Two New Away Sites + Extra Tiles and Other Stuff (#14611)
@@ -3158,6 +3158,10 @@
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#include "maps\away\ships\sol_ship_ghostroles.dm"
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#include "maps\away\ships\wildcard.dm"
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#include "maps\away\ships\wildcard_ship_ghostroles.dm"
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#include "maps\away\ships\casino\casino.dm"
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#include "maps\away\ships\casino\casino_areas.dm"
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#include "maps\away\ships\yacht\yacht.dm"
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#include "maps\away\ships\yacht\yacht_areas.dm"
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#include "maps\away_sites_testing\away_sites_testing.dm"
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#include "maps\event\code\event.dm"
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#include "maps\event\generic_dock\code\generic_dock.dm"
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@@ -104,6 +104,16 @@
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#define COLOR_VAURCA_BLOOD "#E6E600"
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// Wood Colours
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#define WOOD_COLOR_BIRCH "#d5a66e"
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#define WOOD_COLOR_RICH "#792f27"
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#define WOOD_COLOR_PALE "#d2bc9d"
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#define WOOD_COLOR_PALE2 "#e6d2ba"
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#define WOOD_COLOR_BLACK "#332521"
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#define WOOD_COLOR_CHOCOLATE "#543c30"
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#define WOOD_COLOR_YELLOW "#e3994e"
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//Color defines used by the assembly detailer.
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#define COLOR_ASSEMBLY_BLACK "#545454"
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#define COLOR_ASSEMBLY_BGRAY "#9497AB"
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@@ -51,6 +51,13 @@
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// Wood.
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#define MATERIAL_WOOD "wood"
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#define MATERIAL_BIRCH "birch wood"
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#define MATERIAL_MAHOGANY "mahogany wood"
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#define MATERIAL_MAPLE "maple wood"
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#define MATERIAL_BAMBOO "bamboo wood"
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#define MATERIAL_EBONY "ebony wood"
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#define MATERIAL_WALNUT "walnut wood"
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#define MATERIAL_YEW "yew wood"
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#define MATERIAL_WOOD_HOLO "holowood"
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#define MATERIAL_WOOD_LOG "log"
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#define MATERIAL_WOOD_BRANCH "branch"
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@@ -75,6 +75,44 @@
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drop_sound = 'sound/items/drop/wooden.ogg'
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pickup_sound = 'sound/items/pickup/wooden.ogg'
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/obj/item/stack/tile/wood/coloured
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icon_state = "tile_woodcoloured"
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/obj/item/stack/tile/wood/coloured/birch
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name = "birch wood floor tile"
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color = WOOD_COLOR_BIRCH
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build_type = /obj/item/stack/tile/wood/coloured/birch
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/obj/item/stack/tile/wood/coloured/mahogany
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name = "mahogany wood floor tile"
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color = WOOD_COLOR_RICH
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build_type = /obj/item/stack/tile/wood/coloured/mahogany
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/obj/item/stack/tile/wood/coloured/maple
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name = "maple wood floor tile"
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color = WOOD_COLOR_PALE
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build_type = /obj/item/stack/tile/wood/coloured/maple
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/obj/item/stack/tile/wood/coloured/bamboo
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name = "bamboo wood floor tile"
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color = WOOD_COLOR_PALE2
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build_type = /obj/item/stack/tile/wood/coloured/bamboo
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/obj/item/stack/tile/wood/coloured/ebony
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name = "ebony wood floor tile"
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color = WOOD_COLOR_BLACK
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build_type = /obj/item/stack/tile/wood/coloured/ebony
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/obj/item/stack/tile/wood/coloured/walnut
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name = "walnut wood floor tile"
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color = WOOD_COLOR_CHOCOLATE
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build_type = /obj/item/stack/tile/wood/coloured/walnut
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/obj/item/stack/tile/wood/coloured/yew
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name = "yew wood floor tile"
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color = WOOD_COLOR_YELLOW
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build_type = /obj/item/stack/tile/wood/coloured/yew
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/*
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* Carpets
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*/
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@@ -130,6 +168,42 @@
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drop_sound = 'sound/items/drop/cloth.ogg'
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pickup_sound = 'sound/items/pickup/cloth.ogg'
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/obj/item/stack/tile/carpet_fancybrown
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name = "brown carpet"
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icon_state = "tile_carpetbrown"
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/obj/item/stack/tile/carpet_purple
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name = "purple carpet"
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icon_state = "tile_carpetpurple"
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/obj/item/stack/tile/carpet_green
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name = "green carpet"
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icon_state = "tile_carpetgreen"
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/obj/item/stack/tile/carpet_darkblue
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name = "dark blue carpet"
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icon_state = "tile_carpetblue"
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/obj/item/stack/tile/carpet_lightblue
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name = "light blue carpet"
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icon_state = "tile_carpetblue2"
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/obj/item/stack/tile/carpet_aquablue
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name = "aqua blue carpet"
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icon_state = "tile_carpetblue3"
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/obj/item/stack/tile/carpet_red
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name = "red carpet"
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icon_state = "tile_carpetred"
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/obj/item/stack/tile/carpet_orange
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name = "orange carpet"
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icon_state = "tile_carpetorange"
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/obj/item/stack/tile/carpet_magenta
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name = "magenta carpet"
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icon_state = "tile_carpetmagenta"
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/obj/item/stack/tile/lino
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name = "old linoleum"
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singular_name = "linoleum"
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@@ -122,6 +122,9 @@
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/obj/item/tank/hydrogen/adjust_initial_gas()
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air_contents.adjust_gas(GAS_HYDROGEN, (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C))
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/obj/item/tank/hydrogen/shuttle/adjust_initial_gas()
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air_contents.adjust_gas(GAS_HYDROGEN, 4*(3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C))
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/*
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* Emergency Oxygen
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*/
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@@ -59,6 +59,7 @@
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build_type = null
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footstep_sound = /decl/sound_category/asteroid_footstep
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//Carpet
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/decl/flooring/carpet
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name = "carpet"
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desc = "Imported and comfy."
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@@ -84,6 +85,42 @@
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icon_base = "artcarpet"
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build_type = /obj/item/stack/tile/carpet_art
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/decl/flooring/carpet/fancybrown
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icon_base = "brown"
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build_type = /obj/item/stack/tile/carpet_fancybrown
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/decl/flooring/carpet/red
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icon_base = "red"
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build_type = /obj/item/stack/tile/carpet_red
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/decl/flooring/carpet/darkblue
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icon_base = "blue1"
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build_type = /obj/item/stack/tile/carpet_darkblue
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/decl/flooring/carpet/lightblue
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icon_base = "blue2"
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build_type = /obj/item/stack/tile/carpet_lightblue
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/decl/flooring/carpet/aquablue
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icon_base = "blue3"
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build_type = /obj/item/stack/tile/carpet_aquablue
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/decl/flooring/carpet/green
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icon_base = "green"
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build_type = /obj/item/stack/tile/carpet_green
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/decl/flooring/carpet/magenta
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icon_base = "magenta"
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build_type = /obj/item/stack/tile/carpet_magenta
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/decl/flooring/carpet/purple
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icon_base = "purple"
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build_type = /obj/item/stack/tile/carpet_purple
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/decl/flooring/carpet/orange
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icon_base = "orange"
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build_type = /obj/item/stack/tile/carpet_orange
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/decl/flooring/tiling
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name = "steel tiles"
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desc = "A set of steel floor tiles."
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@@ -206,6 +243,7 @@
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flags = TURF_REMOVE_CROWBAR
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build_type = /obj/item/stack/tile/floor_freezer
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//Wood
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/decl/flooring/wood
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name = "wooden floor"
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desc = "Polished redwood planks."
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@@ -218,6 +256,40 @@
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flags = TURF_CAN_BREAK | TURF_IS_FRAGILE | TURF_REMOVE_SCREWDRIVER | TURF_CAN_BURN
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footstep_sound = /decl/sound_category/wood_footstep
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/decl/flooring/wood/coloured
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icon_base = "woodcolour"
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desc = "Polished wooden planks."
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build_type = /obj/item/stack/tile/wood/coloured
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var/color
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/decl/flooring/wood/coloured/birch
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color = WOOD_COLOR_BIRCH
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build_type = /obj/item/stack/tile/wood/coloured/birch
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/decl/flooring/wood/coloured/mahogany
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color = WOOD_COLOR_RICH
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build_type = /obj/item/stack/tile/wood/coloured/mahogany
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/decl/flooring/wood/coloured/maple
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color = WOOD_COLOR_PALE
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build_type = /obj/item/stack/tile/wood/coloured/maple
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/decl/flooring/wood/coloured/bamboo
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color = WOOD_COLOR_PALE2
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build_type = /obj/item/stack/tile/wood/coloured/bamboo
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/decl/flooring/wood/coloured/ebony
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color = WOOD_COLOR_BLACK
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build_type = /obj/item/stack/tile/wood/coloured/ebony
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/decl/flooring/wood/coloured/walnut
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color = WOOD_COLOR_CHOCOLATE
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build_type = /obj/item/stack/tile/wood/coloured/walnut
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/decl/flooring/wood/coloured/yew
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color = WOOD_COLOR_YELLOW
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build_type = /obj/item/stack/tile/wood/coloured/yew
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/decl/flooring/reinforced
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name = "reinforced floor"
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desc = "Heavily reinforced with steel rods."
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@@ -1,3 +1,4 @@
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//Carpets
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/turf/simulated/floor/carpet
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name = "carpet"
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icon = 'icons/turf/flooring/carpet.dmi'
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@@ -23,6 +24,43 @@
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icon_state = "artcarpet"
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initial_flooring = /decl/flooring/carpet/art
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/turf/simulated/floor/carpet/fancybrown
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icon_state = "brown"
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initial_flooring = /decl/flooring/carpet/fancybrown
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/turf/simulated/floor/carpet/red
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icon_state = "red"
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initial_flooring = /decl/flooring/carpet/red
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/turf/simulated/floor/carpet/darkblue
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icon_state = "blue1"
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initial_flooring = /decl/flooring/carpet/darkblue
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/turf/simulated/floor/carpet/lightblue
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icon_state = "blue2"
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initial_flooring = /decl/flooring/carpet/lightblue
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/turf/simulated/floor/carpet/aquablue
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icon_state = "blue3"
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initial_flooring = /decl/flooring/carpet/aquablue
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/turf/simulated/floor/carpet/green
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icon_state = "green"
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initial_flooring = /decl/flooring/carpet/green
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/turf/simulated/floor/carpet/magenta
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icon_state = "magenta"
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initial_flooring = /decl/flooring/carpet/magenta
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/turf/simulated/floor/carpet/purple
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icon_state = "purple"
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initial_flooring = /decl/flooring/carpet/purple
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/turf/simulated/floor/carpet/orange
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icon_state = "orange"
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initial_flooring = /decl/flooring/carpet/orange
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//Grids
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/turf/simulated/floor/bluegrid
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name = "mainframe floor"
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icon = 'icons/turf/flooring/circuit.dmi'
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@@ -35,6 +73,7 @@
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icon_state = "gcircuit"
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initial_flooring = /decl/flooring/reinforced/circuit/green
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//Wood Flooring
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/turf/simulated/floor/wood
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name = "wooden floor"
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icon = 'icons/turf/flooring/wood.dmi'
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@@ -46,6 +85,32 @@
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oxygen = 0
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nitrogen = 0
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/turf/simulated/floor/wood/coloured
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icon_state = "woodcolour"
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initial_flooring = /decl/flooring/wood/coloured
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/turf/simulated/floor/wood/coloured/birch
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color = WOOD_COLOR_BIRCH
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/turf/simulated/floor/wood/coloured/mahogany
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color = WOOD_COLOR_RICH
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/turf/simulated/floor/wood/coloured/walnut
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color = WOOD_COLOR_PALE
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/turf/simulated/floor/wood/coloured/bamboo
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color = WOOD_COLOR_PALE2
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/turf/simulated/floor/wood/coloured/ebony
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color = WOOD_COLOR_BLACK
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/turf/simulated/floor/wood/coloured/walnut
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color = WOOD_COLOR_CHOCOLATE
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/turf/simulated/floor/wood/coloured/yew
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color = WOOD_COLOR_YELLOW
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//Grass
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/turf/simulated/floor/grass
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name = "grass patch"
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icon = 'icons/turf/flooring/grass.dmi'
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@@ -58,6 +123,7 @@
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icon_state = "grass_alt"
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initial_flooring = /decl/flooring/grass/alt
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//Tiles
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/turf/simulated/floor/tiled
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name = "steel tiles"
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icon = 'icons/turf/flooring/tiles.dmi'
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@@ -108,6 +108,41 @@
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canSmoothWith = list(src.type)
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. = ..(mapload, MATERIAL_WOOD)
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canSmoothWith = list(src.type)
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/turf/simulated/wall/birchwood/Initialize(mapload)
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canSmoothWith = list(src.type)
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. = ..(mapload, MATERIAL_BIRCH)
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canSmoothWith = list(src.type)
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/turf/simulated/wall/mahoganywood/Initialize(mapload)
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canSmoothWith = list(src.type)
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. = ..(mapload, MATERIAL_MAHOGANY)
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canSmoothWith = list(src.type)
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/turf/simulated/wall/maplewood/Initialize(mapload)
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||||
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)
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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."
|
||||
|
||||
@@ -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."
|
||||
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 41 KiB |
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 2.6 KiB |
@@ -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)
|
||||
@@ -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
|
||||
|
After Width: | Height: | Size: 4.2 KiB |
@@ -0,0 +1,43 @@
|
||||
/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"
|
||||
@@ -0,0 +1,15 @@
|
||||
/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"
|
||||
|
After Width: | Height: | Size: 864 B |