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Adds a new Odyssey map: Decrepit Shipyard (#21500)
## About PR Adds an industrial themed away site for Odyssey scenarios. The map starts with a shuttle, broken by a randomized destruction feature. Actors or the crew may choose to repair it to make it fly once more ### Detailed Changelog <details><summary>Details</summary> <p> - Added a new map_effect, randomized destruction. It comes with two varieties and different impact ranges. The way it work is the effect chooses a random amount of turfs in the area it's placed on, and calls `ex_act` on applicable contents in the turf. - Added unused sprites for low railing and documented relevant functions in the existing code. - Made it so when a railing has an open end that doesn't connect to anywhere, it'll apply an end cap, making it look more smooth. - Added ceiling lattices. - Adjusted unit tests to avoid conflicts that may occur with ceiling lattices. - Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded z-level to the scenario z-levels, instead of all relevant levels to the site. This was causing issues in Odyssey maps with shuttles. - Fixed hydrogen tank not using its sprite. Also recoloured the tank to match modern hydrogen canister colour. - Fixed `/obj/machinery/door/airlock/maintenance` not using its intended appearance. </p> </details> ## Images <img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47" src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531" /> <img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27" src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7" /> <img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52" src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd" /> <img width="997" height="999" alt="Screenshot_54" src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933" /> <img width="997" height="1001" alt="Screenshot_55" src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a" /> <img width="998" height="992" alt="Screenshot_61" src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607" /> <img width="998" height="990" alt="Screenshot_63" src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a" />
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@@ -9,18 +9,26 @@
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//RP fluff details to appear on scan readouts for any object we want to include these details with
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var/scanimage = "no_data.png"
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var/designer = "Unknown" //The shipyard or designer of the object if applicable
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var/volume = "Unestimated" //Length height width of the object in tiles ingame
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var/weapons = "Not apparent" //The expected armament or scale of armament that the design comes with if applicable. Can vary in visibility for obvious reasons
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var/sizeclass = "Unknown" //The class of the design if applicable. Not a prefix. Should be things like battlestations or corvettes
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var/shiptype = "Unknown" //The designated purpose of the design. Should briefly describe whether it's a combatant or study vessel for example
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/// The shipyard or designer of the object if applicable.
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var/designer = "Unknown"
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/// Length height width of the object in tiles ingame.
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var/volume = "Unestimated"
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/// The expected armament or scale of armament that the design comes with if applicable. Can vary in visibility for obvious reasons.
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var/weapons = "Not apparent"
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/// The class of the design if applicable. Not a prefix. Should be things like battlestations or corvettes.
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var/sizeclass = "Unknown"
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/// The designated purpose of the design. Should briefly describe whether it's a combatant or study vessel for example.
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var/shiptype = "Unknown"
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var/alignment = "Unknown" //For landing sites. Allows the crew to know if they're landing somewhere bad or not
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var/generic_object = TRUE //Used to give basic scan descriptions of every generic overmap object that excludes noteworthy locations, ships and exoplanets
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var/static_vessel = FALSE //Used to expand scan details for visible space stations
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var/landing_site = FALSE //Used for unique landing sites that occupy the same overmap tile as another - for example, the implementation of Point Verdant and Konyang
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/// For landing sites. Allows the crew to know if they're landing somewhere bad or not.
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var/alignment = "Unknown"
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///Used to give basic scan descriptions of every generic overmap object that excludes noteworthy locations, ships and exoplanets.
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var/generic_object = TRUE
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/// Used to expand scan details for visible space stations.
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var/static_vessel = FALSE
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/// Used for unique landing sites that occupy the same overmap tile as another - for example, the implementation of Point Verdant and Konyang.
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var/landing_site = FALSE
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var/list/map_z = list()
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