/obj/structure/statue name = "statue" desc = "Placeholder. Yell at Firecage if you SOMEHOW see this." icon = 'icons/obj/statue.dmi' icon_state = "" density = TRUE anchored = FALSE max_integrity = 100 CanAtmosPass = ATMOS_PASS_DENSITY material_modifier = 0.5 material_flags = MATERIAL_EFFECTS | MATERIAL_AFFECT_STATISTICS blocks_emissive = EMISSIVE_BLOCK_UNIQUE /// Beauty component mood modifier var/impressiveness = 15 /// Art component subtype added to this statue var/art_type = /datum/element/art /// Abstract root type var/abstract_type = /obj/structure/statue /obj/structure/statue/Initialize(mapload) . = ..() AddElement(art_type, impressiveness) AddElement(/datum/element/beauty, impressiveness * 75) AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate), CALLBACK(src, .proc/can_be_rotated), null) /obj/structure/statue/proc/can_be_rotated(mob/user) if(!anchored) return TRUE to_chat(user, span_warning("It's bolted to the floor, you'll need to unwrench it first.")) /obj/structure/statue/proc/can_user_rotate(mob/user) return user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !iscyborg(user)) /obj/structure/statue/attackby(obj/item/W, mob/living/user, params) add_fingerprint(user) if(!(flags_1 & NODECONSTRUCT_1)) if(default_unfasten_wrench(user, W)) return if(W.tool_behaviour == TOOL_WELDER) if(!W.tool_start_check(user, amount=0)) return FALSE user.visible_message(span_notice("[user] is slicing apart the [name]."), \ span_notice("You are slicing apart the [name]...")) if(W.use_tool(src, user, 40, volume=50)) user.visible_message(span_notice("[user] slices apart the [name]."), \ span_notice("You slice apart the [name]!")) deconstruct(TRUE) return return ..() /obj/structure/statue/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) var/amount_mod = disassembled ? 0 : -2 for(var/mat in custom_materials) var/datum/material/custom_material = GET_MATERIAL_REF(mat) var/amount = max(0,round(custom_materials[mat]/MINERAL_MATERIAL_AMOUNT) + amount_mod) if(amount > 0) new custom_material.sheet_type(drop_location(),amount) qdel(src) //////////////////////////////////////STATUES///////////////////////////////////////////////////////////// ////////////////////////uranium/////////////////////////////////// /obj/structure/statue/uranium max_integrity = 300 light_range = 2 custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*5) impressiveness = 25 // radiation makes an impression abstract_type = /obj/structure/statue/uranium /obj/structure/statue/uranium/nuke name = "statue of a nuclear fission explosive" desc = "This is a grand statue of a Nuclear Explosive. It has a sickening green colour." icon_state = "nuke" /obj/structure/statue/uranium/eng name = "Statue of an engineer" desc = "This statue has a sickening green colour." icon_state = "eng" ////////////////////////////plasma/////////////////////////////////////////////////////////////////////// /obj/structure/statue/plasma max_integrity = 200 impressiveness = 20 desc = "This statue is suitably made from plasma." custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/plasma /obj/structure/statue/plasma/scientist name = "statue of a scientist" icon_state = "sci" /obj/structure/statue/plasma/xeno name = "statue of a xenomorph" icon_state = "xeno" /obj/structure/statue/plasma/Initialize(mapload) . = ..() AddElement(/datum/element/atmos_sensitive, mapload) /obj/structure/statue/plasma/bullet_act(obj/projectile/Proj) var/burn = FALSE if(!(Proj.nodamage) && Proj.damage_type == BURN && !QDELETED(src)) burn = TRUE if(burn) var/turf/T = get_turf(src) if(Proj.firer) message_admins("Plasma statue ignited by [ADMIN_LOOKUPFLW(Proj.firer)] in [ADMIN_VERBOSEJMP(T)]") log_game("Plasma statue ignited by [key_name(Proj.firer)] in [AREACOORD(T)]") else message_admins("Plasma statue ignited by [Proj]. No known firer, in [ADMIN_VERBOSEJMP(T)]") log_game("Plasma statue ignited by [Proj] in [AREACOORD(T)]. No known firer.") PlasmaBurn(2500) . = ..() /obj/structure/statue/plasma/attackby(obj/item/W, mob/user, params) if(W.get_temperature() > 300 && !QDELETED(src))//If the temperature of the object is over 300, then ignite var/turf/T = get_turf(src) message_admins("Plasma statue ignited by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(T)]") log_game("Plasma statue ignited by [key_name(user)] in [AREACOORD(T)]") ignite(W.get_temperature()) else return ..() /obj/structure/statue/plasma/should_atmos_process(datum/gas_mixture/air, exposed_temperature) return exposed_temperature > 300 /obj/structure/statue/plasma/atmos_expose(datum/gas_mixture/air, exposed_temperature) PlasmaBurn(exposed_temperature) /obj/structure/statue/plasma/proc/PlasmaBurn(temperature) if(QDELETED(src)) return if(custom_materials[/datum/material/plasma]) var/plasma_amount = round(custom_materials[/datum/material/plasma]/MINERAL_MATERIAL_AMOUNT) atmos_spawn_air("plasma=[plasma_amount*10];TEMP=[temperature]") deconstruct(FALSE) /obj/structure/statue/plasma/proc/ignite(exposed_temperature) if(exposed_temperature > 300) PlasmaBurn(exposed_temperature) //////////////////////gold/////////////////////////////////////// /obj/structure/statue/gold max_integrity = 300 impressiveness = 25 desc = "This is a highly valuable statue made from gold." custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/gold /obj/structure/statue/gold/hos name = "statue of the head of security" icon_state = "hos" /obj/structure/statue/gold/hop name = "statue of the head of personnel" icon_state = "hop" /obj/structure/statue/gold/cmo name = "statue of the chief medical officer" icon_state = "cmo" /obj/structure/statue/gold/ce name = "statue of the chief engineer" icon_state = "ce" /obj/structure/statue/gold/rd name = "statue of the research director" icon_state = "rd" //////////////////////////silver/////////////////////////////////////// /obj/structure/statue/silver max_integrity = 300 impressiveness = 25 desc = "This is a valuable statue made from silver." custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/silver /obj/structure/statue/silver/md name = "statue of a medical officer" icon_state = "md" /obj/structure/statue/silver/janitor name = "statue of a janitor" icon_state = "jani" /obj/structure/statue/silver/sec name = "statue of a security officer" icon_state = "sec" /obj/structure/statue/silver/secborg name = "statue of a security cyborg" icon_state = "secborg" /obj/structure/statue/silver/medborg name = "statue of a medical cyborg" icon_state = "medborg" /////////////////////////diamond///////////////////////////////////////// /obj/structure/statue/diamond max_integrity = 1000 impressiveness = 50 desc = "This is a very expensive diamond statue." custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/diamond /obj/structure/statue/diamond/captain name = "statue of THE captain." icon_state = "cap" /obj/structure/statue/diamond/ai1 name = "statue of the AI hologram." icon_state = "ai1" /obj/structure/statue/diamond/ai2 name = "statue of the AI core." icon_state = "ai2" ////////////////////////bananium/////////////////////////////////////// /obj/structure/statue/bananium max_integrity = 300 impressiveness = 50 desc = "A bananium statue with a small engraving:'HOOOOOOONK'." custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/bananium /obj/structure/statue/bananium/clown name = "statue of a clown" icon_state = "clown" /////////////////////sandstone///////////////////////////////////////// /obj/structure/statue/sandstone max_integrity = 50 impressiveness = 15 custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/sandstone /obj/structure/statue/sandstone/assistant name = "statue of an assistant" desc = "A cheap statue of sandstone for a greyshirt." icon_state = "assist" /obj/structure/statue/sandstone/venus //call me when we add marble i guess name = "statue of a pure maiden" desc = "An ancient marble statue. The subject is depicted with a floor-length braid and is wielding a toolbox. By Jove, it's easily the most gorgeous depiction of a woman you've ever seen. The artist must truly be a master of his craft. Shame about the broken arm, though." icon = 'icons/obj/statuelarge.dmi' icon_state = "venus" /////////////////////snow///////////////////////////////////////// /obj/structure/statue/snow max_integrity = 50 custom_materials = list(/datum/material/snow=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/snow /obj/structure/statue/snow/snowman name = "snowman" desc = "Several lumps of snow put together to form a snowman." icon_state = "snowman" /obj/structure/statue/snow/snowlegion name = "snowlegion" desc = "Looks like that weird kid with the tiger plushie has been round here again." icon_state = "snowlegion" ///////////////////////////////bronze/////////////////////////////////// /obj/structure/statue/bronze custom_materials = list(/datum/material/bronze=MINERAL_MATERIAL_AMOUNT*5) abstract_type = /obj/structure/statue/bronze /obj/structure/statue/bronze/marx name = "\improper Karl Marx bust" desc = "A bust depicting a certain 19th century economist. You get the feeling a specter is haunting the station." icon_state = "marx" art_type = /datum/element/art/rev ///////////Elder Atmosian/////////////////////////////////////////// /obj/structure/statue/elder_atmosian name = "Elder Atmosian" desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will." icon_state = "eng" custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10) max_integrity = 1000 impressiveness = 100 abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable /obj/item/chisel name = "chisel" desc = "Breaking and making art since 4000 BC. This one uses advanced technology to allow the creation of lifelike moving statues." icon = 'icons/obj/statue.dmi' icon_state = "chisel" inhand_icon_state = "screwdriver_nuke" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT force = 5 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=75) attack_verb_continuous = list("stabs") attack_verb_simple = list("stab") hitsound = 'sound/weapons/bladeslice.ogg' usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg') drop_sound = 'sound/items/handling/screwdriver_drop.ogg' pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg' sharpness = SHARP_POINTY tool_behaviour = TOOL_RUSTSCRAPER toolspeed = 3 // You're gonna have a bad time /// Block we're currently carving in var/obj/structure/carving_block/prepared_block /// If tracked user moves we stop sculpting var/mob/living/tracked_user /// Currently sculpting var/sculpting = FALSE /obj/item/chisel/Initialize(mapload) . = ..() AddElement(/datum/element/eyestab) AddElement(/datum/element/wall_engraver) /obj/item/chisel/Destroy() prepared_block = null tracked_user = null return ..() /* Hit the block to start Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types. Hit block again to start sculpting. Moving interrupts */ /obj/item/chisel/pre_attack(atom/A, mob/living/user, params) . = ..() if(sculpting) return if(istype(A,/obj/structure/carving_block)) if(A == prepared_block && (prepared_block.current_target || prepared_block.current_preset_type)) start_sculpting(user) else if(!prepared_block) set_block(A,user) else if(A == prepared_block) show_generic_statues_prompt(user) return TRUE else if(prepared_block) //We're aiming at something next to us with block prepared prepared_block.set_target(A,user) return TRUE // We aim at something distant. /obj/item/chisel/afterattack(atom/target, mob/user, proximity_flag, click_parameters) . = ..() if(!proximity_flag && !sculpting && prepared_block && ismovable(target) && prepared_block.completion == 0) prepared_block.set_target(target,user) /obj/item/chisel/proc/start_sculpting(mob/living/user) to_chat(user,span_notice("You start sculpting [prepared_block]."),type=MESSAGE_TYPE_INFO) sculpting = TRUE //How long whole process takes var/sculpting_time = 30 SECONDS //Single interruptible progress period var/sculpting_period = round(sculpting_time / world.icon_size) //this is just so it reveals pixels line by line for each. var/interrupted = FALSE var/remaining_time = sculpting_time - (prepared_block.completion * sculpting_time) var/datum/progressbar/total_progress_bar = new(user, sculpting_time, prepared_block ) while(remaining_time > 0 && !interrupted) if(do_after(user,sculpting_period, target = prepared_block, progress = FALSE)) remaining_time -= sculpting_period prepared_block.set_completion((sculpting_time - remaining_time)/sculpting_time) total_progress_bar.update(sculpting_time - remaining_time) else interrupted = TRUE total_progress_bar.end_progress() if(!interrupted && !QDELETED(prepared_block)) prepared_block.create_statue() to_chat(user,span_notice("The statue is finished!"),type=MESSAGE_TYPE_INFO) break_sculpting() /obj/item/chisel/proc/set_block(obj/structure/carving_block/B,mob/living/user) prepared_block = B tracked_user = user RegisterSignal(tracked_user,COMSIG_MOVABLE_MOVED,.proc/break_sculpting) to_chat(user,span_notice("You prepare to work on [B]."),type=MESSAGE_TYPE_INFO) /obj/item/chisel/dropped(mob/user, silent) . = ..() break_sculpting() /obj/item/chisel/proc/break_sculpting() SIGNAL_HANDLER sculpting = FALSE if(prepared_block && prepared_block.completion == 0) prepared_block.reset_target() prepared_block = null if(tracked_user) UnregisterSignal(tracked_user,COMSIG_MOVABLE_MOVED) tracked_user = null /obj/item/chisel/proc/show_generic_statues_prompt(mob/living/user) var/list/choices = list() for(var/statue_path in prepared_block.get_possible_statues()) var/obj/structure/statue/S = statue_path choices[statue_path] = image(icon=initial(S.icon),icon_state=initial(S.icon_state)) var/choice = show_radial_menu(user, prepared_block , choices, require_near = TRUE) if(choice) prepared_block.current_preset_type = choice var/image/chosen_looks = choices[choice] prepared_block.current_target = chosen_looks.appearance var/obj/structure/statue/S = choice to_chat(user,span_notice("You decide to sculpt [prepared_block] into [initial(S.name)]."),type=MESSAGE_TYPE_INFO) /obj/structure/carving_block name = "block" desc = "ready for sculpting." icon = 'icons/obj/statue.dmi' icon_state = "block" material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX density = TRUE material_modifier = 0.5 //50% effectiveness of materials /// The thing it will look like - Unmodified resulting statue appearance var/current_target /// Currently chosen preset statue type var/current_preset_type //Table of required materials for each non-abstract statue type var/static/list/statue_costs /// statue completion from 0 to 1.0 var/completion = 0 /// Greyscaled target with cutout filter var/mutable_appearance/target_appearance_with_filters /// HSV color filters parameters var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05) /obj/structure/carving_block/Destroy() current_target = null target_appearance_with_filters = null return ..() /obj/structure/carving_block/proc/set_target(atom/movable/target,mob/living/user) if(!is_viable_target(target)) to_chat(user,"You won't be able to carve that.") return if(istype(target,/obj/structure/statue/custom)) var/obj/structure/statue/custom/original = target current_target = original.content_ma else current_target = target.appearance var/mutable_appearance/ma = current_target to_chat(user,span_notice("You decide to sculpt [src] into [ma.name]."),type=MESSAGE_TYPE_INFO) /obj/structure/carving_block/proc/reset_target() current_target = null current_preset_type = null target_appearance_with_filters = null /obj/structure/carving_block/update_overlays() . = ..() if(!target_appearance_with_filters) return //We're only keeping one instance here that changes in the middle so we have to clone it to avoid managed overlay issues var/mutable_appearance/clone = new(target_appearance_with_filters) . += clone /obj/structure/carving_block/proc/is_viable_target(atom/movable/target) //Only things on turfs if(!isturf(target.loc)) return FALSE //No big icon things var/icon/thing_icon = icon(target.icon, target.icon_state) if(thing_icon.Height() != world.icon_size || thing_icon.Width() != world.icon_size) return FALSE return TRUE /obj/structure/carving_block/proc/create_statue() if(current_preset_type) var/obj/structure/statue/preset_statue = new current_preset_type(get_turf(src)) preset_statue.set_custom_materials(custom_materials) qdel(src) else if(current_target) var/obj/structure/statue/custom/new_statue = new(get_turf(src)) new_statue.set_visuals(current_target) new_statue.set_custom_materials(custom_materials) var/mutable_appearance/ma = current_target new_statue.name = "statue of [ma.name]" new_statue.desc = "statue depicting [ma.name]" qdel(src) /obj/structure/carving_block/proc/set_completion(value) if(!current_target) return if(!target_appearance_with_filters) target_appearance_with_filters = new(current_target) // KEEP_APART in case carving block gets KEEP_TOGETHER from somewhere like material texture filters. target_appearance_with_filters.appearance_flags |= KEEP_TOGETHER | KEEP_APART //Doesn't use filter helpers because MAs aren't atoms target_appearance_with_filters.filters = filter(type="color",color=greyscale_with_value_bump,space=FILTER_COLOR_HSV) completion = value var/static/icon/white = icon('icons/effects/alphacolors.dmi', "white") switch(value) if(0) //delete uncovered and reset filters remove_filter("partial_uncover") target_appearance_with_filters = null else var/mask_offset = min(world.icon_size,round(completion * world.icon_size)) remove_filter("partial_uncover") add_filter("partial_uncover", 1, alpha_mask_filter(icon = white, y = -mask_offset)) target_appearance_with_filters.filters = filter(type="alpha",icon=white,y=-mask_offset,flags=MASK_INVERSE) update_appearance() /// Returns a list of preset statues carvable from this block depending on the custom materials /obj/structure/carving_block/proc/get_possible_statues() . = list() if(!statue_costs) statue_costs = build_statue_cost_table() for(var/statue_path in statue_costs) var/list/carving_cost = statue_costs[statue_path] var/enough_materials = TRUE for(var/required_material in carving_cost) if(!has_material_type(required_material, TRUE, carving_cost[required_material])) enough_materials = FALSE break if(enough_materials) . += statue_path /obj/structure/carving_block/proc/build_statue_cost_table() . = list() for(var/statue_type in subtypesof(/obj/structure/statue) - /obj/structure/statue/custom) var/obj/structure/statue/S = new statue_type() if(!S.icon_state || S.abstract_type == S.type || !S.custom_materials) continue .[S.type] = S.custom_materials qdel(S) /obj/structure/statue/custom name = "custom statue" icon_state = "base" obj_flags = CAN_BE_HIT | UNIQUE_RENAME appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER //Added keep together in case targets has weird layering material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /// primary statue overlay var/mutable_appearance/content_ma var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05) /obj/structure/statue/custom/Destroy() content_ma = null return ..() /obj/structure/statue/custom/proc/set_visuals(model_appearance) if(content_ma) QDEL_NULL(content_ma) content_ma = new content_ma.appearance = model_appearance content_ma.pixel_x = 0 content_ma.pixel_y = 0 content_ma.alpha = 255 content_ma.appearance_flags &= ~KEEP_APART //Don't want this content_ma.filters = filter(type="color",color=greyscale_with_value_bump,space=FILTER_COLOR_HSV) update_appearance() /obj/structure/statue/custom/update_overlays() . = ..() if(content_ma) . += content_ma