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Jungle Turfs #25332
Jungle Turfs #25332
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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
Fucking gorgeous. Thanks for making these! |
god damn ausops you da man |
If you go above one of those large plants does it render over or under you |
They don't exist in the code yet but it will be under probably |
Absolute beauty. |
not enough mushroom dominated poison jungle. |
@KorPhaeron should be over you tbh |
planetary_atmos = TRUE | ||
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/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
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. |
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. |
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. |
NO add sponges |
code/game/turfs/simulated/water.dm
Outdated
wet = TURF_WET_WATER | ||
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/turf/open/water/HandleWet() | ||
return //water does not dry off |
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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 | ||
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/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
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.