Port Eris and Bay walls as optional mapping walls

This commit is contained in:
Aronai Sieyes
2021-07-22 16:01:51 -04:00
parent 5e78c8e1e0
commit fd2e9ed667
5 changed files with 44 additions and 7 deletions
+7 -7
View File
@@ -51,30 +51,30 @@
var/image/I
if(!density)
I = image('icons/turf/wall_masks.dmi', "[material.icon_base]fwall_open")
I = image(wall_masks, "[material.icon_base]fwall_open")
I.color = material.icon_colour
add_overlay(I)
return
for(var/i = 1 to 4)
I = image('icons/turf/wall_masks.dmi', "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
I.color = material.icon_colour
add_overlay(I)
if(reinf_material)
if(construction_stage != null && construction_stage < 6)
I = image('icons/turf/wall_masks.dmi', "reinf_construct-[construction_stage]")
I = image(wall_masks, "reinf_construct-[construction_stage]")
I.color = reinf_material.icon_colour
add_overlay(I)
else
if("[reinf_material.icon_reinf]0" in cached_icon_states('icons/turf/wall_masks.dmi'))
if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
// Directional icon
for(var/i = 1 to 4)
I = image('icons/turf/wall_masks.dmi', "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
I.color = reinf_material.icon_colour
add_overlay(I)
else
I = image('icons/turf/wall_masks.dmi', reinf_material.icon_reinf)
else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
I = image(wall_masks, reinf_material.icon_reinf)
I.color = reinf_material.icon_colour
add_overlay(I)
+35
View File
@@ -329,3 +329,38 @@
/obj/structure/hull_corner/long_horiz/get_dirs_to_test()
return list(dir, turn(dir,90), turn(dir,-90))
// Eris walls
/turf/simulated/wall/eris
icon = 'icons/turf/wall_masks_eris.dmi'
icon_state = "generic"
wall_masks = 'icons/turf/wall_masks_eris.dmi'
/turf/simulated/wall/eris/r_wall
icon_state = "rgeneric"
/turf/simulated/wall/eris/r_wall/Initialize(mapload)
. = ..(mapload, "plasteel","plasteel")
// Bay walls
/turf/simulated/wall/bay
icon = 'icons/turf/wall_masks_bay.dmi'
icon_state = "generic"
wall_masks = 'icons/turf/wall_masks_bay.dmi'
var/stripe_color // Adds a colored stripe to the walls
/turf/simulated/wall/bay/update_icon()
. = ..()
if(stripe_color)
var/image/I
for(var/i = 1 to 4)
I = image(wall_masks, "stripe[wall_connections[i]]", dir = 1<<(i-1))
I.color = stripe_color
add_overlay(I)
/turf/simulated/wall/bay/r_wall
icon_state = "rgeneric"
/turf/simulated/wall/bay/r_wall/Initialize(mapload)
. = ..(mapload, "plasteel","plasteel")
+2
View File
@@ -9,6 +9,7 @@
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/icon/wall_masks = 'icons/turf/wall_masks.dmi'
var/damage = 0
var/damage_overlay = 0
var/global/damage_overlays[16]
@@ -20,6 +21,7 @@
var/last_state
var/construction_stage
// There's basically always going to be wall connections, making this lazy doesn't seem like it'd help much unless you wanted to make it bitflags instead.
var/list/wall_connections = list("0", "0", "0", "0")
// Walls always hide the stuff below them.
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