Files
Paradise/code/modules/awaymissions/mission_code/beach.dm
2025-07-27 20:52:39 +00:00

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/obj/effect/waterfall
name = "waterfall effect"
icon_state = "extinguish"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = 101
var/water_frequency = 15
var/water_timer = 0
/obj/effect/waterfall/New()
. = ..()
water_timer = addtimer(CALLBACK(src, PROC_REF(drip)), water_frequency, TIMER_STOPPABLE | TIMER_LOOP)
/obj/effect/waterfall/Destroy()
if(water_timer)
deltimer(water_timer)
water_timer = null
return ..()
/obj/effect/waterfall/proc/drip()
var/obj/effect/particle_effect/water/W = new(loc)
W.dir = dir
spawn(1)
W.loc = get_step(W, dir)
/turf/simulated/floor/beach/away
name = "Beach"
var/water_overlay_image = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
atmos_environment = ENVIRONMENT_TEMPERATE
/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")
/// for boundary "walls"
/turf/simulated/floor/beach/away/sand/dense
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
footstep = FOOTSTEP_WATER
barefootstep = FOOTSTEP_WATER
clawfootstep = FOOTSTEP_WATER
heavyfootstep = FOOTSTEP_WATER
/// for boundary "walls"
/turf/simulated/floor/beach/away/coastline/dense
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
footstep = FOOTSTEP_WATER
barefootstep = FOOTSTEP_WATER
clawfootstep = FOOTSTEP_WATER
heavyfootstep = FOOTSTEP_WATER
smoothing_groups = list(SMOOTH_GROUP_BEACH_WATER)
/turf/simulated/floor/beach/away/water/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_INITIALIZED_ON, PROC_REF(InitializedOn))
/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, direction)
. = ..()
if(!linkedcontroller)
return
if(ismob(AM))
linkedcontroller.mobinpool -= AM
/turf/simulated/floor/beach/away/water/proc/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/lavaland_air
oxygen = LAVALAND_OXYGEN
nitrogen = LAVALAND_NITROGEN
temperature = LAVALAND_TEMPERATURE
atmos_environment = ENVIRONMENT_LAVALAND
/// for boundary "walls"
/turf/simulated/floor/beach/away/water/dense
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-0"
base_icon_state = "seadrop"
water_overlay_image = null
smoothing_flags = SMOOTH_BITMASK
canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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'
base_icon_state = "seadrop-o"
layer = MOB_LAYER + 0.1
smoothing_flags = SMOOTH_BITMASK
canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
/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"
smoothing_groups = list()
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