Fixes layering of tram rails (#71382)

## About The Pull Request
-Fixes the layering of the tram rail so that it doesn't end up below the
reinforced glass.
-Replaces the last remaining vault platform turfs with proper tram
turfs.
-Removes an un-needed layer define for turf transparency.


![image](https://user-images.githubusercontent.com/83487515/204107725-c422180b-661c-4981-8a0b-edbdb7ced9fe.png)

## Why It's Good For The Game
The tram rail becoming disconnected when it travels over glass, in
reality that'd probably derail it. So let's fix it!
## Changelog
🆑 LT3
fix: Tram platform is now entirely built with tram tiles.
fix: All the parts of the tram are now on a correct layer/plane.
remove: Removed the openspace layer on the transparency plane.
/🆑
This commit is contained in:
lessthanthree
2022-11-29 20:52:59 +00:00
committed by GitHub
parent 8ce39fb95e
commit 07c03375ce
9 changed files with 748 additions and 833 deletions
File diff suppressed because it is too large Load Diff
+3 -1
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@@ -97,7 +97,6 @@
#define SPACE_LAYER 1.8
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define. Most floors (FLOOR_PLANE) and walls (GAME_PLANE) use this.
#define OPENSPACE_LAYER 600 //Openspace layer over all turfs
// GAME_PLANE layers
#define CULT_OVERLAY_LAYER 2.01
@@ -113,6 +112,9 @@
#define DISPOSAL_PIPE_LAYER 2.3
#define GAS_PIPE_HIDDEN_LAYER 2.35 //layer = initial(layer) + piping_layer / 1000 in atmospherics/update_icon() to determine order of pipe overlap
#define WIRE_LAYER 2.4
#define TRAM_XING_LAYER 2.41
#define TRAM_RAIL_LAYER 2.42
#define TRAM_FLOOR_LAYER 2.43
#define WIRE_BRIDGE_LAYER 2.44
#define WIRE_TERMINAL_LAYER 2.45
#define GAS_SCRUBBER_LAYER 2.46
@@ -181,8 +181,6 @@ GLOBAL_LIST_EMPTY(pillars_by_z)
var/turf/our_turf = target
our_turf.layer = OPENSPACE_LAYER
RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, PROC_REF(on_multiz_turf_del))
RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_turf_new))
+2 -2
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@@ -273,8 +273,8 @@
desc = "Great for trams, not so great for skating."
icon = 'icons/obj/tram_rails.dmi'
icon_state = "rail"
layer = ABOVE_OPEN_TURF_LAYER
plane = FLOOR_PLANE
layer = TRAM_RAIL_LAYER
plane = GAME_PLANE
deconstructible = TRUE
/obj/structure/fluff/tram_rail/floor
+12
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@@ -110,6 +110,18 @@
floor_tile = /obj/item/stack/tile/noslip
slowdown = -0.3
/turf/open/floor/noslip/tram_plate
name = "linear induction plate"
desc = "The linear induction plate that powers the tram."
icon_state = "tram_plate"
base_icon_state = "tram_plate"
/turf/open/floor/noslip/tram_platform
name = "tram platform"
desc = "A sturdy looking tram platform."
icon_state = "tram_platform"
base_icon_state = "tram_platform"
/turf/open/floor/noslip/setup_broken_states()
return list("noslip-damaged1","noslip-damaged2","noslip-damaged3")
@@ -780,6 +780,8 @@ GLOBAL_LIST_EMPTY(lifts)
desc = "A tram for tramversing the station."
icon = 'icons/turf/floors.dmi'
icon_state = "titanium_yellow"
layer = TRAM_FLOOR_LAYER
plane = GAME_PLANE
base_icon_state = null
smoothing_flags = NONE
smoothing_groups = null
@@ -8,6 +8,7 @@
* it will make the tram more expensive to move and we dont want that because we dont want to return to the days where
* the tram took a third of the tick per movement when its just carrying its default mapped in objects
*/
/obj/structure/grille/tram/Initialize(mapload)
. = ..()
RemoveElement(/datum/element/atmos_sensitive, mapload)
@@ -18,10 +19,15 @@
. = ..()
RemoveElement(/datum/element/atmos_sensitive, mapload)
/obj/machinery/power/shuttle_engine/propulsion/tram
//if this has opacity, then every movement of the tram causes lighting updates
//DO NOT put something on the tram roundstart that has opacity, it WILL overload SSlighting
opacity = FALSE
/turf/open/floor/glass/reinforced/tram/Initialize(mapload)
. = ..()
RemoveElement(/datum/element/atmos_sensitive, mapload)
/turf/open/floor/glass/reinforced/tram
name = "tram bridge"
desc = "It shakes a bit when you step, but lets you cross between sides quickly!"
plane = GAME_PLANE
layer = TRAM_XING_LAYER
/obj/machinery/door/window/tram
icon = 'icons/obj/doors/tramdoor.dmi'
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