Beach Unsimulated Removal (#15476)

This commit is contained in:
Fox McCloud
2021-02-13 17:29:00 -05:00
committed by GitHub
parent 70a130ee61
commit 9bf63badbf
11 changed files with 1310 additions and 1352 deletions
File diff suppressed because it is too large Load Diff
+13 -13
View File
@@ -1082,7 +1082,7 @@
icon_state = "tube1";
tag = "icon-tube1 (NORTH)"
},
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"dj" = (
/turf/simulated/floor/holofloor{
@@ -2010,12 +2010,12 @@
},
/area/tdome/arena_source)
"fH" = (
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"fI" = (
/obj/effect/overlay/palmtree_r,
/obj/effect/overlay/coconut,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"fJ" = (
/obj/structure/chair/comfy/purp,
@@ -2026,7 +2026,7 @@
/area/wizard_station)
"fK" = (
/obj/effect/overlay/palmtree_l,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"fL" = (
/obj/machinery/computer/cryopod{
@@ -2202,7 +2202,7 @@
/area/wizard_station)
"gf" = (
/obj/item/camera,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"gg" = (
/obj/machinery/light/spot{
@@ -2453,7 +2453,7 @@
/area/tdome/arena_source)
"gS" = (
/obj/item/beach_ball,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"gT" = (
/obj/structure/rack,
@@ -2556,11 +2556,11 @@
/turf/space/transit,
/area/space)
"he" = (
/turf/unsimulated/beach/coastline,
/turf/simulated/floor/beach/away/coastline,
/area/ninja/holding)
"hf" = (
/obj/item/clothing/head/collectable/paper,
/turf/unsimulated/beach/coastline,
/turf/simulated/floor/beach/away/coastline,
/area/ninja/holding)
"hg" = (
/obj/effect/decal/warning_stripes/south,
@@ -2665,11 +2665,11 @@
},
/area/syndicate_mothership)
"hv" = (
/turf/unsimulated/beach/water,
/turf/simulated/floor/beach/away/water,
/area/ninja/holding)
"hw" = (
/obj/machinery/light/spot,
/turf/unsimulated/beach/water,
/turf/simulated/floor/beach/away/water,
/area/ninja/holding)
"hx" = (
/obj/effect/decal/warning_stripes/southwestcorner,
@@ -13088,11 +13088,11 @@
pixel_y = -10
},
/obj/item/clothing/glasses/sunglasses,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"JD" = (
/obj/structure/chair/stool,
/turf/unsimulated/beach/sand,
/turf/simulated/floor/beach/away/sand,
/area/ninja/holding)
"JE" = (
/obj/machinery/sleeper/upgraded{
@@ -14246,7 +14246,7 @@
/area/shuttle/administration)
"Qt" = (
/obj/machinery/poolcontroller/invisible,
/turf/unsimulated/beach/water,
/turf/simulated/floor/beach/away/water,
/area/ninja/holding)
"Qu" = (
/obj/effect/decal/cleanable/blood,
+3 -3
View File
@@ -39,8 +39,8 @@
var/turf/simulated/floor/beach/water/W = T
W.linkedcontroller = src
linkedturfs += T
else if(istype(T, /turf/unsimulated/beach/water))
var/turf/unsimulated/beach/water/W = T
else if(istype(T, /turf/simulated/floor/beach/away/water))
var/turf/simulated/floor/beach/away/water/W = T
W.linkedcontroller = src
linkedturfs += T
@@ -76,7 +76,7 @@
/obj/machinery/poolcontroller/proc/processMob()
for(var/M in mobinpool) //They're already typecasted when entering the turf
// Following two are sanity check. If the mob is no longer in the pool for whatever reason (Looking at you teleport), remove them
if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/unsimulated/beach/water)) // Water component when?
if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/simulated/floor/beach/away/water)) // Water component when?
mobinpool -= M
continue
handleTemp(M) //handles pool temp effects on the swimmers
+1 -1
View File
@@ -304,7 +304,7 @@
icon_state = "sandstone"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/simulated/wall/mineral/sandstone
canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/simulated/wall/mineral/sandstone)
canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
/obj/structure/falsewall/wood
name = "wooden wall"
@@ -49,26 +49,31 @@
/turf/simulated/floor/beach/sand
name = "sand"
icon_state = "sand"
baseturf = /turf/simulated/floor/beach/sand
/turf/simulated/floor/beach/coastline
name = "coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
baseturf = /turf/simulated/floor/beach/coastline
/turf/simulated/floor/beach/coastline_t
name = "coastline"
desc = "Tide's high tonight. Charge your batons."
icon_state = "sandwater_t"
baseturf = /turf/simulated/floor/beach/coastline_t
/turf/simulated/floor/beach/coastline_b
name = "coastline"
icon_state = "sandwater_b"
baseturf = /turf/simulated/floor/beach/coastline_b
/turf/simulated/floor/beach/water // TODO - Refactor water so they share the same parent type - Or alternatively component something like that
name = "water"
icon_state = "water"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/obj/machinery/poolcontroller/linkedcontroller = null
baseturf = /turf/simulated/floor/beach/water
/turf/simulated/floor/beach/water/Initialize(mapload)
. = ..()
@@ -74,6 +74,11 @@
icon_state = "wall"
smooth = SMOOTH_TRUE
/turf/simulated/wall/indestructible/sandstone
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone"
canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
/turf/simulated/wall/indestructible/uranium
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
+1 -1
View File
@@ -48,7 +48,7 @@
icon_state = "sandstone"
sheet_type = /obj/item/stack/sheet/mineral/sandstone
explosion_block = 0
canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /obj/structure/falsewall/sandstone)
canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
/turf/simulated/wall/mineral/uranium
name = "uranium wall"
-127
View File
@@ -1,127 +0,0 @@
/turf/unsimulated/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
var/water_overlay_image = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/turf/unsimulated/beach/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/unsimulated/beach/sand
name = "Sand"
icon_state = "desert"
mouse_opacity = MOUSE_OPACITY_ICON
/turf/unsimulated/beach/sand/Initialize(mapload)
. = ..() //adds some aesthetic randomness to the beach sand
icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
/turf/unsimulated/beach/sand/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/coastline
name = "Coastline"
//icon = 'icons/misc/beach2.dmi'
//icon_state = "sandwater"
icon_state = "beach"
water_overlay_image = "water_coast"
/turf/unsimulated/beach/coastline/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/water
name = "Shallow Water"
icon_state = "seashallow"
water_overlay_image = "water_shallow"
var/obj/machinery/poolcontroller/linkedcontroller = null
/turf/unsimulated/beach/water/Entered(atom/movable/AM, atom/OldLoc)
. = ..()
if(!linkedcontroller)
return
if(ismob(AM))
linkedcontroller.mobinpool += AM
/turf/unsimulated/beach/water/Exited(atom/movable/AM, atom/newloc)
. = ..()
if(!linkedcontroller)
return
if(ismob(AM))
linkedcontroller.mobinpool -= AM
/turf/unsimulated/beach/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/unsimulated/beach/water/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/water/edge_drop
name = "Water"
icon_state = "seadrop"
water_overlay_image = "water_drop"
/turf/unsimulated/beach/water/drop
name = "Water"
icon = 'icons/turf/floors/seadrop.dmi'
icon_state = "seadrop"
water_overlay_image = null
smooth = SMOOTH_TRUE
canSmoothWith = list(
/turf/unsimulated/beach/water/drop, /turf/unsimulated/beach/water/drop/dense,
/turf/unsimulated/beach/water, /turf/unsimulated/beach/water/dense,
/turf/unsimulated/beach/water/edge_drop)
var/obj/effect/beach_drop_overlay/water_overlay
/turf/unsimulated/beach/water/drop/Initialize(mapload)
. = ..()
water_overlay = new(src)
/turf/unsimulated/beach/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/unsimulated/beach/water/drop, /turf/unsimulated/beach/water/drop/dense,
/turf/unsimulated/beach/water, /turf/unsimulated/beach/water/dense,
/turf/unsimulated/beach/water/edge_drop)
/turf/unsimulated/beach/water/drop/dense
density = 1
/turf/unsimulated/beach/water/deep
name = "Deep Water"
icon_state = "seadeep"
water_overlay_image = "water_deep"
/turf/unsimulated/beach/water/deep/dense
density = 1
/turf/unsimulated/beach/water/deep/wood_floor
name = "Sunken Floor"
icon = 'icons/turf/floors.dmi'
icon_state = "wood"
/turf/unsimulated/beach/water/deep/sand_floor
name = "Sea Floor"
icon_state = "sand"
/turf/unsimulated/beach/water/deep/rock_wall
name = "Reef Stone"
icon_state = "desert7"
density = 1
opacity = 1
explosion_block = 2
mouse_opacity = MOUSE_OPACITY_ICON
-8
View File
@@ -9,14 +9,6 @@
nitrogen = 100
oxygen = 0
/turf/unsimulated/floor/grass
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'
@@ -27,3 +27,154 @@
spawn(1)
W.loc = get_step(W, dir)
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
-1
View File
@@ -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"