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 ## About The Pull Request The current broken tiles have some visual issues: - There is an ambient occlusion shade when it touches normal tile - It has a layer higher than it should be which leads to things that are normally above the floor layer, render below it. Such as atmos machinery, cleanable overlays, etc. This PR makes the render on a proper layer and work like a partially destroyed floor tile that can be reclaimed with crowbar. Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear above catwalks and these new tiles. And the flat dirt now has 4 variants of sprites, while dust uses the old dirt sprite. It seems like dust was just dirt with different description before. ## Why It's Good For The Game A broken tiling with no visual bugs and proper floor-like logic. ## Changelog 🆑 MTandi, Borbop fix: Dust now has dust icon, instead of dirt icon. Dust on all maps replaced with dirt image: Flat dirt now picks from 4 new sprites refactor: Made broken tiling work more like tiling and have corresponding visuals. Added directional mapping variants. fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is visible above catwalks /🆑
287 lines
8.5 KiB
Plaintext
287 lines
8.5 KiB
Plaintext
/**
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* # Fluff structure
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*
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* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
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*/
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/obj/structure/fluff
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name = "fluff structure"
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desc = "Fluffier than a sheep. This shouldn't exist."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "minibar"
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anchored = TRUE
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density = FALSE
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opacity = FALSE
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///If true, the structure can be deconstructed into a metal sheet with a wrench.
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var/deconstructible = TRUE
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/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
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if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
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user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 50))
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user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
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playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return
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..()
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/**
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* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
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*/
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/obj/structure/fluff/empty_terrarium
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name = "empty terrarium"
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desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
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icon = 'icons/obj/lavaland/spawners.dmi'
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icon_state = "terrarium_open"
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density = TRUE
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/**
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* Empty sleepers are created by a good few ghost roles in lavaland.
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*/
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/obj/structure/fluff/empty_sleeper
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name = "empty sleeper"
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desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/fluff/empty_sleeper/nanotrasen
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name = "broken hypersleep chamber"
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desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
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There are exposed bolts for easy disassembly using a wrench."
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icon_state = "sleeper-o"
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/obj/structure/fluff/empty_sleeper/syndicate
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icon_state = "sleeper_s-open"
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/**
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* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
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*/
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/obj/structure/fluff/empty_cryostasis_sleeper
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name = "empty cryostasis sleeper"
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desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
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icon = 'icons/obj/lavaland/spawners.dmi'
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icon_state = "cryostasis_sleeper_open"
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/**
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* Ash drake status spawn on either side of the necropolis gate in lavaland.
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*/
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/obj/structure/fluff/drake_statue
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name = "drake statue"
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desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
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icon = 'icons/effects/64x64.dmi'
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icon_state = "drake_statue"
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pixel_x = -16
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maptext_height = 64
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maptext_width = 64
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density = TRUE
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deconstructible = FALSE
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layer = EDGED_TURF_LAYER
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plane = GAME_PLANE_UPPER
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/**
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* A variety of statue in disrepair; parts are broken off and a gemstone is missing
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*/
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/obj/structure/fluff/drake_statue/falling
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desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
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icon_state = "drake_statue_falling"
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/obj/structure/fluff/bus
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name = "bus"
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desc = "GO TO SCHOOL. READ A BOOK."
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icon = 'icons/obj/bus.dmi'
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icon_state = null
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density = TRUE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/bus/dense
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name = "bus"
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icon_state = "backwall"
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/obj/structure/fluff/bus/passable
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name = "bus"
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icon_state = "frontwalltop"
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density = FALSE
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layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
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plane = ABOVE_GAME_PLANE
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/obj/structure/fluff/bus/passable/seat
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name = "seat"
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desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
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icon_state = "backseat"
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pixel_y = 17
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layer = OBJ_LAYER
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plane = GAME_PLANE
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/obj/structure/fluff/bus/passable/seat/driver
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name = "driver's seat"
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desc = "Space Jesus is my copilot."
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icon_state = "driverseat"
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/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
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playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
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. = ..()
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/obj/structure/fluff/paper
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name = "dense lining of papers"
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desc = "A lining of paper scattered across the bottom of a wall."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "paper"
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deconstructible = FALSE
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/obj/structure/fluff/paper/corner
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icon_state = "papercorner"
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/obj/structure/fluff/paper/stack
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name = "dense stack of papers"
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desc = "A stack of various papers, childish scribbles scattered across each page."
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icon_state = "paperstack"
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/obj/structure/fluff/divine
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name = "Miracle"
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "error"
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anchored = TRUE
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density = TRUE
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/obj/structure/fluff/divine/nexus
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name = "nexus"
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desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
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icon_state = "nexus"
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/obj/structure/fluff/divine/conduit
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name = "conduit"
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desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
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icon_state = "conduit"
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/obj/structure/fluff/divine/convertaltar
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name = "conversion altar"
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desc = "An altar dedicated to a deity."
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icon_state = "convertaltar"
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density = FALSE
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can_buckle = 1
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/obj/structure/fluff/divine/powerpylon
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name = "power pylon"
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desc = "A pylon which increases the deity's rate it can influence the world."
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icon_state = "powerpylon"
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can_buckle = 1
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/obj/structure/fluff/divine/defensepylon
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name = "defense pylon"
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desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
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icon_state = "defensepylon"
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/obj/structure/fluff/divine/shrine
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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/obj/structure/fluff/fokoff_sign
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name = "crude sign"
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desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "fokof"
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/obj/structure/fluff/big_chain
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name = "giant chain"
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desc = "A towering link of chains leading up to the ceiling."
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icon = 'icons/effects/32x96.dmi'
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icon_state = "chain"
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anchored = TRUE
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density = TRUE
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deconstructible = FALSE
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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/obj/structure/fluff/beach_towel
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name = "beach towel"
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desc = "A towel decorated in various beach-themed designs."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella
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name = "beach umbrella"
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desc = "A fancy umbrella designed to keep the sun off beach-goers."
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icon = 'icons/obj/fluff.dmi'
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icon_state = "brella"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella/security
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icon_state = "hos_brella"
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/obj/structure/fluff/beach_umbrella/science
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icon_state = "rd_brella"
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/obj/structure/fluff/beach_umbrella/engine
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icon_state = "ce_brella"
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/obj/structure/fluff/beach_umbrella/cap
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icon_state = "cap_brella"
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/obj/structure/fluff/beach_umbrella/syndi
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icon_state = "syndi_brella"
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/obj/structure/fluff/clockwork
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name = "Clockwork Fluff"
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icon = 'icons/obj/fluff.dmi'
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icon_state = "error"
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deconstructible = FALSE
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/obj/structure/fluff/clockwork/alloy_shards
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name = "replicant alloy shards"
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desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
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icon_state = "alloy_shards"
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/obj/structure/fluff/clockwork/alloy_shards/small
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icon_state = "shard_small1"
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/obj/structure/fluff/clockwork/alloy_shards/medium
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icon_state = "shard_medium1"
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/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
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icon_state = "gear_bit1"
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/obj/structure/fluff/clockwork/alloy_shards/large
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icon_state = "shard_large1"
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/obj/structure/fluff/clockwork/blind_eye
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name = "blind eye"
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desc = "A heavy brass eye, its red iris fallen dark."
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icon_state = "blind_eye"
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/obj/structure/fluff/clockwork/fallen_armor
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name = "fallen armor"
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desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
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icon_state = "fallen_armor"
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/obj/structure/fluff/clockwork/clockgolem_remains
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name = "clockwork golem scrap"
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desc = "A pile of scrap metal. It seems damaged beyond repair."
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icon_state = "clockgolem_dead"
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/obj/structure/fluff/tram_rail
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name = "tram rail"
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desc = "Great for trams, not so great for skating."
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icon = 'icons/obj/tram_rails.dmi'
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icon_state = "rail"
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layer = TRAM_RAIL_LAYER
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plane = FLOOR_PLANE
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deconstructible = TRUE
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/obj/structure/fluff/tram_rail/floor
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icon_state = "rail_floor"
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/obj/structure/fluff/tram_rail/end
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icon_state = "railend"
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/obj/structure/fluff/tram_rail/anchor
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name = "tram rail anchor"
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icon_state = "anchor"
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