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No, I don't know how to manually fix conflicts on a PR, and this doesn't make me wanna figure out how it's done Fuck you too for not even trying when you were working on Endgame @N3X15 Also thanks for fucking up my PR by stealth-merging a fix @Comic Because Baystation has finally gotten around to it, and because the code looked simple, I decided to get my hands on porting a system that allows up to define base_turfs. As a bonus, it also defines them per Z-level. So if you wanted, you could have a space station, and a Z-level on a map-spanning asteroid, and then an away mission on land, all in the same file Note that you can modify it mid-round via a DEBUG flag verb, it will however only affect destroyed turfs (it won't change space, which I suppose is intentional) Tested were destroying walls and floors and even dropping a bomb in the middle of Medbay Not tested were more finicky conditions like the Singularity or buildmode. I simply replaced all ChangeTurf() instructions that pointed to space, because that is how Baystation implemented it Only problem with this is that it doesn't work on a per-map basis, so unless some wizardry is done on that code, it'll be hard to get anything interesting going with it Discussions go below. Since this is pure code refactor, I doubt there'll be much up to debate - Old PR over at #5192 - Older PR over at #5167 Example picture (with the current code, there would be no lattices over the sand) : 
14 lines
316 B
Plaintext
14 lines
316 B
Plaintext
/turf/simulated/floor/engine/attack_paw(var/mob/user as mob)
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return src.attack_hand(user)
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/turf/simulated/floor/engine/attack_hand(var/mob/user as mob)
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user.Move_Pulled(src)
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return
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/turf/simulated/floor/engine/blob_act()
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if(prob(25))
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ChangeTurf(get_base_turf(src.z))
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del(src)
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return
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return
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