Tram signal and station improvements (#71315)

## About The Pull Request
-New sprites for tram crossing signals in titanium, acting as an
extension of the railing/decals in front of the tram, acting like an
anchor for the end of the railing instead of the misaligned corner, with
a more futuristic look.
-The speed of amber/red flashing is slowed a bit from current to be less
distracting.
-Redo of the decals on the floor in front of the tram, it was leading
you into the vending machine.
-Like any tram, the yellow hazard bump floor tiles in the station.
-Moved the vending machines to be flush with the wall.


![image](https://user-images.githubusercontent.com/83487515/202982631-1d1c7f55-b7c9-4395-8c82-13d706e91acc.png)


## Why It's Good For The Game
Tram TLC, looks more space station-like
## Changelog
🆑 LT3
imageadd: New railing pillar tram crossing signals.
qol: Vending machines next to the tram are now against the wall.
fix: Tramstation floor decals no longer guide you to walk into the
vending machines.
add: The tram stations now have no-slip hazard floor tiles so you don't
accidentally slip and get smacked. Feel free to still run into it
anyways, medbay has a counter now so they'll know.
/🆑
This commit is contained in:
lessthanthree
2022-11-25 11:31:01 -08:00
committed by GitHub
parent 8ed0b0ad08
commit 68c8d3eb9c
5 changed files with 1692 additions and 2069 deletions
File diff suppressed because it is too large Load Diff
@@ -607,6 +607,9 @@
/obj/effect/turf_decal/trimline/white/warning
icon_state = "trimline_warn"
/obj/effect/turf_decal/trimline/white/tram
icon_state = "trimline_tram"
/obj/effect/turf_decal/trimline/white/mid_joiner
icon_state = "trimline_mid"
+23 -12
View File
@@ -1,6 +1,8 @@
#define XING_STATE_GREEN 0
#define XING_STATE_AMBER 1
#define XING_STATE_RED 2
#define XING_SIGNAL_DIRECTION_WEST "west-"
#define XING_SIGNAL_DIRECTION_EAST "east-"
GLOBAL_LIST_EMPTY(tram_signals)
@@ -9,7 +11,6 @@ GLOBAL_LIST_EMPTY(tram_signals)
name = "crossing signal"
desc = "Indicates to pedestrians if it's safe to cross the tracks."
icon = 'icons/obj/machines/crossing_signal.dmi'
icon_state = "crossing-base"
base_icon_state = "crossing-"
max_integrity = 250
integrity_failure = 0.25
@@ -39,6 +40,8 @@ GLOBAL_LIST_EMPTY(tram_signals)
* If the value is set too high, it will cause the lights to turn red when the tram arrives at another station. You want to optimize the amount of warning without turning it red unnessecarily.
*/
var/red_distance_threshold = 33
/// If the signal is facing east or west
var/signal_direction
/obj/machinery/crossing_signal/Initialize(mapload)
. = ..()
@@ -211,30 +214,38 @@ GLOBAL_LIST_EMPTY(tram_signals)
if(!is_operational)
return
var/lights_overlay = "[base_icon_state][signal_state]"
var/lights_overlay = "[base_icon_state][signal_direction][signal_state]"
. += mutable_appearance(icon, lights_overlay)
. += emissive_appearance(icon, "[lights_overlay]e", offset_spokesman = src, alpha = src.alpha)
/// Shifted to NE corner for east side of southern passage.
/// Shifted to NE corner for east side of northern passage.
/obj/machinery/crossing_signal/northeast
pixel_x = 11
pixel_y = 22
icon_state = "crossing-base-left"
signal_direction = XING_SIGNAL_DIRECTION_EAST
pixel_x = -2
pixel_y = -1
/// Shifted to NW corner for west side of southern passage.
/// Shifted to NW corner for west side of northern passage.
/obj/machinery/crossing_signal/northwest
pixel_x = -11
pixel_y = 22
icon_state = "crossing-base-right"
signal_direction = XING_SIGNAL_DIRECTION_WEST
pixel_x = -32
pixel_y = -1
/// Shifted to SE corner for east side of northern passage.
/obj/machinery/crossing_signal/southeast
pixel_x = 11
pixel_y = 6
icon_state = "crossing-base-left"
signal_direction = XING_SIGNAL_DIRECTION_EAST
pixel_x = -2
pixel_y = 20
/// Shifted to SW corner for west side of northern passage.
/obj/machinery/crossing_signal/southwest
pixel_x = -11
pixel_y = 6
icon_state = "crossing-base-right"
signal_direction = XING_SIGNAL_DIRECTION_WEST
pixel_x = -32
pixel_y = 20
#undef XING_STATE_GREEN
#undef XING_STATE_AMBER
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