Files
Bubberstation/code/game/objects/effects/decals/cleanable.dm
T
Andrew 2e5806626c Proper broken tiles (#75623)
![before-export](https://github.com/tgstation/tgstation/assets/3625094/505eaed3-b429-45c4-ab65-6c92d1c9e20e)

## 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
/🆑
2023-06-09 09:50:21 +12:00

135 lines
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/obj/effect/decal/cleanable
gender = PLURAL
layer = FLOOR_CLEAN_LAYER
var/list/random_icon_states = null
///I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/blood_state = ""
///0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/bloodiness = 0
///When two of these are on a same tile or do we need to merge them into just one?
var/mergeable_decal = TRUE
var/beauty = 0
///The type of cleaning required to clean the decal. See __DEFINES/cleaning.dm for the options
var/clean_type = CLEAN_TYPE_LIGHT_DECAL
///The reagent this decal holds. Leave blank for none.
var/datum/reagent/decal_reagent
///The amount of reagent this decal holds, if decal_reagent is defined
var/reagent_amount = 0
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
create_reagents(300)
if(decal_reagent)
reagents.add_reagent(decal_reagent, reagent_amount)
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if (replace_decal(C))
handle_merge_decal(C)
return INITIALIZE_HINT_QDEL
if(LAZYLEN(diseases))
var/list/datum/disease/diseases_to_add = list()
for(var/datum/disease/D in diseases)
if(D.spread_flags & DISEASE_SPREAD_CONTACT_FLUIDS)
diseases_to_add += D
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
AddElement(/datum/element/beauty, beauty)
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/decal/cleanable/Destroy()
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
return ..()
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if((istype(W, /obj/item/reagent_containers/cup) && !istype(W, /obj/item/reagent_containers/cup/rag)) || istype(W, /obj/item/reagent_containers/cup/glass))
if(src.reagents && W.reagents)
. = 1 //so the containers don't splash their content on the src while scooping.
if(!src.reagents.total_volume)
to_chat(user, span_notice("[src] isn't thick enough to scoop up!"))
return
if(W.reagents.total_volume >= W.reagents.maximum_volume)
to_chat(user, span_notice("[W] is full!"))
return
to_chat(user, span_notice("You scoop up [src] into [W]!"))
reagents.trans_to(W, reagents.total_volume, transfered_by = user)
if(!reagents.total_volume) //scooped up all of it
qdel(src)
return
if(W.get_temperature()) //todo: make heating a reagent holder proc
if(istype(W, /obj/item/clothing/mask/cigarette))
return
else
var/hotness = W.get_temperature()
reagents.expose_temperature(hotness)
to_chat(user, span_notice("You heat [name] with [W]!"))
else
return ..()
/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
if(reagents)
reagents.expose_temperature(exposed_temperature)
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(iscarbon(AM) && blood_state && bloodiness >= 40)
SEND_SIGNAL(AM, COMSIG_STEP_ON_BLOOD, src)
update_appearance()
/obj/effect/decal/cleanable/wash(clean_types)
. = ..()
if (. || (clean_types & clean_type))
qdel(src)
return TRUE
return .
/**
* Checks if this decal is a valid decal that can be blood crawled in.
*/
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
return FALSE
/**
* Gets the color associated with the any blood present on this decal. If there is no blood, returns null.
*/
/obj/effect/decal/cleanable/proc/get_blood_color()
switch(blood_state)
if(BLOOD_STATE_HUMAN)
return rgb(149, 10, 10)
if(BLOOD_STATE_XENO)
return rgb(43, 186, 0)
if(BLOOD_STATE_OIL)
return rgb(22, 22, 22)
return null
/obj/effect/decal/cleanable/proc/handle_merge_decal(obj/effect/decal/cleanable/merger)
if(!merger)
return
if(merger.reagents && reagents)
reagents.trans_to(merger, reagents.total_volume)