ID:164997
 
I may be overlooking something obvious, but anyways this is what I want to do. I am trying to clean up my code a bit and I realized that I am defining the same thing over and over for walls with directional density. Is there a way to define various turf states and have them inherited?

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?