ to space these out?
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// man the overhead on this is gonna SUCK
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new MS2_tospawn(RT)
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if(!active_spawns.len && !active_spawns_2.len)
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flags = SS_NO_FIRE
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