Files
Paradise/code/modules/awaymissions/mission_code/beach.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

205 lines
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/obj/effect/waterfall
name = "waterfall effect"
icon = 'icons/effects/effects.dmi'
icon_state = "extinguish"
opacity = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
density = FALSE
anchored = TRUE
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"
icon = 'icons/misc/beach.dmi'
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
footstep = FOOTSTEP_SAND
barefootstep = FOOTSTEP_SAND
clawfootstep = FOOTSTEP_SAND
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
/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_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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)
anchored = TRUE
/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