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Jungle Turfs #25332

Merged
merged 4 commits into from Mar 23, 2017
Merged

Jungle Turfs #25332

merged 4 commits into from Mar 23, 2017

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imtakingabreakdontatme
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@imtakingabreakdontatme imtakingabreakdontatme commented Mar 20, 2017

Adds dirt and water. These are mostly just placeholders so people can start mapping. I'm sure we can argue over the mechanics of water at some later point in time. Sprites are of course from Ausops.

ausops

icon_state = "dirt"
var/smooth_icon = 'icons/turf/floors/dirt.dmi'
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith
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?????????

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look below

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yes but w h y

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Remove this line, it does nothing.

@@ -0,0 +1,13 @@
/turf/open/water
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Don't we already a water(that one from holodeck) tile?

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That one does literally nothing and has a different icon to fit with the beach anyway

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We could make them the same path and add stuff/more depth to it. But whatever, that can easily be done in the future so you don't have to edit an infinite number of maps in this pr.

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Acidic(?) jungle water should probably function differently than shallow pool/beach water anyway

@OtherDalfite
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Fucking gorgeous. Thanks for making these!

@WJohn
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WJohn commented Mar 21, 2017

god damn ausops you da man

@PKPenguin321
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If you go above one of those large plants does it render over or under you

@imtakingabreakdontatme
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@PKPenguin321

They don't exist in the code yet but it will be under probably

@GunHog
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GunHog commented Mar 21, 2017

Absolute beauty.

@Supermichael777
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not enough mushroom dominated poison jungle.

@Militaires
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@KorPhaeron should be over you tbh
or atleast some leaves are an overlay which render above you

planetary_atmos = TRUE

/turf/open/floor/plating/dirt/Initialize()
if (!canSmoothWith)
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well this is always true, which makes this if(TRUE), so it's a no-op.

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subtypes?

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but yeah it's kind of pointless

@FantasticFwoosh
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Got you covered suggestionwise on how to make real river tiles, use @Xhuis 's water system, but have channelled tiles which work by double digging a tile to create a channel that allows the water already within it to flow but not spread to above tiles.

As to say you could divert or fill in the map's natural water river, run it into a geothermal/hydroelectronic system.

@ghost
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ghost commented Mar 21, 2017

Point of note, my water tiles are not done. If it's a simplistic version like this that doesn't involve spreading and flooding than I can easily add it, though.

@Doppeltongue
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Kor, if you're going to add jungle water, you'd better add piranhas or something similar. They could just be a little shadow that appears in the water if necessary.

@Iamgoofball
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NO

add sponges

wet = TURF_WET_WATER

/turf/open/water/HandleWet()
return //water does not dry off
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@AnturK AnturK Mar 22, 2017

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Won't using lube on these make it perma lubed?

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yes

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I kinda want current direction, so we can pollute these now.

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just needs to be:

/turf/open/water/HandleWet()
    if(wet == TURF_WET_WATER)
        return
    ..()
    MakeSlippery(TURF_WET_WATER) //rewet after ..() clears out lube/ice etc.

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Current direction?

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As in pour lube upstream to make whole river slippy.

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that would be something for proper water turfs, not these stop-gaps.

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Yep

baseturf = /turf/open/chasm/straight_down/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE

/turf/open/floor/plating/dirt/Initialize()
if (!canSmoothWith)
canSmoothWith = list(/turf/closed)
canSmoothWith = list(/turf/closed, /turf/open/floor/plating/dirt)
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why is this even in Initialize anyway

@Cheridan Cheridan merged commit a8a995a into tgstation:master Mar 23, 2017
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