Files
Bubberstation/code/game/objects/structures/statues.dm
bgobandit c606522bec Non-tagger graffiti counts as bad art (and other art adjustments.) (#46248)
About The Pull Request

    Non-taggers' graffiti counts as bad art. Taggers' graffiti counts as good art, not great art.
    Makes the art defines global defines and removes some magic numbers.
    Re-orders the switch statement for art to go ascending instead of descending, because otherwise if something is at BAD_ART it will register as good instead, if it's at GOOD_ART it will register as great, etc., which defeats the purpose of having defines.

Why It's Good For The Game

The tagger component: Because there isn't really much bad art in the game ,and graffiti is as obvious a candidate as any, and gives the janitor an actual excuse to remove it besides being a dick. If you don't want the potential for a bad moodlet, don't examine the art. You have to go out of your way to do so anyway.

Very slightly nerfing tagger graffiti: Because "what a thought-provoking piece of art" is kind of much for graffiti.

The other component: Because there's no point in having defines if people are just going to put magic numbers everywhere anyway. (I left the impressiveness numbers for statues, etc. alone, because those can take damage, dropping their quality. But if something can't take damage, just use the define.)
Changelog

cl
tweak: Graffiti by a non-tagger counts as bad art.
/cl
2019-09-02 09:17:41 +12:00

290 lines
8.5 KiB
Plaintext

/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
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
var/impressiveness = 15
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/statue/Initialize()
. = ..()
AddComponent(/datum/component/art, impressiveness)
/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 class='notice'>[user] is slicing apart the [name].</span>", \
"<span class='notice'>You are slicing apart the [name]...</span>")
if(W.use_tool(src, user, 40, volume=50))
user.visible_message("<span class='notice'>[user] slices apart the [name].</span>", \
"<span class='notice'>You slice apart the [name]!</span>")
deconstruct(TRUE)
return
return ..()
/obj/structure/statue/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(material_drop_type)
var/drop_amt = oreAmount
if(!disassembled)
drop_amt -= 2
if(drop_amt > 0)
new material_drop_type(get_turf(src), drop_amt)
qdel(src)
//////////////////////////////////////STATUES/////////////////////////////////////////////////////////////
////////////////////////uranium///////////////////////////////////
/obj/structure/statue/uranium
max_integrity = 300
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
impressiveness = 25 // radiation makes an impression
/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"
/obj/structure/statue/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/statue/uranium/Bumped(atom/movable/AM)
radiate()
..()
/obj/structure/statue/uranium/attack_hand(mob/user)
radiate()
. = ..()
/obj/structure/statue/uranium/attack_paw(mob/user)
radiate()
. = ..()
/obj/structure/statue/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(src, 30)
last_event = world.time
active = null
return
return
////////////////////////////plasma///////////////////////////////////////////////////////////////////////
/obj/structure/statue/plasma
max_integrity = 200
material_drop_type = /obj/item/stack/sheet/mineral/plasma
impressiveness = 20
desc = "This statue is suitably made from plasma."
/obj/structure/statue/plasma/scientist
name = "statue of a scientist"
icon_state = "sci"
/obj/structure/statue/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/obj/structure/statue/plasma/bullet_act(obj/item/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.is_hot() > 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.is_hot())
else
return ..()
/obj/structure/statue/plasma/proc/PlasmaBurn(exposed_temperature)
if(QDELETED(src))
return
atmos_spawn_air("plasma=[oreAmount*10];TEMP=[exposed_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
material_drop_type = /obj/item/stack/sheet/mineral/gold
impressiveness = 25
desc = "This is a highly valuable statue made from 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
material_drop_type = /obj/item/stack/sheet/mineral/silver
impressiveness = 25
desc = "This is a valuable statue made from 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
material_drop_type = /obj/item/stack/sheet/mineral/diamond
impressiveness = 50
desc = "This is a very expensive diamond statue."
/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
material_drop_type = /obj/item/stack/sheet/mineral/bananium
impressiveness = 50
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
/obj/structure/statue/bananium/clown
name = "statue of a clown"
icon_state = "clown"
/obj/structure/statue/bananium/Bumped(atom/movable/AM)
honk()
..()
/obj/structure/statue/bananium/attackby(obj/item/W, mob/user, params)
honk()
return ..()
/obj/structure/statue/bananium/attack_hand(mob/user)
honk()
. = ..()
/obj/structure/statue/bananium/attack_paw(mob/user)
honk()
..()
/obj/structure/statue/bananium/proc/honk()
if(!spam_flag)
spam_flag = TRUE
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
addtimer(VARSET_CALLBACK(src, spam_flag, FALSE), 2 SECONDS)
/////////////////////sandstone/////////////////////////////////////////
/obj/structure/statue/sandstone
max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
impressiveness = 15
/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
material_drop_type = /obj/item/stack/sheet/mineral/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"