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Paradise/code/game/turfs/simulated.dm

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/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/dirt = 0
var/dirtoverlay = null
/turf/simulated/New()
..()
levelupdate()
visibilityChanged()
/turf/simulated/proc/break_tile()
/turf/simulated/proc/burn_tile()
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/simulated/floor/F = src
if(istype(F))
if(wet_setting >= TURF_WET_ICE)
wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
overlays += wet_overlay
spawn(rand(790, 820)) // Purely so for visual effect
if(!istype(src, /turf/simulated)) //Because turfs don't get deleted, they change, adapt, transform, evolve and deform. they are one and they are all.
return
MakeDry(wet_setting)
/turf/simulated/proc/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting)
return
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/simulated/Entered(atom/A, atom/OL, ignoreRest = 0)
..()
if(!ignoreRest)
if(isliving(A) && prob(50))
dirt++
var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt) in src
if(dirt >= 100)
if(!dirtoverlay)
dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
dirtoverlay.alpha = 10
else if(dirt > 100)
dirtoverlay.alpha = min(dirtoverlay.alpha + 10, 200)
if(ishuman(A))
var/mob/living/carbon/human/M = A
if(M.lying)
return 1
if(M.flying)
return ..()
switch(src.wet)
if(TURF_WET_WATER)
if(!(M.slip("wet floor", 4, 2, tilesSlipped = 0, walkSafely = 1)))
M.inertia_dir = 0
return
if(TURF_WET_LUBE) //lube
M.slip("floor", 0, 5, tilesSlipped = 3, walkSafely = 0, slipAny = 1)
if(TURF_WET_ICE) // Ice
if(!(prob(30) && M.slip("icy floor", 4, 2, tilesSlipped = 1, walkSafely = 1)))
M.inertia_dir = 0
if(TURF_WET_PERMAFROST) // Permafrost
M.slip("icy floor", 0, 5, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
/turf/simulated/ChangeTurf(var/path)
. = ..()
queue_smooth_neighbors(src)
/turf/simulated/proc/is_shielded()