Example:
turf/wall/large
name = ""
opacity = 1
vertical
icon_state = "Vertical"
tbit = 238
horizontal
icon_state = "Horizontal"
tbit = 187
south_east
icon_state = "SE"
tbit = 190
south_west
icon_state = "SW"
tbit = 250
north_east
icon_state = "NE"
tbit = 235
north_west
icon_state = "NW"
tbit = 175
That would be the default structure for a wall, and if all that information could be inherited all I would have to do is:
turf/wall/large
CastleWallLarge
icon = 'BrickWallLarge.dmi'
WoodWallLarge
icon = 'WoodWallLarge.dmi'
As long as all the icon states are the same.
This would help me organize my icons and the code better because then I could just design a bunch of walls or anything else, and then as long as I named the icon states correctally I would have a multitude of walls that all act the same.
I know this example wouldn't work because the types I defined are not a child type of the wall states. This doesn't seem possible, but maybe I am wrong. Any Ideas?