Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)

Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
This commit is contained in:
fernerr
2019-11-04 21:59:28 +02:00
committed by Erki
parent 2142622885
commit 8ca8760c21
52 changed files with 3109 additions and 4527 deletions
@@ -776,7 +776,7 @@
playsound(src,'sound/magic/lightningbolt.ogg',60,1)
var/turf/T = get_turf(holder.wearer)
if(istype(T, /turf/simulated))
if(istype(T, /turf/simulated/mineral) || istype(T, /turf/simulated/wall) || istype(T, /turf/simulated/shuttle))
if(istype(T, /turf/simulated/mineral) || istype(T, /turf/simulated/wall))
T.ChangeTurf(T.baseturf)
else
T.ChangeTurf(/turf/space)
-3
View File
@@ -61,9 +61,6 @@
/material/iron
value = 5
/material/voxalloy
value = 100
/material/wood
value = 3
+26 -16
View File
@@ -184,6 +184,8 @@ var/list/name_to_material
if ("vaurca")
wall_icon = 'icons/turf/smooth/vaurca_wall.dmi'
skip_blend = TRUE
if ("shuttle")
skip_blend = TRUE
else
world.log << "materials: [src] has unknown icon_base [icon_base]."
@@ -293,7 +295,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/gold
icon_colour = "#EDD12F"
weight = 30
hardness = 15
hardness = 15
conductivity = 41
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
@@ -665,22 +667,17 @@ var/list/name_to_material
hitsound = 'sound/weapons/smash.ogg'
// Adminspawn only, do not let anyone get this.
/material/voxalloy
name = "voxalloy"
display_name = "durable alloy"
stack_type = null
icon_colour = "#6C7364"
integrity = 1200
melting_point = 6000 // Hull plating.
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
/material/voxalloy/elevatorium
/material/elevatorium
name = "elevatorium"
display_name = "elevator panelling"
stack_type = null
icon_colour = "#666666"
integrity = 1200
melting_point = 6000
explosion_resistance = 200
hardness = 500
weight = 500
protectiveness = 80
/material/wood
name = "wood"
@@ -708,7 +705,7 @@ var/list/name_to_material
/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
name = "log"
stack_type = /obj/item/stack/material/woodlog
stack_type = /obj/item/stack/material/woodlog
icon_colour = "#824B28"
integrity = 50
icon_base = "solid"
@@ -731,7 +728,7 @@ var/list/name_to_material
explosion_resistance = 0
hardness = 0.1
weight = 7
melting_point = T0C+220
melting_point = T0C+220
ignition_point = T0C+218
sheet_singular_name = "branch"
sheet_plural_name = "branch"
@@ -1007,3 +1004,16 @@ var/list/name_to_material
weight = 23
protectiveness = 20 // 50%
conductivity = 10
/material/shuttle
name = "shuttle"
display_name = "spaceship alloy"
stack_type = null
icon_colour = "#6C7364"
icon_base = "shuttle"
integrity = 1200
melting_point = 6000 // Hull plating.
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
+47 -4
View File
@@ -11,8 +11,7 @@
var/list/mineral_can_smooth_with = list(
/turf/simulated/mineral,
/turf/simulated/wall,
/turf/unsimulated/wall,
/turf/simulated/shuttle
/turf/unsimulated/wall
)
// Some extra types for the surface to keep things pretty.
@@ -167,6 +166,51 @@ var/list/mineral_can_smooth_with = list(
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
M.selected.action(src)
//For use in non-station z-levels as decoration.
/turf/unsimulated/mineral/asteroid
name = "rock"
icon = 'icons/turf/map_placeholders.dmi'
icon_state = "rock"
desc = "It's a greyish rock. Exciting."
opacity = 1
var/icon/actual_icon = 'icons/turf/smooth/rock_wall.dmi'
layer = 2.01
var/list/asteroid_can_smooth_with = list(
/turf/unsimulated/mineral,
/turf/unsimulated/mineral/asteroid
)
smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON
smoothing_hints = SMOOTHHINT_CUT_F | SMOOTHHINT_ONLY_MATCH_TURF | SMOOTHHINT_TARGETS_NOT_UNIQUE
/turf/unsimulated/mineral/asteroid/Initialize(mapload)
if (initialized)
crash_with("Warning: [src]([type]) initialized multiple times!")
if (icon != actual_icon)
icon = actual_icon
initialized = TRUE
turfs += src
if(dynamic_lighting)
luminosity = 0
else
luminosity = 1
has_opaque_atom = TRUE
if (smooth)
canSmoothWith = asteroid_can_smooth_with
pixel_x = -4
pixel_y = -4
queue_smooth(src)
if (!mapload)
queue_smooth_neighbors(src)
return INITIALIZE_HINT_NORMAL
#define SPREAD(the_dir) \
if (prob(mineral.spread_chance)) { \
var/turf/simulated/mineral/target = get_step(src, the_dir); \
@@ -554,8 +598,7 @@ var/list/mineral_can_smooth_with = list(
var/list/asteroid_floor_smooth = list(
/turf/unsimulated/floor/asteroid/ash,
/turf/simulated/mineral,
/turf/simulated/wall,
/turf/simulated/shuttle
/turf/simulated/wall
)
// Copypaste parent for performance.
@@ -200,7 +200,7 @@
/obj/item/projectile/energy/bee/on_impact(var/atom/A)
playsound(src.loc, pick('sound/effects/Buzz1.ogg','sound/effects/Buzz2.ogg'), 70, 1)
var/turf/T = get_turf(A)
if(!istype(T, /turf/simulated/wall) && !istype(T, /turf/simulated/shuttle/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
if(!istype(T, /turf/simulated/wall) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door))
for(var/i=1, i<=8, i++)
var/atom/movable/x = new /mob/living/simple_animal/bee/beegun //hackmaster pro, butt fuck it
x.forceMove(T)
@@ -43,9 +43,6 @@ How they spawn stuff is decided by behaviour vars, which are explained below
var/atom/summoned_object
if(ispath(summoned_object_type,/turf))
if(istype(get_turf(user),/turf/simulated/shuttle) || istype(spawn_place, /turf/simulated/shuttle))
to_chat(user, "<span class='warning'>You can't build things on shuttles!</span>")
continue
spawn_place.ChangeTurf(summoned_object_type)
summoned_object = spawn_place
else