Two New Away Sites + Extra Tiles and Other Stuff (#14611)

This commit is contained in:
WickedCybs
2022-08-22 17:49:39 -06:00
committed by GitHub
parent d3ec596e5f
commit e1ceeecfe2
25 changed files with 28512 additions and 0 deletions
+4
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@@ -3158,6 +3158,10 @@
#include "maps\away\ships\sol_ship_ghostroles.dm"
#include "maps\away\ships\wildcard.dm"
#include "maps\away\ships\wildcard_ship_ghostroles.dm"
#include "maps\away\ships\casino\casino.dm"
#include "maps\away\ships\casino\casino_areas.dm"
#include "maps\away\ships\yacht\yacht.dm"
#include "maps\away\ships\yacht\yacht_areas.dm"
#include "maps\away_sites_testing\away_sites_testing.dm"
#include "maps\event\code\event.dm"
#include "maps\event\generic_dock\code\generic_dock.dm"
+10
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@@ -104,6 +104,16 @@
#define COLOR_VAURCA_BLOOD "#E6E600"
// Wood Colours
#define WOOD_COLOR_BIRCH "#d5a66e"
#define WOOD_COLOR_RICH "#792f27"
#define WOOD_COLOR_PALE "#d2bc9d"
#define WOOD_COLOR_PALE2 "#e6d2ba"
#define WOOD_COLOR_BLACK "#332521"
#define WOOD_COLOR_CHOCOLATE "#543c30"
#define WOOD_COLOR_YELLOW "#e3994e"
//Color defines used by the assembly detailer.
#define COLOR_ASSEMBLY_BLACK "#545454"
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
+7
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@@ -51,6 +51,13 @@
// Wood.
#define MATERIAL_WOOD "wood"
#define MATERIAL_BIRCH "birch wood"
#define MATERIAL_MAHOGANY "mahogany wood"
#define MATERIAL_MAPLE "maple wood"
#define MATERIAL_BAMBOO "bamboo wood"
#define MATERIAL_EBONY "ebony wood"
#define MATERIAL_WALNUT "walnut wood"
#define MATERIAL_YEW "yew wood"
#define MATERIAL_WOOD_HOLO "holowood"
#define MATERIAL_WOOD_LOG "log"
#define MATERIAL_WOOD_BRANCH "branch"
@@ -75,6 +75,44 @@
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
/obj/item/stack/tile/wood/coloured
icon_state = "tile_woodcoloured"
/obj/item/stack/tile/wood/coloured/birch
name = "birch wood floor tile"
color = WOOD_COLOR_BIRCH
build_type = /obj/item/stack/tile/wood/coloured/birch
/obj/item/stack/tile/wood/coloured/mahogany
name = "mahogany wood floor tile"
color = WOOD_COLOR_RICH
build_type = /obj/item/stack/tile/wood/coloured/mahogany
/obj/item/stack/tile/wood/coloured/maple
name = "maple wood floor tile"
color = WOOD_COLOR_PALE
build_type = /obj/item/stack/tile/wood/coloured/maple
/obj/item/stack/tile/wood/coloured/bamboo
name = "bamboo wood floor tile"
color = WOOD_COLOR_PALE2
build_type = /obj/item/stack/tile/wood/coloured/bamboo
/obj/item/stack/tile/wood/coloured/ebony
name = "ebony wood floor tile"
color = WOOD_COLOR_BLACK
build_type = /obj/item/stack/tile/wood/coloured/ebony
/obj/item/stack/tile/wood/coloured/walnut
name = "walnut wood floor tile"
color = WOOD_COLOR_CHOCOLATE
build_type = /obj/item/stack/tile/wood/coloured/walnut
/obj/item/stack/tile/wood/coloured/yew
name = "yew wood floor tile"
color = WOOD_COLOR_YELLOW
build_type = /obj/item/stack/tile/wood/coloured/yew
/*
* Carpets
*/
@@ -130,6 +168,42 @@
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
/obj/item/stack/tile/carpet_fancybrown
name = "brown carpet"
icon_state = "tile_carpetbrown"
/obj/item/stack/tile/carpet_purple
name = "purple carpet"
icon_state = "tile_carpetpurple"
/obj/item/stack/tile/carpet_green
name = "green carpet"
icon_state = "tile_carpetgreen"
/obj/item/stack/tile/carpet_darkblue
name = "dark blue carpet"
icon_state = "tile_carpetblue"
/obj/item/stack/tile/carpet_lightblue
name = "light blue carpet"
icon_state = "tile_carpetblue2"
/obj/item/stack/tile/carpet_aquablue
name = "aqua blue carpet"
icon_state = "tile_carpetblue3"
/obj/item/stack/tile/carpet_red
name = "red carpet"
icon_state = "tile_carpetred"
/obj/item/stack/tile/carpet_orange
name = "orange carpet"
icon_state = "tile_carpetorange"
/obj/item/stack/tile/carpet_magenta
name = "magenta carpet"
icon_state = "tile_carpetmagenta"
/obj/item/stack/tile/lino
name = "old linoleum"
singular_name = "linoleum"
@@ -122,6 +122,9 @@
/obj/item/tank/hydrogen/adjust_initial_gas()
air_contents.adjust_gas(GAS_HYDROGEN, (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C))
/obj/item/tank/hydrogen/shuttle/adjust_initial_gas()
air_contents.adjust_gas(GAS_HYDROGEN, 4*(3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C))
/*
* Emergency Oxygen
*/
+72
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@@ -59,6 +59,7 @@
build_type = null
footstep_sound = /decl/sound_category/asteroid_footstep
//Carpet
/decl/flooring/carpet
name = "carpet"
desc = "Imported and comfy."
@@ -84,6 +85,42 @@
icon_base = "artcarpet"
build_type = /obj/item/stack/tile/carpet_art
/decl/flooring/carpet/fancybrown
icon_base = "brown"
build_type = /obj/item/stack/tile/carpet_fancybrown
/decl/flooring/carpet/red
icon_base = "red"
build_type = /obj/item/stack/tile/carpet_red
/decl/flooring/carpet/darkblue
icon_base = "blue1"
build_type = /obj/item/stack/tile/carpet_darkblue
/decl/flooring/carpet/lightblue
icon_base = "blue2"
build_type = /obj/item/stack/tile/carpet_lightblue
/decl/flooring/carpet/aquablue
icon_base = "blue3"
build_type = /obj/item/stack/tile/carpet_aquablue
/decl/flooring/carpet/green
icon_base = "green"
build_type = /obj/item/stack/tile/carpet_green
/decl/flooring/carpet/magenta
icon_base = "magenta"
build_type = /obj/item/stack/tile/carpet_magenta
/decl/flooring/carpet/purple
icon_base = "purple"
build_type = /obj/item/stack/tile/carpet_purple
/decl/flooring/carpet/orange
icon_base = "orange"
build_type = /obj/item/stack/tile/carpet_orange
/decl/flooring/tiling
name = "steel tiles"
desc = "A set of steel floor tiles."
@@ -206,6 +243,7 @@
flags = TURF_REMOVE_CROWBAR
build_type = /obj/item/stack/tile/floor_freezer
//Wood
/decl/flooring/wood
name = "wooden floor"
desc = "Polished redwood planks."
@@ -218,6 +256,40 @@
flags = TURF_CAN_BREAK | TURF_IS_FRAGILE | TURF_REMOVE_SCREWDRIVER | TURF_CAN_BURN
footstep_sound = /decl/sound_category/wood_footstep
/decl/flooring/wood/coloured
icon_base = "woodcolour"
desc = "Polished wooden planks."
build_type = /obj/item/stack/tile/wood/coloured
var/color
/decl/flooring/wood/coloured/birch
color = WOOD_COLOR_BIRCH
build_type = /obj/item/stack/tile/wood/coloured/birch
/decl/flooring/wood/coloured/mahogany
color = WOOD_COLOR_RICH
build_type = /obj/item/stack/tile/wood/coloured/mahogany
/decl/flooring/wood/coloured/maple
color = WOOD_COLOR_PALE
build_type = /obj/item/stack/tile/wood/coloured/maple
/decl/flooring/wood/coloured/bamboo
color = WOOD_COLOR_PALE2
build_type = /obj/item/stack/tile/wood/coloured/bamboo
/decl/flooring/wood/coloured/ebony
color = WOOD_COLOR_BLACK
build_type = /obj/item/stack/tile/wood/coloured/ebony
/decl/flooring/wood/coloured/walnut
color = WOOD_COLOR_CHOCOLATE
build_type = /obj/item/stack/tile/wood/coloured/walnut
/decl/flooring/wood/coloured/yew
color = WOOD_COLOR_YELLOW
build_type = /obj/item/stack/tile/wood/coloured/yew
/decl/flooring/reinforced
name = "reinforced floor"
desc = "Heavily reinforced with steel rods."
@@ -1,3 +1,4 @@
//Carpets
/turf/simulated/floor/carpet
name = "carpet"
icon = 'icons/turf/flooring/carpet.dmi'
@@ -23,6 +24,43 @@
icon_state = "artcarpet"
initial_flooring = /decl/flooring/carpet/art
/turf/simulated/floor/carpet/fancybrown
icon_state = "brown"
initial_flooring = /decl/flooring/carpet/fancybrown
/turf/simulated/floor/carpet/red
icon_state = "red"
initial_flooring = /decl/flooring/carpet/red
/turf/simulated/floor/carpet/darkblue
icon_state = "blue1"
initial_flooring = /decl/flooring/carpet/darkblue
/turf/simulated/floor/carpet/lightblue
icon_state = "blue2"
initial_flooring = /decl/flooring/carpet/lightblue
/turf/simulated/floor/carpet/aquablue
icon_state = "blue3"
initial_flooring = /decl/flooring/carpet/aquablue
/turf/simulated/floor/carpet/green
icon_state = "green"
initial_flooring = /decl/flooring/carpet/green
/turf/simulated/floor/carpet/magenta
icon_state = "magenta"
initial_flooring = /decl/flooring/carpet/magenta
/turf/simulated/floor/carpet/purple
icon_state = "purple"
initial_flooring = /decl/flooring/carpet/purple
/turf/simulated/floor/carpet/orange
icon_state = "orange"
initial_flooring = /decl/flooring/carpet/orange
//Grids
/turf/simulated/floor/bluegrid
name = "mainframe floor"
icon = 'icons/turf/flooring/circuit.dmi'
@@ -35,6 +73,7 @@
icon_state = "gcircuit"
initial_flooring = /decl/flooring/reinforced/circuit/green
//Wood Flooring
/turf/simulated/floor/wood
name = "wooden floor"
icon = 'icons/turf/flooring/wood.dmi'
@@ -46,6 +85,32 @@
oxygen = 0
nitrogen = 0
/turf/simulated/floor/wood/coloured
icon_state = "woodcolour"
initial_flooring = /decl/flooring/wood/coloured
/turf/simulated/floor/wood/coloured/birch
color = WOOD_COLOR_BIRCH
/turf/simulated/floor/wood/coloured/mahogany
color = WOOD_COLOR_RICH
/turf/simulated/floor/wood/coloured/walnut
color = WOOD_COLOR_PALE
/turf/simulated/floor/wood/coloured/bamboo
color = WOOD_COLOR_PALE2
/turf/simulated/floor/wood/coloured/ebony
color = WOOD_COLOR_BLACK
/turf/simulated/floor/wood/coloured/walnut
color = WOOD_COLOR_CHOCOLATE
/turf/simulated/floor/wood/coloured/yew
color = WOOD_COLOR_YELLOW
//Grass
/turf/simulated/floor/grass
name = "grass patch"
icon = 'icons/turf/flooring/grass.dmi'
@@ -58,6 +123,7 @@
icon_state = "grass_alt"
initial_flooring = /decl/flooring/grass/alt
//Tiles
/turf/simulated/floor/tiled
name = "steel tiles"
icon = 'icons/turf/flooring/tiles.dmi'
+35
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@@ -108,6 +108,41 @@
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_WOOD)
canSmoothWith = list(src.type)
/turf/simulated/wall/birchwood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_BIRCH)
canSmoothWith = list(src.type)
/turf/simulated/wall/mahoganywood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_MAHOGANY)
canSmoothWith = list(src.type)
/turf/simulated/wall/maplewood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_MAPLE)
canSmoothWith = list(src.type)
/turf/simulated/wall/bamboowood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_BAMBOO)
canSmoothWith = list(src.type)
/turf/simulated/wall/ebonywood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_EBONY)
canSmoothWith = list(src.type)
/turf/simulated/wall/walnutwood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_WALNUT)
canSmoothWith = list(src.type)
/turf/simulated/wall/yewwood/Initialize(mapload)
canSmoothWith = list(src.type)
. = ..(mapload, MATERIAL_YEW)
canSmoothWith = list(src.type)
/turf/simulated/wall/rusty/Initialize(mapload)
canSmoothWith = list(src.type)
+59
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@@ -312,6 +312,65 @@
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured
icon_state = "sheet-woodcolour"
/obj/item/stack/material/wood/coloured/birch
color = WOOD_COLOR_BIRCH
/obj/item/stack/material/wood/coloured/birch/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/mahogany
color = WOOD_COLOR_RICH
/obj/item/stack/material/wood/coloured/mahogany/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/maple
color = WOOD_COLOR_PALE
/obj/item/stack/material/wood/coloured/maple/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/bamboo
color = WOOD_COLOR_PALE2
/obj/item/stack/material/wood/coloured/bamboo/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/ebony
color = WOOD_COLOR_BLACK
/obj/item/stack/material/wood/coloured/ebony/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/walnut
color = WOOD_COLOR_CHOCOLATE
/obj/item/stack/material/wood/coloured/walnut/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/yew
color = WOOD_COLOR_YELLOW
/obj/item/stack/material/wood/coloured/yew/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/woodlog
name = "log"
icon_state = "sheet-wood"
+35
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@@ -716,6 +716,41 @@
weapon_hitsound = 'sound/weapons/woodenhit.ogg'
shatter_sound = /decl/sound_category/wood_break_sound
/material/wood/birch
name = MATERIAL_BIRCH
stack_type = /obj/item/stack/material/wood/coloured/birch
icon_colour = WOOD_COLOR_BIRCH
/material/wood/mahogany
name = MATERIAL_MAHOGANY
stack_type = /obj/item/stack/material/wood/coloured/mahogany
icon_colour = WOOD_COLOR_RICH
/material/wood/maple
name = MATERIAL_MAPLE
stack_type = /obj/item/stack/material/wood/coloured/maple
icon_colour = WOOD_COLOR_PALE
/material/wood/bamboo
name = MATERIAL_BAMBOO
stack_type = /obj/item/stack/material/wood/coloured/bamboo
icon_colour = WOOD_COLOR_PALE2
/material/wood/ebony
name = MATERIAL_EBONY
stack_type = /obj/item/stack/material/wood/coloured/ebony
icon_colour = WOOD_COLOR_BLACK
/material/wood/walnut
name = MATERIAL_WALNUT
stack_type = /obj/item/stack/material/wood/coloured/walnut
icon_colour = WOOD_COLOR_CHOCOLATE
/material/wood/yew
name = MATERIAL_YEW
stack_type = /obj/item/stack/material/wood/coloured/yew
icon_colour = WOOD_COLOR_YELLOW
/material/wood/log //This is gonna replace wood planks in a way for NBT, leaving it here for now
name = MATERIAL_WOOD_LOG
stack_type = /obj/item/stack/material/woodlog
+6
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@@ -166,4 +166,10 @@
/obj/structure/fuel_port/hide()
return
/obj/structure/fuel_port/hydrogen // Not only does this work, It's more sensible for most factions without reasonable access to phoron, to use.
/obj/structure/fuel_port/hydrogen/Initialize()
. = ..()
new /obj/item/tank/hydrogen/shuttle(src)
#undef waypoint_sector
+3
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@@ -115,6 +115,9 @@
/obj/machinery/power/apc/hyper
cell_type = /obj/item/cell/hyper
/obj/machinery/power/apc/empty
start_charge = 0
/obj/machinery/power/apc
name = "area power controller"
desc = "A control terminal for the area electrical systems."
+10
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@@ -0,0 +1,10 @@
author: WickedCybs
delete-after: True
changes:
- rscadd: "Added a new away site that features a mysteriously empty casino ship. It might prove interesting to the dauntless expedition teams of the Horizon and others occupying the overmap."
- rscadd: "Added a new away site that features another mysteriously empty vessel. Far smaller than the casino, it's a space yacht. This was also ported from bay."
- rscadd: "Added a hydrogen tank subtype for shuttles as well as a fuel port subtype that starts with a hydrogen tank already inserted inside. Others in the spur often have to make due without phoron, so this is for thematic reasons."
- rscadd: "Added the various wood types from bay. These are mainly things to be mapped in, at the moment"
- rscadd: "Ported all the fancy bay carpets."
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@@ -0,0 +1,152 @@
/datum/map_template/ruin/away_site/casino
name = "Casino"
description = "A casino ship!"
suffix = "ships/casino/casino.dmm"
sectors = list(SECTOR_ROMANOVICH, SECTOR_TAU_CETI, SECTOR_CORP_ZONE, SECTOR_VALLEY_HALE, SECTOR_BADLANDS, SECTOR_NEW_ANKARA, SECTOR_AEMAQ, SECTOR_SRANDMARR, SECTOR_NRRAHRAHUL, SECTOR_GAKAL, SECTOR_UUEOAESA)
spawn_weight = 1
spawn_cost = 1
id = "awaysite_casino"
shuttles_to_initialise = list(/datum/shuttle/autodock/overmap/casino_cutter)
/decl/submap_archetype/casino
map = "Casino"
descriptor = "A casino ship!"
//Ship
/obj/effect/overmap/visitable/ship/casino
name = "passenger liner"
class = "ICV"
desc = "A spaceborne casino slash passenger liner of an uncertain design. It's hardly nimble, quite defenceless and is likely far from any safe transit routes. Sensors detect that it is undamaged and without any signs of activity within."
icon_state = "ship_grey"
moving_state = "ship_grey_moving"
vessel_mass = 15000
max_speed = 1/(2 SECONDS)
burn_delay = 1 SECOND
fore_dir = NORTH
vessel_size = SHIP_SIZE_SMALL
initial_generic_waypoints = list(
"nav_casino_1",
"nav_casino_2",
"nav_casino_3",
"nav_casino_4",
"nav_casino_antag",
"nav_casino_hangar",
)
initial_restricted_waypoints = list(
"Casino Cutter" = list("nav_casino_hangar"),
)
/obj/effect/overmap/visitable/ship/casino/New()
designation = "[pick("Lady Luck","Gold Rush","Fortune's Favoured","Four Leaves", "Over Easy")]"
..()
//Landmarks
/obj/effect/shuttle_landmark/nav_casino
base_turf = /turf/space
base_area = /area/space
/obj/effect/shuttle_landmark/nav_casino/nav1
name = "Casino Ship Navpoint #1"
landmark_tag = "nav_casino_1"
/obj/effect/shuttle_landmark/nav_casino/nav2
name = "Casino Ship Navpoint #2"
landmark_tag = "nav_casino_2"
/obj/effect/shuttle_landmark/nav_casino/nav3
name = "Casino Ship Navpoint #3"
landmark_tag = "nav_casino_3"
/obj/effect/shuttle_landmark/nav_casino/nav4
name = "Casino Ship Navpoint #4"
landmark_tag = "nav_casino_4"
/obj/effect/shuttle_landmark/nav_casino/nav5
name = "Casino Ship Navpoint #5"
landmark_tag = "nav_casino_antag"
/obj/effect/shuttle_landmark/nav_casino/nav6
name = "Casino Ship Navpoint #6"
landmark_tag = "nav_casino_6"
//A very small shuttle, it can't move independently on the overmap and can only land near where its mothership goes to. If we ever want that to change though, gave it the settings for it.
/obj/effect/overmap/visitable/ship/landable/casino_cutter
name = "Casino Cutter"
desc = "A generic small, boxy transport shuttle. It looks like a brick and it handles like one too."
shuttle = "Casino Cutter"
icon_state = "shuttle_grey"
moving_state = "shuttle_grey_moving"
max_speed = 1/(3 SECONDS)
burn_delay = 1 SECONDS
vessel_mass = 3000 //Hard to move
fore_dir = WEST
vessel_size = SHIP_SIZE_TINY
/datum/shuttle/autodock/overmap/casino_cutter
name = "Casino Cutter"
warmup_time = 13
move_time = 30
shuttle_area = /area/shuttle/casino_cutter
current_location = "nav_casino_hangar"
landmark_transition = "nav_casino_transit"
fuel_consumption = 2
logging_home_tag = "nav_casino_hangar"
range = 1
defer_initialisation = TRUE
/obj/effect/shuttle_landmark/nav_casino/cutter_hangar
name = "Casino Hangar"
landmark_tag = "nav_casino_hangar"
base_area = /area/casino/casino_hangar
base_turf = /turf/simulated/floor/plating
/obj/effect/shuttle_landmark/nav_casino/cutter_transit
name = "In transit"
landmark_tag = "nav_casino_transit"
/obj/machinery/computer/shuttle_control/explore/casino_cutter
name = "cutter control console"
shuttle_tag = "Casino Cutter"
/obj/structure/casino/bj_table
name = "blackjack table"
desc = "This is a blackjack table. "
icon = 'maps/away/ships/casino/casino_sprites.dmi'
icon_state = "bj_left"
density = FALSE
anchored = TRUE
/obj/structure/casino/bj_table/bj_right
icon_state = "bj_right"
/obj/structure/casino/craps
name = "craps table"
desc = "Craps table: roll dice!"
icon = 'maps/away/ships/casino/casino_sprites.dmi'
icon_state = "craps_top"
density = FALSE
anchored = TRUE
/obj/structure/casino/craps/craps_down
icon_state = "craps_down"
//========================used bullet casings=======================
/obj/item/ammo_casing/rifle/used/Initialize()
. = ..()
expend()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
/obj/item/ammo_casing/pistol/used/Initialize()
. = ..()
expend()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
/obj/item/ammo_casing/pistol/magnum/used/Initialize()
. = ..()
expend()
pixel_x = rand(-10, 10)
pixel_y = rand(-10, 10)
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+77
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@@ -0,0 +1,77 @@
/area/casino
icon = 'maps/away/ships/casino/casino_sprites.dmi'
no_light_control = 1
/area/casino/casino_mainfloor
name = "\improper Casino Hall"
icon_state = "main_area"
/area/casino/casino_maintenance
name = "\improper Casino Maintenance"
icon_state = "maintenance"
/area/casino/casino_bow
name = "\improper Casino Ship Bow"
icon_state = "bow"
/area/casino/casino_crew_bunk
name = "\improper Casino Crew Bunk Room"
icon_state = "crew_bunk"
/area/casino/casino_crew_atmos
name = "\improper Casino Atmos room"
icon_state = "atmos"
/area/casino/casino_kitchen
name = "\improper Casino Kitchen"
icon_state = "kitchen"
/area/casino/casino_crew_cantina
name = "\improper Casino Canteen"
icon_state = "crew_cantina"
/area/casino/casino_security
name = "\improper Casino Security Wing"
icon_state = "sec"
/area/casino/casino_hangar
name = "\improper Casino Hangar"
icon_state = "hangar"
/area/casino/casino_private1
name = "\improper Casino Private Room 1"
icon_state = "pr1"
/area/casino/casino_private2
name = "\improper Casino Private room 1"
icon_state = "pr2"
/area/casino/casino_private_vip
name = "\improper Casino VIP Private Room"
icon_state = "pr_vip"
/area/casino/casino_crew_bathroom
name = "\improper Casino Crew Bathroom"
icon_state = "crew_bathroom"
/area/casino/casino_patron_bathroom
name = "\improper Casino Patrons Bathroom"
icon_state = "patron_bathroom"
/area/casino/casino_bridge
name = "\improper Casino Bridge"
icon_state = "bridge"
/area/casino/casino_storage
name = "\improper Casino Storage Room"
icon_state = "storage"
/area/casino/casino_solar_control
name = "\improper Casino Solar Controls"
icon_state = "solar_control"
/area/shuttle/casino_cutter
name = "\improper Casino Cutter"
icon = 'maps/away/ships/casino/casino_sprites.dmi'
icon_state = "shuttle"
requires_power = TRUE
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/datum/map_template/ruin/away_site/yacht
name = "Yacht"
id = "awaysite_yacht"
description = "Tiny movable ship with spiders."
suffix = "ships/yacht/yacht.dmm"
spawn_cost = 0.5
spawn_weight = 0.5
sectors = list(SECTOR_ROMANOVICH, SECTOR_TAU_CETI, SECTOR_CORP_ZONE, SECTOR_VALLEY_HALE, SECTOR_BADLANDS, SECTOR_NEW_ANKARA, SECTOR_AEMAQ, SECTOR_SRANDMARR, SECTOR_NRRAHRAHUL, SECTOR_GAKAL, SECTOR_UUEOAESA)
/obj/effect/overmap/visitable/ship/yacht
name = "private yacht"
desc = "Sensor array is detecting a private pleasure yacht with unknown lifeforms dectected within. The design appears to be from the Idris Incorporated 'Starfarer' line."
class = "IPV"
icon_state = "ship_grey"
moving_state = "ship_grey_moving"
vessel_mass = 3000
max_speed = 1/(2 SECONDS)
initial_generic_waypoints = list(
"nav_yacht_1",
"nav_yacht_2",
"nav_yacht_3",
"nav_yacht_antag"
)
/obj/effect/overmap/visitable/ship/yacht/New()
designation = "[pick("Razorshark", "Torch", "Lighting", "Pequod", "Anansi")]"
..()
/obj/effect/shuttle_landmark/nav_yacht/nav1
name = "Small Yacht Navpoint #1"
landmark_tag = "nav_yacht_1"
/obj/effect/shuttle_landmark/nav_yacht/nav2
name = "Small Yacht Navpoint #2"
landmark_tag = "nav_yacht_2"
/obj/effect/shuttle_landmark/nav_yacht/nav3
name = "Small Yacht Navpoint #3"
landmark_tag = "nav_yacht_3"
/obj/effect/shuttle_landmark/nav_yacht/nav4
name = "Small Yacht Navpoint #4"
landmark_tag = "nav_yacht_antag"
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/area/shuttle/yacht
icon = 'maps/away/ships/yacht/yacht_icons.dmi'
requires_power = TRUE
/area/shuttle/yacht/bridge
name = "\improper Yacht Bridge"
icon_state = "bridge"
/area/shuttle/yacht/living
name = "\improper Yacht Living"
icon_state = "living"
/area/shuttle/yacht/engine
name = "\improper Yacht Engine"
icon_state = "engine"
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