mirror of
https://github.com/ParadiseSS13/Paradise.git
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Beach Unsimulated Removal (#15476)
This commit is contained in:
+1131
-1198
File diff suppressed because it is too large
Load Diff
@@ -1082,7 +1082,7 @@
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icon_state = "tube1";
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tag = "icon-tube1 (NORTH)"
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},
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"dj" = (
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/turf/simulated/floor/holofloor{
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@@ -2010,12 +2010,12 @@
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},
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/area/tdome/arena_source)
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"fH" = (
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"fI" = (
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/obj/effect/overlay/palmtree_r,
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/obj/effect/overlay/coconut,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"fJ" = (
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/obj/structure/chair/comfy/purp,
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@@ -2026,7 +2026,7 @@
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/area/wizard_station)
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"fK" = (
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/obj/effect/overlay/palmtree_l,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"fL" = (
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/obj/machinery/computer/cryopod{
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@@ -2202,7 +2202,7 @@
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/area/wizard_station)
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"gf" = (
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/obj/item/camera,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"gg" = (
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/obj/machinery/light/spot{
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@@ -2453,7 +2453,7 @@
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/area/tdome/arena_source)
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"gS" = (
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/obj/item/beach_ball,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"gT" = (
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/obj/structure/rack,
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@@ -2556,11 +2556,11 @@
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/turf/space/transit,
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/area/space)
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"he" = (
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/turf/unsimulated/beach/coastline,
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/turf/simulated/floor/beach/away/coastline,
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/area/ninja/holding)
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"hf" = (
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/obj/item/clothing/head/collectable/paper,
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/turf/unsimulated/beach/coastline,
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/turf/simulated/floor/beach/away/coastline,
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/area/ninja/holding)
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"hg" = (
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/obj/effect/decal/warning_stripes/south,
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@@ -2665,11 +2665,11 @@
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},
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/area/syndicate_mothership)
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"hv" = (
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/turf/unsimulated/beach/water,
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/turf/simulated/floor/beach/away/water,
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/area/ninja/holding)
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"hw" = (
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/obj/machinery/light/spot,
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/turf/unsimulated/beach/water,
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/turf/simulated/floor/beach/away/water,
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/area/ninja/holding)
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"hx" = (
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/obj/effect/decal/warning_stripes/southwestcorner,
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@@ -13088,11 +13088,11 @@
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pixel_y = -10
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},
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/obj/item/clothing/glasses/sunglasses,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"JD" = (
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/obj/structure/chair/stool,
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/turf/unsimulated/beach/sand,
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/turf/simulated/floor/beach/away/sand,
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/area/ninja/holding)
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"JE" = (
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/obj/machinery/sleeper/upgraded{
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@@ -14246,7 +14246,7 @@
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/area/shuttle/administration)
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"Qt" = (
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/obj/machinery/poolcontroller/invisible,
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/turf/unsimulated/beach/water,
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/turf/simulated/floor/beach/away/water,
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/area/ninja/holding)
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"Qu" = (
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/obj/effect/decal/cleanable/blood,
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@@ -39,8 +39,8 @@
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var/turf/simulated/floor/beach/water/W = T
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W.linkedcontroller = src
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linkedturfs += T
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else if(istype(T, /turf/unsimulated/beach/water))
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var/turf/unsimulated/beach/water/W = T
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else if(istype(T, /turf/simulated/floor/beach/away/water))
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var/turf/simulated/floor/beach/away/water/W = T
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W.linkedcontroller = src
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linkedturfs += T
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@@ -76,7 +76,7 @@
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/obj/machinery/poolcontroller/proc/processMob()
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for(var/M in mobinpool) //They're already typecasted when entering the turf
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// Following two are sanity check. If the mob is no longer in the pool for whatever reason (Looking at you teleport), remove them
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if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/unsimulated/beach/water)) // Water component when?
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if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/simulated/floor/beach/away/water)) // Water component when?
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mobinpool -= M
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continue
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handleTemp(M) //handles pool temp effects on the swimmers
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@@ -304,7 +304,7 @@
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icon_state = "sandstone"
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mineral = /obj/item/stack/sheet/mineral/sandstone
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walltype = /turf/simulated/wall/mineral/sandstone
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canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/simulated/wall/mineral/sandstone)
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canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
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/obj/structure/falsewall/wood
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name = "wooden wall"
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@@ -49,26 +49,31 @@
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/turf/simulated/floor/beach/sand
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name = "sand"
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icon_state = "sand"
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baseturf = /turf/simulated/floor/beach/sand
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/turf/simulated/floor/beach/coastline
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name = "coastline"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "sandwater"
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baseturf = /turf/simulated/floor/beach/coastline
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/turf/simulated/floor/beach/coastline_t
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name = "coastline"
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desc = "Tide's high tonight. Charge your batons."
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icon_state = "sandwater_t"
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baseturf = /turf/simulated/floor/beach/coastline_t
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/turf/simulated/floor/beach/coastline_b
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name = "coastline"
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icon_state = "sandwater_b"
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baseturf = /turf/simulated/floor/beach/coastline_b
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/turf/simulated/floor/beach/water // TODO - Refactor water so they share the same parent type - Or alternatively component something like that
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name = "water"
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icon_state = "water"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/obj/machinery/poolcontroller/linkedcontroller = null
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baseturf = /turf/simulated/floor/beach/water
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/turf/simulated/floor/beach/water/Initialize(mapload)
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. = ..()
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@@ -74,6 +74,11 @@
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icon_state = "wall"
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smooth = SMOOTH_TRUE
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/turf/simulated/wall/indestructible/sandstone
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icon = 'icons/turf/walls/sandstone_wall.dmi'
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icon_state = "sandstone"
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canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
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/turf/simulated/wall/indestructible/uranium
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icon = 'icons/turf/walls/uranium_wall.dmi'
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icon_state = "uranium"
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@@ -48,7 +48,7 @@
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icon_state = "sandstone"
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sheet_type = /obj/item/stack/sheet/mineral/sandstone
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explosion_block = 0
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canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /obj/structure/falsewall/sandstone)
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canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
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/turf/simulated/wall/mineral/uranium
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name = "uranium wall"
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@@ -1,127 +0,0 @@
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/turf/unsimulated/beach
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name = "Beach"
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icon = 'icons/misc/beach.dmi'
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var/water_overlay_image = null
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/turf/unsimulated/beach/Initialize(mapload)
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. = ..()
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if(water_overlay_image)
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var/image/overlay_image = image('icons/misc/beach.dmi', icon_state = water_overlay_image, layer = ABOVE_MOB_LAYER)
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overlay_image.plane = GAME_PLANE
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overlays += overlay_image
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/turf/unsimulated/beach/sand
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name = "Sand"
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icon_state = "desert"
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mouse_opacity = MOUSE_OPACITY_ICON
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/turf/unsimulated/beach/sand/Initialize(mapload)
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. = ..() //adds some aesthetic randomness to the beach sand
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icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
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/turf/unsimulated/beach/sand/dense //for boundary "walls"
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density = 1
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/turf/unsimulated/beach/coastline
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name = "Coastline"
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//icon = 'icons/misc/beach2.dmi'
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//icon_state = "sandwater"
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icon_state = "beach"
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water_overlay_image = "water_coast"
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/turf/unsimulated/beach/coastline/dense //for boundary "walls"
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density = 1
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/turf/unsimulated/beach/water
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name = "Shallow Water"
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icon_state = "seashallow"
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water_overlay_image = "water_shallow"
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var/obj/machinery/poolcontroller/linkedcontroller = null
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/turf/unsimulated/beach/water/Entered(atom/movable/AM, atom/OldLoc)
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. = ..()
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if(!linkedcontroller)
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return
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if(ismob(AM))
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linkedcontroller.mobinpool += AM
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/turf/unsimulated/beach/water/Exited(atom/movable/AM, atom/newloc)
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. = ..()
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if(!linkedcontroller)
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return
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if(ismob(AM))
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linkedcontroller.mobinpool -= AM
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/turf/unsimulated/beach/water/InitializedOn(atom/A)
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if(!linkedcontroller)
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return
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if(istype(A, /obj/effect/decal/cleanable)) // Better a typecheck than looping through thousands of turfs everyday
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linkedcontroller.decalinpool += A
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/turf/unsimulated/beach/water/dense //for boundary "walls"
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density = 1
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/turf/unsimulated/beach/water/edge_drop
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name = "Water"
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icon_state = "seadrop"
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water_overlay_image = "water_drop"
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/turf/unsimulated/beach/water/drop
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name = "Water"
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icon = 'icons/turf/floors/seadrop.dmi'
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icon_state = "seadrop"
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water_overlay_image = null
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smooth = SMOOTH_TRUE
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canSmoothWith = list(
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/turf/unsimulated/beach/water/drop, /turf/unsimulated/beach/water/drop/dense,
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/turf/unsimulated/beach/water, /turf/unsimulated/beach/water/dense,
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/turf/unsimulated/beach/water/edge_drop)
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var/obj/effect/beach_drop_overlay/water_overlay
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/turf/unsimulated/beach/water/drop/Initialize(mapload)
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. = ..()
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water_overlay = new(src)
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/turf/unsimulated/beach/water/drop/Destroy()
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QDEL_NULL(water_overlay)
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return ..()
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/obj/effect/beach_drop_overlay
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name = "Water"
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icon = 'icons/turf/floors/seadrop-o.dmi'
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layer = MOB_LAYER + 0.1
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smooth = SMOOTH_TRUE
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anchored = 1
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canSmoothWith = list(
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/turf/unsimulated/beach/water/drop, /turf/unsimulated/beach/water/drop/dense,
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/turf/unsimulated/beach/water, /turf/unsimulated/beach/water/dense,
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/turf/unsimulated/beach/water/edge_drop)
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/turf/unsimulated/beach/water/drop/dense
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density = 1
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/turf/unsimulated/beach/water/deep
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name = "Deep Water"
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icon_state = "seadeep"
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water_overlay_image = "water_deep"
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/turf/unsimulated/beach/water/deep/dense
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density = 1
|
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|
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/turf/unsimulated/beach/water/deep/wood_floor
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name = "Sunken Floor"
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icon = 'icons/turf/floors.dmi'
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icon_state = "wood"
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/turf/unsimulated/beach/water/deep/sand_floor
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name = "Sea Floor"
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icon_state = "sand"
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/turf/unsimulated/beach/water/deep/rock_wall
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name = "Reef Stone"
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icon_state = "desert7"
|
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density = 1
|
||||
opacity = 1
|
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explosion_block = 2
|
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mouse_opacity = MOUSE_OPACITY_ICON
|
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@@ -9,14 +9,6 @@
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nitrogen = 100
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oxygen = 0
|
||||
|
||||
/turf/unsimulated/floor/grass
|
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name = "grass patch"
|
||||
icon_state = "grass1"
|
||||
|
||||
/turf/unsimulated/floor/grass/Initialize(mapload)
|
||||
. = ..()
|
||||
icon_state = "grass[rand(1,4)]"
|
||||
|
||||
/turf/unsimulated/floor/snow
|
||||
name = "snow"
|
||||
icon = 'icons/turf/snow.dmi'
|
||||
|
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@@ -27,3 +27,154 @@
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spawn(1)
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W.loc = get_step(W, dir)
|
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water_timer = addtimer(CALLBACK(src, .proc/drip), water_frequency, TIMER_STOPPABLE)
|
||||
|
||||
/turf/simulated/floor/beach/away
|
||||
name = "Beach"
|
||||
icon = 'icons/misc/beach.dmi'
|
||||
var/water_overlay_image = null
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
||||
planetary_atmos = TRUE
|
||||
|
||||
/turf/simulated/floor/beach/away/Initialize(mapload)
|
||||
. = ..()
|
||||
if(water_overlay_image)
|
||||
var/image/overlay_image = image('icons/misc/beach.dmi', icon_state = water_overlay_image, layer = ABOVE_MOB_LAYER)
|
||||
overlay_image.plane = GAME_PLANE
|
||||
overlays += overlay_image
|
||||
|
||||
/turf/simulated/floor/beach/away/sand
|
||||
name = "Sand"
|
||||
icon_state = "desert"
|
||||
mouse_opacity = MOUSE_OPACITY_ICON
|
||||
baseturf = /turf/simulated/floor/beach/away/sand
|
||||
|
||||
/turf/simulated/floor/beach/away/sand/Initialize(mapload)
|
||||
. = ..() //adds some aesthetic randomness to the beach sand
|
||||
icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
|
||||
|
||||
/turf/simulated/floor/beach/away/sand/dense //for boundary "walls"
|
||||
density = TRUE
|
||||
baseturf = /turf/simulated/floor/beach/away/sand/dense
|
||||
|
||||
/turf/simulated/floor/beach/away/coastline
|
||||
name = "Coastline"
|
||||
//icon = 'icons/misc/beach2.dmi'
|
||||
//icon_state = "sandwater"
|
||||
icon_state = "beach"
|
||||
water_overlay_image = "water_coast"
|
||||
baseturf = /turf/simulated/floor/beach/away/coastline
|
||||
|
||||
/turf/simulated/floor/beach/away/coastline/dense //for boundary "walls"
|
||||
density = TRUE
|
||||
baseturf = /turf/simulated/floor/beach/away/coastline/dense
|
||||
|
||||
/turf/simulated/floor/beach/away/water
|
||||
name = "Shallow Water"
|
||||
icon_state = "seashallow"
|
||||
water_overlay_image = "water_shallow"
|
||||
var/obj/machinery/poolcontroller/linkedcontroller = null
|
||||
baseturf = /turf/simulated/floor/beach/away/water
|
||||
|
||||
/turf/simulated/floor/beach/away/water/Entered(atom/movable/AM, atom/OldLoc)
|
||||
. = ..()
|
||||
if(!linkedcontroller)
|
||||
return
|
||||
if(ismob(AM))
|
||||
linkedcontroller.mobinpool += AM
|
||||
|
||||
/turf/simulated/floor/beach/away/water/Exited(atom/movable/AM, atom/newloc)
|
||||
. = ..()
|
||||
if(!linkedcontroller)
|
||||
return
|
||||
if(ismob(AM))
|
||||
linkedcontroller.mobinpool -= AM
|
||||
|
||||
/turf/simulated/floor/beach/away/water/InitializedOn(atom/A)
|
||||
if(!linkedcontroller)
|
||||
return
|
||||
if(istype(A, /obj/effect/decal/cleanable)) // Better a typecheck than looping through thousands of turfs everyday
|
||||
linkedcontroller.decalinpool += A
|
||||
|
||||
/turf/simulated/floor/beach/away/water/dense //for boundary "walls"
|
||||
density = TRUE
|
||||
baseturf = /turf/simulated/floor/beach/away/water/dense
|
||||
|
||||
/turf/simulated/floor/beach/away/water/edge_drop
|
||||
name = "Water"
|
||||
icon_state = "seadrop"
|
||||
water_overlay_image = "water_drop"
|
||||
baseturf = /turf/simulated/floor/beach/away/water/edge_drop
|
||||
|
||||
/turf/simulated/floor/beach/away/water/drop
|
||||
name = "Water"
|
||||
icon = 'icons/turf/floors/seadrop.dmi'
|
||||
icon_state = "seadrop"
|
||||
water_overlay_image = null
|
||||
smooth = SMOOTH_TRUE
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/floor/beach/away/water/drop, /turf/simulated/floor/beach/away/water/drop/dense,
|
||||
/turf/simulated/floor/beach/away/water, /turf/simulated/floor/beach/away/water/dense,
|
||||
/turf/simulated/floor/beach/away/water/edge_drop)
|
||||
var/obj/effect/beach_drop_overlay/water_overlay
|
||||
baseturf = /turf/simulated/floor/beach/away/water/drop
|
||||
|
||||
/turf/simulated/floor/beach/away/water/drop/Initialize(mapload)
|
||||
. = ..()
|
||||
water_overlay = new(src)
|
||||
|
||||
/turf/simulated/floor/beach/away/water/drop/Destroy()
|
||||
QDEL_NULL(water_overlay)
|
||||
return ..()
|
||||
|
||||
/obj/effect/beach_drop_overlay
|
||||
name = "Water"
|
||||
icon = 'icons/turf/floors/seadrop-o.dmi'
|
||||
layer = MOB_LAYER + 0.1
|
||||
smooth = SMOOTH_TRUE
|
||||
anchored = 1
|
||||
canSmoothWith = list(
|
||||
/turf/simulated/floor/beach/away/water/drop, /turf/simulated/floor/beach/away/water/drop/dense,
|
||||
/turf/simulated/floor/beach/away/water, /turf/simulated/floor/beach/away/water/dense,
|
||||
/turf/simulated/floor/beach/away/water/edge_drop)
|
||||
|
||||
/turf/simulated/floor/beach/away/water/drop/dense
|
||||
density = TRUE
|
||||
baseturf = /turf/simulated/floor/beach/away/water/drop/dense
|
||||
|
||||
/turf/simulated/floor/beach/away/water/deep
|
||||
name = "Deep Water"
|
||||
icon_state = "seadeep"
|
||||
water_overlay_image = "water_deep"
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep
|
||||
|
||||
/turf/simulated/floor/beach/away/water/deep/dense
|
||||
density = TRUE
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep/dense
|
||||
|
||||
/turf/simulated/floor/beach/away/water/deep/wood_floor
|
||||
name = "Sunken Floor"
|
||||
icon = 'icons/turf/floors.dmi'
|
||||
icon_state = "wood"
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep/wood_floor
|
||||
|
||||
/turf/simulated/floor/beach/away/water/deep/sand_floor
|
||||
name = "Sea Floor"
|
||||
icon_state = "sand"
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep/sand_floor
|
||||
|
||||
/turf/simulated/floor/beach/away/water/deep/rock_wall
|
||||
name = "Reef Stone"
|
||||
icon_state = "desert7"
|
||||
density = TRUE
|
||||
opacity = TRUE
|
||||
explosion_block = 2
|
||||
mouse_opacity = MOUSE_OPACITY_ICON
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep/rock_wall
|
||||
|
||||
/obj/effect/baseturf_helper/beach/away/sand
|
||||
name = "beach away sand baseturf editor"
|
||||
baseturf = /turf/simulated/floor/beach/away/sand
|
||||
|
||||
/obj/effect/baseturf_helper/beach/away/water
|
||||
name = "beach away water baseturf editor"
|
||||
baseturf = /turf/simulated/floor/beach/away/water/deep/sand_floor
|
||||
|
||||
@@ -1190,7 +1190,6 @@
|
||||
#include "code\game\turfs\simulated\floor\plating.dm"
|
||||
#include "code\game\turfs\space\space.dm"
|
||||
#include "code\game\turfs\space\transit.dm"
|
||||
#include "code\game\turfs\unsimulated\beach.dm"
|
||||
#include "code\game\turfs\unsimulated\floor.dm"
|
||||
#include "code\game\turfs\unsimulated\walls.dm"
|
||||
#include "code\game\verbs\ooc.dm"
|
||||
|
||||
Reference in New Issue
Block a user