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TGUI for RCD , Radial menu for RLD & Silo Link for RLD & Plumbing RCD (#71710)
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@@ -2,8 +2,43 @@
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name = "plumbing-tgui"
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/datum/asset/spritesheet/plumbing/create_spritesheets()
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InsertAll("", 'icons/obj/medical/iv_drip.dmi')
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InsertAll("", 'icons/obj/plumbing/plumbers.dmi')
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InsertAll("", 'icons/obj/plumbing/fluid_ducts.dmi')
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InsertAll("", 'icons/hud/radial.dmi')
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//load only what we need from the icon files,format is icon_file_name = list of icon_states we need from this file
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var/list/essentials = list(
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'icons/obj/medical/iv_drip.dmi' = list("plumb"),
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'icons/obj/plumbing/fluid_ducts.dmi' = list("nduct"),
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'icons/hud/radial.dmi' = list(
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"plumbing_layer1",
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"plumbing_layer2",
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"plumbing_layer4",
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"plumbing_layer8",
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"plumbing_layer16",
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),
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'icons/obj/plumbing/plumbers.dmi' = list(
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"synthesizer",
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"reaction_chamber",
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"grinder_chemical",
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"growing_vat",
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"fermenter",
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"pump",
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"disposal",
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"buffer",
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"manifold",
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"pipe_input",
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"filter",
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"splitter",
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"beacon",
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"pipe_output",
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"tank",
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"acclimator",
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"bottler",
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"pill_press",
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"synthesizer_soda",
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"synthesizer_booze",
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"tap_output",
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),
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)
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for(var/icon_file as anything in essentials)
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for(var/icon_state as anything in essentials[icon_file])
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Insert(sprite_name = icon_state, I = icon_file, icon_state = icon_state)
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@@ -0,0 +1,56 @@
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/datum/asset/spritesheet/rcd
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name = "rcd-tgui"
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/datum/asset/spritesheet/rcd/create_spritesheets()
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//We load airlock icons seperatly from other icons cause they need overlays
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//load all category essential icon_states. format is icon_file = list of icon states we need from that file
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var/list/essentials = list(
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'icons/hud/radial.dmi' = list("wallfloor", "windowsize", "windowtype", "cnorth", "csouth", "ceast", "cwest", "chair", "stool", "windoor", "secure_windoor"),
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'icons/obj/structures.dmi' = list("window0", "rwindow0", "table", "glass_table"),
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'icons/obj/stock_parts.dmi' = list("box_1"),
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)
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var/icon/icon
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for(var/icon_file as anything in essentials)
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for(var/icon_state as anything in essentials[icon_file])
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icon = icon(icon = icon_file, icon_state = icon_state)
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if(icon_state == "window0" || icon_state == "rwindow0")
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icon.Blend(icon(icon = 'icons/obj/structures.dmi', icon_state = "grille"), ICON_UNDERLAY)
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Insert(sprite_name = sanitize_css_class_name(icon_state), I = icon)
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//for each airlock type we create its overlayed version with the suffix Glass in the sprite name
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var/list/airlocks = list(
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"Standard" = 'icons/obj/doors/airlocks/station/public.dmi',
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"Public" = 'icons/obj/doors/airlocks/station2/glass.dmi',
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"Engineering" = 'icons/obj/doors/airlocks/station/engineering.dmi',
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"Atmospherics" = 'icons/obj/doors/airlocks/station/atmos.dmi',
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"Security" = 'icons/obj/doors/airlocks/station/security.dmi',
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"Command" = 'icons/obj/doors/airlocks/station/command.dmi',
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"Medical" = 'icons/obj/doors/airlocks/station/medical.dmi',
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"Research" = 'icons/obj/doors/airlocks/station/research.dmi',
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"Freezer" = 'icons/obj/doors/airlocks/station/freezer.dmi',
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"Virology" = 'icons/obj/doors/airlocks/station/virology.dmi',
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"Mining" = 'icons/obj/doors/airlocks/station/mining.dmi',
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"Maintenance" = 'icons/obj/doors/airlocks/station/maintenance.dmi',
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"External" = 'icons/obj/doors/airlocks/external/external.dmi',
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"External Maintenance" = 'icons/obj/doors/airlocks/station/maintenanceexternal.dmi',
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"Airtight Hatch" = 'icons/obj/doors/airlocks/hatch/centcom.dmi',
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"Maintenance Hatch" = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
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)
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//these 3 types dont have glass doors
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var/list/exclusion = list("Freezer", "Airtight Hatch", "Maintenance Hatch")
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for(var/airlock_name in airlocks)
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//solid door with overlay
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icon = icon(icon = airlocks[airlock_name] , icon_state = "closed" , dir = SOUTH)
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icon.Blend(icon(icon = airlocks[airlock_name], icon_state = "fill_closed", dir = SOUTH), ICON_OVERLAY)
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Insert(sprite_name = sanitize_css_class_name(airlock_name), I = icon)
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//exclude these glass types
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if(airlock_name in exclusion)
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continue
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//glass door no overlay
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icon = icon(airlocks[airlock_name] , "closed" , SOUTH)
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Insert(sprite_name = sanitize_css_class_name("[airlock_name]Glass"), I = icon)
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