diff --git a/code/game/turfs/simulated/floor/plating.dm b/code/game/turfs/simulated/floor/plating.dm index 0f088383be4..752eaf28e65 100644 --- a/code/game/turfs/simulated/floor/plating.dm +++ b/code/game/turfs/simulated/floor/plating.dm @@ -473,3 +473,25 @@ /turf/simulated/floor/plating/nitrogen oxygen = 0 nitrogen = MOLES_N2STANDARD + MOLES_O2STANDARD + +/// Used in situations like the anomalous crystal where we want +/// floors that look and act like asteroid floors but aren't. +/// This doesn't allow you to dig sand out of it but whatever. +/turf/simulated/floor/plating/false_asteroid + gender = PLURAL + name = "volcanic floor" + baseturf = /turf/simulated/floor/plating/false_asteroid + icon_state = "basalt" + icon_plating = "basalt" + footstep = FOOTSTEP_SAND + barefootstep = FOOTSTEP_SAND + clawfootstep = FOOTSTEP_SAND + heavyfootstep = FOOTSTEP_GENERIC_HEAVY + var/environment_type = "basalt" + var/turf_type = /turf/simulated/floor/plating/false_asteroid + var/floor_variance = 20 //probability floor has a different icon state + +/turf/simulated/floor/plating/false_asteroid/AfterChange(ignore_air, keep_cabling) + . = ..() + if(prob(floor_variance)) + icon_plating = "[environment_type][rand(0,12)]" diff --git a/code/modules/mining/lavaland/loot/colossus_loot.dm b/code/modules/mining/lavaland/loot/colossus_loot.dm index a67f1adf036..57e20812fd3 100644 --- a/code/modules/mining/lavaland/loot/colossus_loot.dm +++ b/code/modules/mining/lavaland/loot/colossus_loot.dm @@ -101,8 +101,8 @@ . = ..() terrain_theme = pick("lavaland","winter","jungle","alien") switch(terrain_theme) - if("lavaland")//Depressurizes the place... and free cult metal, I guess. - NewTerrainFloors = /turf/simulated/floor/plating/asteroid/basalt // Needs to be updated after turf update + if("lavaland")//Free cult metal, I guess. + NewTerrainFloors = /turf/simulated/floor/plating/false_asteroid NewTerrainWalls = /turf/simulated/wall/cult NewFlora = list(/mob/living/simple_animal/hostile/asteroid/goldgrub) florachance = 1 @@ -135,13 +135,13 @@ if(isturf(Stuff)) var/turf/T = Stuff if((isspaceturf(T) || isfloorturf(T)) && NewTerrainFloors) - var/turf/simulated/O = T.ChangeTurf(NewTerrainFloors) + var/turf/simulated/O = T.ChangeTurf(NewTerrainFloors, keep_icon = FALSE) if(prob(florachance) && length(NewFlora) && !is_blocked_turf(O)) var/atom/Picked = pick(NewFlora) new Picked(O) continue if(iswallturf(T) && NewTerrainWalls && !istype(T, /turf/simulated/wall/indestructible)) - T.ChangeTurf(NewTerrainWalls) + T.ChangeTurf(NewTerrainWalls, keep_icon = FALSE) continue if(istype(Stuff, /obj/structure/chair) && NewTerrainChairs) var/obj/structure/chair/Original = Stuff