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d395f4ab65
* starts da map * starting to shape up I think? * moar edits * we got lots more stuff now * we got dorms now :) * moar doarm and PRIVATE GAME ROOMS WOAG * adds chip machine * tidy dis up * oops * pretties up private game rooms a bit * ok now the chip dispenser works * Adds resleeving stuff * Adds pixel-displaced children of punlic paintings * mmmmmm maint stuff * adds VIP rooms and more maint stuff * that's a lotta shit made woooo * its almost... done... (the main building is anyway) * Let's get this bih to actually load * And let's get some proper areas separating indoor and outdoor * Makes casino hall turfs actually render as intended * WE HAVE AREAS NOW * don't need this big ol file any more * MOSTLY finishes the mai nbuilding * finally finishes the main building (for now) * does some exterior stuff but now it's crashing WHY * oops * adds subvariant of floodlight that starts turned on * adds areas for well, secret areas * TOO MUCH new shit * Does a silly thing to make properly underwater cave turfs * adds "open" underwater turfs that are functionally transparent divable turfs * more funny secrets * Makes open water turfs show a darker view underneath for visual clarity * okay I think it might be done now * makes indoor water effect look a bit nicer * I ALMOST FORGOT * engoodens code surrounding multiple auto-resleevers existing * FUCK * DOUBLE FUCK * Lets things with GLASSPASS move through TGMC widnows * actually it makes more sense for the TF gun to be here * Makes 🏴☠️ secret a bit nicer --------- Co-authored-by: Cameron Lennox <killer65311@gmail.com>
185 lines
6.3 KiB
Plaintext
185 lines
6.3 KiB
Plaintext
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/turf/simulated/floor/water/underwater
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name = "sea floor"
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desc = "It's the bottom of the sea, there's water all over the place!"
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icon = 'icons/turf/outdoors.dmi'
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icon_state = "seafloor" // So it shows up in the map editor as water.
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water_state = "seafloor"
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edge_blending_priority = -1
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movement_cost = 4
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can_be_plated = FALSE
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outdoors = OUTDOORS_YES
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flags = TURF_ACID_IMMUNE
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can_dirty = FALSE // It's water
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depth = 10 // Higher numbers indicates deeper water, 10 is unused right now, but may be useful for adding effects in the future.
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reagent_type = REAGENT_ID_WATER
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/turf/simulated/floor/water/underwater/return_air_for_internal_lifeform(var/mob/living/L)
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if(L.can_breathe_water()) // For squid.
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var/datum/gas_mixture/water_breath = new()
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var/datum/gas_mixture/above_air = return_air()
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var/amount = 300
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water_breath.adjust_gas(GAS_O2, amount) // Assuming water breathes just extract the oxygen directly from the water.
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water_breath.temperature = above_air.temperature
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return water_breath
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else
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var/gasid = GAS_CO2
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.species && H.species.exhale_type)
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gasid = H.species.exhale_type
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var/datum/gas_mixture/water_breath = new()
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var/datum/gas_mixture/above_air = return_air()
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water_breath.adjust_gas(gasid, BREATH_MOLES) // They have no oxygen, but non-zero moles and temp
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water_breath.temperature = above_air.temperature
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return water_breath
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/turf/simulated/floor/water/underwater/Entered(atom/movable/AM, atom/oldloc)
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if(isliving(AM))
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var/mob/living/L = AM
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L.update_water()
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if(L.check_submerged() <= 0)
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return
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if(!istype(oldloc, /turf/simulated/floor/water/underwater))
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to_chat(L, span_warning("You get drenched in water from entering \the [src]!"))
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AM.water_act(5)
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..()
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/turf/simulated/floor/water/underwater/Exited(atom/movable/AM, atom/newloc)
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if(isliving(AM))
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var/mob/living/L = AM
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L.update_water()
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if(L.check_submerged() <= 0)
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return
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if(!istype(newloc, /turf/simulated/floor/water/underwater))
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to_chat(L, span_warning("You climb out of \the [src]."))
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..()
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/turf/simulated/floor/water/deep/ocean/diving
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/turf/simulated/floor/water/deep/ocean/diving/CanZPass(atom, direction)
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return TRUE
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//Variations of underwater icons
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/turf/simulated/floor/water/underwater/cult
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icon = 'icons/turf/flooring/cult.dmi'
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icon_state = "cult" // So it shows up in the map editor as water.
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water_icon = 'icons/turf/flooring/cult.dmi'
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water_state = "cult"
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/turf/simulated/floor/water/underwater/ruins
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icon = 'maps/redgate/falls/icons/turfs/marble.dmi'
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icon_state = "1" // So it shows up in the map editor as water.
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water_icon = 'maps/redgate/falls/icons/turfs/marble.dmi'
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water_state = "1"
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/turf/simulated/floor/water/underwater/sand
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icon = 'icons/misc/beach.dmi'
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icon_state = "sand" // So it shows up in the map editor as water.
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water_icon = 'icons/misc/beach.dmi'
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water_state = "sand"
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/turf/simulated/floor/water/underwater/wood
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icon = 'icons/turf/flooring/wood_vr.dmi'
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icon_state = "wood" // So it shows up in the map editor as water.
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water_icon = 'icons/turf/flooring/wood_vr.dmi'
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water_state = "wood"
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/turf/simulated/floor/water/underwater/woodbroken
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icon = 'icons/turf/flooring/wood_vr.dmi'
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icon_state = "wood-broken0" // So it shows up in the map editor as water.
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water_icon = 'icons/turf/flooring/wood_vr.dmi'
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water_state = "wood-broken0"
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/turf/simulated/floor/water/underwater/rocks
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icon_state = "rock"
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/turf/simulated/floor/water/underwater/open
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icon = 'icons/effects/weather.dmi'
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icon_state = "underwater-indoors" // Just looks underwater in the map editor, will be invisible once ingame
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name = "deeper waters"
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desc = "The watery depths seem to go even deeper here."
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/turf/simulated/floor/water/underwater/open/update_icon()
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. = ..()
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icon = 'icons/turf/open_space.dmi'
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icon_state = "black_open_lighter"
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/turf/simulated/floor/water/underwater/open/LateInitialize()
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. = ..()
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AddElement(/datum/element/turf_z_transparency, FALSE)
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/turf/simulated/floor/water/underwater/open/CanZPass(atom/A, direction, recursive)
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return TRUE
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/turf/simulated/floor/water/underwater/open/handle_water_icons()
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// We'll rely on the turfs below for water visuals!
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SHOULD_CALL_PARENT(FALSE)
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var/atom/movable/weather_visuals/visuals = new(null)
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visuals.icon = 'icons/effects/weather.dmi'
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visuals.icon_state = "underwater"
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vis_contents += visuals
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// Indoors variants that do not use outdoor lighting, and must re-add water overlay icons since they won't be relying on the weather system to do it!
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/turf/simulated/floor/water/underwater/indoors
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outdoors = OUTDOORS_NO
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var/overlay_icon = 'icons/effects/weather.dmi'
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var/overlay_state = "underwater-indoors"
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var/atom/movable/weather_visuals/visuals
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/turf/simulated/floor/water/underwater/indoors/handle_water_icons()
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SHOULD_CALL_PARENT(FALSE)
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var/atom/movable/weather_visuals/visuals = new(null)
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visuals.icon = overlay_icon
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visuals.icon_state = overlay_state
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vis_contents += visuals
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/turf/simulated/floor/water/underwater/indoors/open
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icon = 'icons/effects/weather.dmi'
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icon_state = "underwater-indoors" // Just looks underwater in the map editor, will be invisible once ingame
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name = "deeper waters"
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desc = "The watery depths seem to go even deeper here."
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/turf/simulated/floor/water/underwater/indoors/open/LateInitialize()
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. = ..()
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AddElement(/datum/element/turf_z_transparency, FALSE)
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/turf/simulated/floor/water/underwater/indoors/open/update_icon()
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. = ..()
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icon = 'icons/turf/open_space.dmi'
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icon_state = "black_open_lighter"
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/turf/simulated/floor/water/underwater/indoors/open/CanZPass(atom/A, direction, recursive)
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return TRUE
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/turf/simulated/floor/water/underwater/indoors/cult
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icon = 'icons/turf/flooring/cult.dmi'
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icon_state = "cult"
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/turf/simulated/floor/water/underwater/indoors/ruins
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icon = 'maps/redgate/falls/icons/turfs/marble.dmi'
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icon_state = "1"
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/turf/simulated/floor/water/underwater/indoors/sand
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icon = 'icons/misc/beach.dmi'
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icon_state = "sand"
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/turf/simulated/floor/water/underwater/indoors/wood
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icon = 'icons/turf/flooring/wood_vr.dmi'
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icon_state = "wood"
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/turf/simulated/floor/water/underwater/indoors/woodbroken
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icon = 'icons/turf/flooring/wood_vr.dmi'
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icon_state = "wood-broken0"
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/turf/simulated/floor/water/underwater/indoors/rocks
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icon_state = "rock"
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/turf/simulated/floor/water/underwater/indoors/rocks/vis_hide
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flags = TURF_ACID_IMMUNE | VIS_HIDE
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