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* LINDA -> MILLA * Tiles now change their atmos mode properly. * Fixed a bug that made walls generate supercold air when deconstructed/destroyed. * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Begone, var! * MILLA -> milla * Lint. * More lint. * Prevent negative/NaN atmos from spreading. * Made fires start more reliably. * Undef what the rest should not see. * Enums are nice. * Match LINDA better. * Debugging verbs. * Debug verb fixes. * Labelled more lavaland stuff with ATMOS_MODE_LAVALAND * Block superconductivity on a couple more things for Lavaland. * Updated milla.dll * Lavaland map fixes. * Missed a spot. * Begone, var! (again) * Add libmilla_ci.so for continuous integration tests. * Install/contributing instructions for MILLA. * Directional plasmaglass windows on shuttles shouldn't stop protecting from heat after moving. * Banish bad naming. * Better naming and debug stats for SSair. * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Magic numbers and formatting. * Don't screw up the temperature during reactions. * Efficiency and readability. * Fix hotspots. * Removed redundant safety (MILLA will already output an error) * Optimizations. * oops * TGS build script update. * Change API of gas_mixture and how you get one from a turf. * Get in there. * so many vars * MILLA binary updates. * Lint * Made MT cost more honest. * Gave MILLA a read-only mode. * More read-only vs synchronized mode work. * Even more. * Synchronize disposals. * Updated a bunch of stuff to use SSair.synchronize or GM.synchronize. * MILLA <3 Tracy * lint * cargo fmt * more lint * Test needed MILLA sync. * Silence atmos machinery that's behaving as intended, but continue objecting to other potential failures to synchronize. * Push new MILLA DLL * Build MILLA * Update PR instructions for MILLA. * Add some fancy plasmaglass windows to the Lifebringers' ship. * The golems remembered that they should insulate *all* their engines. * First round of TM bugfixes. * Build MILLA * fix two lavaland ruin turf types * bunch more maps * fixes milla ci and makes the interesting turf verb better * Solid turfs can no longer conduct heat (for now...) * Made indoor tiles in beach and winter biodomes not lavaland air. * Re-added random IT teleport, adjusted warning message * Fixed a tinted window on Lavaland to be a plasglass window instead. * Made firelocks and holofans heatproof * Made RPD auto-wrench pipes if you have a wrench in your offhand. * Runtime fixes. * Made visuals update more reliably. * Lint * Update .github/CONTRIBUTING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * The Syndicate have installed tiny fans on their research base. * The syndicate have figured out how to make plastitanium windows heatproof. * This is getting out of hand. Now there are two of them. * Un-break the auto-wrenching that I broke before committing. * Build MILLA * Build MILLA * Massive MILLA refactor, assorted bugfixes. * Build MILLA * Explicit typing. * Less sleeping/blocking. * Build MILLA * Yes, yes, this part can sleep. * Build MILLA * SSair reporting improvements. * Build MILLA * Please do not dock twice and splat yourself. * Build MILLA * Pls to not make SM go nuts. * Build MILLA * Build MILLA * Added stricter lower bounds on plasmafire, fixing perpetually-burning SM. * Build MILLA * Lint * Temporary logging, begone. * Build MILLA * Prevent hotspot strobing. * Add in radiate_to_spess behavior. * Build MILLA * progress * Compiling is good. * bugfixes * Progress. * Ruins update. * This one exists. * Fixup temporary hotspots to last longer than one tick. * Add/fix comments. * Cut the slash. * Fix test. * No sleep for you. * Build MILLA * Prevent nested MILLA safety from runtiming. * Build MILLA * Runtime fix. * Build MILLA * Fix canisters not updating icon when gas contents change. * Build MILLA * Build MILLA * Fixed an issue that made mechs very cold on environment air. * Build MILLA * oops * Build MILLA * Walls can make loud noises again. * Build MILLA * Fixes a rare runtime. * Build MILLA * Update .github/DOWNLOADING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Review suggestions * Lint * Build MILLA * bound_mixtures now only contains mixtures that can be written * Build MILLA * Apply suggestions from code review Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * Restore the original async behavior of pyro anomalies. * Build MILLA * Build MILLA * Make the safety assertion in /datum/milla_safe safer. * Build MILLA --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: GDN <Roanrichards1@Gmail.com>
205 lines
6.1 KiB
Plaintext
205 lines
6.1 KiB
Plaintext
/obj/effect/waterfall
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name = "waterfall effect"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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opacity = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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density = FALSE
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anchored = TRUE
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invisibility = 101
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var/water_frequency = 15
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var/water_timer = 0
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/obj/effect/waterfall/New()
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. = ..()
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water_timer = addtimer(CALLBACK(src, PROC_REF(drip)), water_frequency, TIMER_STOPPABLE | TIMER_LOOP)
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/obj/effect/waterfall/Destroy()
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if(water_timer)
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deltimer(water_timer)
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water_timer = null
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return ..()
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/obj/effect/waterfall/proc/drip()
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var/obj/effect/particle_effect/water/W = new(loc)
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W.dir = dir
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spawn(1)
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W.loc = get_step(W, dir)
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/turf/simulated/floor/beach/away
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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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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_TEMPERATE
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/turf/simulated/floor/beach/away/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/simulated/floor/beach/away/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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baseturf = /turf/simulated/floor/beach/away/sand
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footstep = FOOTSTEP_SAND
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barefootstep = FOOTSTEP_SAND
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clawfootstep = FOOTSTEP_SAND
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heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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/turf/simulated/floor/beach/away/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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/// for boundary "walls"
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/turf/simulated/floor/beach/away/sand/dense
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density = TRUE
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baseturf = /turf/simulated/floor/beach/away/sand/dense
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/turf/simulated/floor/beach/away/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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baseturf = /turf/simulated/floor/beach/away/coastline
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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/// for boundary "walls"
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/turf/simulated/floor/beach/away/coastline/dense
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density = TRUE
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baseturf = /turf/simulated/floor/beach/away/coastline/dense
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/turf/simulated/floor/beach/away/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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baseturf = /turf/simulated/floor/beach/away/water
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footstep = FOOTSTEP_WATER
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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heavyfootstep = FOOTSTEP_WATER
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smoothing_groups = list(SMOOTH_GROUP_BEACH_WATER)
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/turf/simulated/floor/beach/away/water/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_INITIALIZED_ON, PROC_REF(InitializedOn))
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/turf/simulated/floor/beach/away/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/simulated/floor/beach/away/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/simulated/floor/beach/away/water/proc/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/simulated/floor/beach/away/water/lavaland_air
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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/// for boundary "walls"
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/turf/simulated/floor/beach/away/water/dense
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density = TRUE
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baseturf = /turf/simulated/floor/beach/away/water/dense
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/turf/simulated/floor/beach/away/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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baseturf = /turf/simulated/floor/beach/away/water/edge_drop
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/turf/simulated/floor/beach/away/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-0"
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base_icon_state = "seadrop"
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water_overlay_image = null
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smoothing_flags = SMOOTH_BITMASK
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canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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var/obj/effect/beach_drop_overlay/water_overlay
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baseturf = /turf/simulated/floor/beach/away/water/drop
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/turf/simulated/floor/beach/away/water/drop/Initialize(mapload)
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. = ..()
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water_overlay = new(src)
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/turf/simulated/floor/beach/away/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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base_icon_state = "seadrop-o"
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layer = MOB_LAYER + 0.1
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smoothing_flags = SMOOTH_BITMASK
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canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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anchored = TRUE
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/turf/simulated/floor/beach/away/water/drop/dense
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density = TRUE
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baseturf = /turf/simulated/floor/beach/away/water/drop/dense
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/turf/simulated/floor/beach/away/water/deep
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name = "Deep Water"
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smoothing_groups = list()
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icon_state = "seadeep"
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water_overlay_image = "water_deep"
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baseturf = /turf/simulated/floor/beach/away/water/deep
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/turf/simulated/floor/beach/away/water/deep/dense
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density = TRUE
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baseturf = /turf/simulated/floor/beach/away/water/deep/dense
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/turf/simulated/floor/beach/away/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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baseturf = /turf/simulated/floor/beach/away/water/deep/wood_floor
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/turf/simulated/floor/beach/away/water/deep/sand_floor
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name = "Sea Floor"
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icon_state = "sand"
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baseturf = /turf/simulated/floor/beach/away/water/deep/sand_floor
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/turf/simulated/floor/beach/away/water/deep/rock_wall
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name = "Reef Stone"
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icon_state = "desert7"
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density = TRUE
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opacity = TRUE
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explosion_block = 2
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mouse_opacity = MOUSE_OPACITY_ICON
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baseturf = /turf/simulated/floor/beach/away/water/deep/rock_wall
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/obj/effect/baseturf_helper/beach/away/sand
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name = "beach away sand baseturf editor"
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baseturf = /turf/simulated/floor/beach/away/sand
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/obj/effect/baseturf_helper/beach/away/water
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name = "beach away water baseturf editor"
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baseturf = /turf/simulated/floor/beach/away/water/deep/sand_floor
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