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https://github.com/Bubberstation/Bubberstation.git
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2e5806626c
 ## 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 /🆑
135 lines
4.7 KiB
Plaintext
135 lines
4.7 KiB
Plaintext
/obj/effect/decal/cleanable
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gender = PLURAL
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layer = FLOOR_CLEAN_LAYER
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var/list/random_icon_states = null
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///I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/blood_state = ""
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///0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/bloodiness = 0
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///When two of these are on a same tile or do we need to merge them into just one?
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var/mergeable_decal = TRUE
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var/beauty = 0
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///The type of cleaning required to clean the decal. See __DEFINES/cleaning.dm for the options
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var/clean_type = CLEAN_TYPE_LIGHT_DECAL
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///The reagent this decal holds. Leave blank for none.
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var/datum/reagent/decal_reagent
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///The amount of reagent this decal holds, if decal_reagent is defined
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var/reagent_amount = 0
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/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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if (random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
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icon_state = pick(random_icon_states)
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create_reagents(300)
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if(decal_reagent)
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reagents.add_reagent(decal_reagent, reagent_amount)
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if(loc && isturf(loc))
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for(var/obj/effect/decal/cleanable/C in loc)
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if(C != src && C.type == type && !QDELETED(C))
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if (replace_decal(C))
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handle_merge_decal(C)
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return INITIALIZE_HINT_QDEL
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if(LAZYLEN(diseases))
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var/list/datum/disease/diseases_to_add = list()
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for(var/datum/disease/D in diseases)
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if(D.spread_flags & DISEASE_SPREAD_CONTACT_FLUIDS)
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diseases_to_add += D
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if(LAZYLEN(diseases_to_add))
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AddComponent(/datum/component/infective, diseases_to_add)
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AddElement(/datum/element/beauty, beauty)
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var/turf/T = get_turf(src)
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if(T && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/decal/cleanable/Destroy()
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var/turf/T = get_turf(src)
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if(T && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
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return ..()
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/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
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if(mergeable_decal)
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return TRUE
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/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
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if((istype(W, /obj/item/reagent_containers/cup) && !istype(W, /obj/item/reagent_containers/cup/rag)) || istype(W, /obj/item/reagent_containers/cup/glass))
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if(src.reagents && W.reagents)
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. = 1 //so the containers don't splash their content on the src while scooping.
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if(!src.reagents.total_volume)
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to_chat(user, span_notice("[src] isn't thick enough to scoop up!"))
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return
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if(W.reagents.total_volume >= W.reagents.maximum_volume)
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to_chat(user, span_notice("[W] is full!"))
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return
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to_chat(user, span_notice("You scoop up [src] into [W]!"))
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reagents.trans_to(W, reagents.total_volume, transfered_by = user)
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if(!reagents.total_volume) //scooped up all of it
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qdel(src)
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return
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if(W.get_temperature()) //todo: make heating a reagent holder proc
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if(istype(W, /obj/item/clothing/mask/cigarette))
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return
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else
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var/hotness = W.get_temperature()
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reagents.expose_temperature(hotness)
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to_chat(user, span_notice("You heat [name] with [W]!"))
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else
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return ..()
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/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
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if(reagents)
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reagents.expose_temperature(exposed_temperature)
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..()
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//Add "bloodiness" of this blood's type, to the human's shoes
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//This is on /cleanable because fuck this ancient mess
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/obj/effect/decal/cleanable/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(iscarbon(AM) && blood_state && bloodiness >= 40)
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SEND_SIGNAL(AM, COMSIG_STEP_ON_BLOOD, src)
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update_appearance()
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/obj/effect/decal/cleanable/wash(clean_types)
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. = ..()
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if (. || (clean_types & clean_type))
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qdel(src)
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return TRUE
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return .
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/**
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* Checks if this decal is a valid decal that can be blood crawled in.
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*/
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/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
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if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
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return bloodiness
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return FALSE
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/**
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* Gets the color associated with the any blood present on this decal. If there is no blood, returns null.
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*/
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/obj/effect/decal/cleanable/proc/get_blood_color()
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switch(blood_state)
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if(BLOOD_STATE_HUMAN)
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return rgb(149, 10, 10)
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if(BLOOD_STATE_XENO)
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return rgb(43, 186, 0)
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if(BLOOD_STATE_OIL)
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return rgb(22, 22, 22)
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return null
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/obj/effect/decal/cleanable/proc/handle_merge_decal(obj/effect/decal/cleanable/merger)
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if(!merger)
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return
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if(merger.reagents && reagents)
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reagents.trans_to(merger, reagents.total_volume)
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