mirror of
https://github.com/Bubberstation/Bubberstation.git
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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
586 lines
21 KiB
Plaintext
586 lines
21 KiB
Plaintext
/obj/structure/statue
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name = "statue"
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desc = "Placeholder. Yell at Firecage if you SOMEHOW see this."
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icon = 'icons/obj/art/statue.dmi'
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icon_state = ""
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density = TRUE
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anchored = FALSE
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max_integrity = 100
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can_atmos_pass = ATMOS_PASS_DENSITY
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material_modifier = 0.5
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material_flags = MATERIAL_EFFECTS | MATERIAL_AFFECT_STATISTICS
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blocks_emissive = EMISSIVE_BLOCK_UNIQUE
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/// Beauty component mood modifier
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var/impressiveness = 15
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/// Art component subtype added to this statue
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var/art_type = /datum/element/art
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/// Abstract root type
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var/abstract_type = /obj/structure/statue
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/obj/structure/statue/Initialize(mapload)
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. = ..()
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AddElement(art_type, impressiveness)
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AddElement(/datum/element/beauty, impressiveness * 75)
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AddComponent(/datum/component/simple_rotation)
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/obj/structure/statue/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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if(flags_1 & NODECONSTRUCT_1)
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return FALSE
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
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add_fingerprint(user)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(W.tool_behaviour == TOOL_WELDER)
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if(!W.tool_start_check(user, amount=0))
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return FALSE
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user.visible_message(span_notice("[user] is slicing apart the [name]."), \
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span_notice("You are slicing apart the [name]..."))
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if(W.use_tool(src, user, 40, volume=50))
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user.visible_message(span_notice("[user] slices apart the [name]."), \
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span_notice("You slice apart the [name]!"))
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deconstruct(TRUE)
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return
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return ..()
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/obj/structure/statue/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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/obj/structure/statue/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/amount_mod = disassembled ? 0 : -2
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for(var/mat in custom_materials)
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var/datum/material/custom_material = GET_MATERIAL_REF(mat)
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var/amount = max(0,round(custom_materials[mat]/MINERAL_MATERIAL_AMOUNT) + amount_mod)
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if(amount > 0)
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new custom_material.sheet_type(drop_location(),amount)
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qdel(src)
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//////////////////////////////////////STATUES/////////////////////////////////////////////////////////////
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////////////////////////uranium///////////////////////////////////
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/obj/structure/statue/uranium
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max_integrity = 300
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light_range = 2
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custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*5)
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impressiveness = 25 // radiation makes an impression
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abstract_type = /obj/structure/statue/uranium
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/obj/structure/statue/uranium/nuke
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name = "statue of a nuclear fission explosive"
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desc = "This is a grand statue of a Nuclear Explosive. It has a sickening green colour."
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icon_state = "nuke"
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/obj/structure/statue/uranium/eng
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name = "Statue of an engineer"
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desc = "This statue has a sickening green colour."
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icon_state = "eng"
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////////////////////////////plasma///////////////////////////////////////////////////////////////////////
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/obj/structure/statue/plasma
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max_integrity = 200
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impressiveness = 20
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desc = "This statue is suitably made from plasma."
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custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/plasma
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/obj/structure/statue/plasma/scientist
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name = "statue of a scientist"
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icon_state = "sci"
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/obj/structure/statue/plasma/xeno
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name = "statue of a xenomorph"
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icon_state = "xeno"
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//////////////////////gold///////////////////////////////////////
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/obj/structure/statue/gold
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max_integrity = 300
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impressiveness = 25
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desc = "This is a highly valuable statue made from gold."
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custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/gold
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/obj/structure/statue/gold/hos
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name = "statue of the head of security"
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icon_state = "hos"
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/obj/structure/statue/gold/hop
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name = "statue of the head of personnel"
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icon_state = "hop"
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/obj/structure/statue/gold/cmo
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name = "statue of the chief medical officer"
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icon_state = "cmo"
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/obj/structure/statue/gold/ce
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name = "statue of the chief engineer"
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icon_state = "ce"
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/obj/structure/statue/gold/rd
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name = "statue of the research director"
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icon_state = "rd"
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/obj/structure/statue/gold/qm
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name = "statue of the quartermaster"
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icon_state = "qm"
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//////////////////////////silver///////////////////////////////////////
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/obj/structure/statue/silver
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max_integrity = 300
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impressiveness = 25
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desc = "This is a valuable statue made from silver."
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custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/silver
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/obj/structure/statue/silver/md
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name = "statue of a medical officer"
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icon_state = "md"
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/obj/structure/statue/silver/janitor
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name = "statue of a janitor"
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icon_state = "jani"
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/obj/structure/statue/silver/sec
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name = "statue of a security officer"
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icon_state = "sec"
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/obj/structure/statue/silver/secborg
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name = "statue of a security cyborg"
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icon_state = "secborg"
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/obj/structure/statue/silver/medborg
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name = "statue of a medical cyborg"
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icon_state = "medborg"
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/////////////////////////diamond/////////////////////////////////////////
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/obj/structure/statue/diamond
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max_integrity = 1000
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impressiveness = 50
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desc = "This is a very expensive diamond statue."
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custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/diamond
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/obj/structure/statue/diamond/captain
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name = "statue of THE captain."
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icon_state = "cap"
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/obj/structure/statue/diamond/ai1
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name = "statue of the AI hologram."
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icon_state = "ai1"
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/obj/structure/statue/diamond/ai2
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name = "statue of the AI core."
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icon_state = "ai2"
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////////////////////////bananium///////////////////////////////////////
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/obj/structure/statue/bananium
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max_integrity = 300
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impressiveness = 50
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desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
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custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/bananium
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/obj/structure/statue/bananium/clown
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name = "statue of a clown"
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icon_state = "clown"
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/////////////////////sandstone/////////////////////////////////////////
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/obj/structure/statue/sandstone
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max_integrity = 50
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impressiveness = 15
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custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/sandstone
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/obj/structure/statue/sandstone/assistant
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name = "statue of an assistant"
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desc = "A cheap statue of sandstone for a greyshirt."
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icon_state = "assist"
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/obj/structure/statue/sandstone/venus //call me when we add marble i guess
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name = "statue of a pure maiden"
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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."
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icon = 'icons/obj/art/statuelarge.dmi'
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icon_state = "venus"
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/////////////////////snow/////////////////////////////////////////
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/obj/structure/statue/snow
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max_integrity = 50
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custom_materials = list(/datum/material/snow=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/snow
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/obj/structure/statue/snow/snowman
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name = "snowman"
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desc = "Several lumps of snow put together to form a snowman."
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icon_state = "snowman"
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/obj/structure/statue/snow/snowlegion
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name = "snowlegion"
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desc = "Looks like that weird kid with the tiger plushie has been round here again."
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icon_state = "snowlegion"
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///////////////////////////////bronze///////////////////////////////////
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/obj/structure/statue/bronze
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custom_materials = list(/datum/material/bronze=MINERAL_MATERIAL_AMOUNT*5)
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abstract_type = /obj/structure/statue/bronze
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/obj/structure/statue/bronze/marx
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name = "\improper Karl Marx bust"
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desc = "A bust depicting a certain 19th century economist. You get the feeling a specter is haunting the station."
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icon_state = "marx"
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art_type = /datum/element/art/rev
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///////////Elder Atmosian///////////////////////////////////////////
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/obj/structure/statue/elder_atmosian
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name = "Elder Atmosian"
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desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will."
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icon_state = "eng"
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custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10)
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max_integrity = 1000
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impressiveness = 100
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abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable
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///////////Goliath//////////////////////////////////////////////////
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/obj/structure/statue/goliath
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desc = "A lifelike statue of a horrifying monster."
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icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
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icon_state = "goliath"
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name = "goliath"
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///////////Other Stuff//////////////////////////////////////////////
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/obj/item/chisel
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name = "chisel"
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desc = "Breaking and making art since 4000 BC. This one uses advanced technology to allow the creation of lifelike moving statues."
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icon = 'icons/obj/art/statue.dmi'
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icon_state = "chisel"
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inhand_icon_state = "screwdriver_nuke"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 5
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron=75)
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attack_verb_continuous = list("stabs")
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attack_verb_simple = list("stab")
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hitsound = 'sound/weapons/bladeslice.ogg'
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usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
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drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
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pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
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sharpness = SHARP_POINTY
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tool_behaviour = TOOL_RUSTSCRAPER
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toolspeed = 3 // You're gonna have a bad time
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/// Block we're currently carving in
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var/obj/structure/carving_block/prepared_block
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/// If tracked user moves we stop sculpting
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var/mob/living/tracked_user
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/// Currently sculpting
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var/sculpting = FALSE
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/obj/item/chisel/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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AddElement(/datum/element/wall_engraver)
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//deals 200 damage to statues, meaning you can actually kill one in ~250 hits
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AddElement(/datum/element/bane, /mob/living/simple_animal/hostile/netherworld/statue, damage_multiplier = 40)
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/obj/item/chisel/Destroy()
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prepared_block = null
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tracked_user = null
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return ..()
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/*
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Hit the block to start
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Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types.
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Hit block again to start sculpting.
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Moving interrupts
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*/
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/obj/item/chisel/pre_attack(atom/A, mob/living/user, params)
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. = ..()
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if(sculpting)
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return
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if(istype(A,/obj/structure/carving_block))
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if(A == prepared_block && (prepared_block.current_target || prepared_block.current_preset_type))
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start_sculpting(user)
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else if(!prepared_block)
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set_block(A,user)
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else if(A == prepared_block)
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show_generic_statues_prompt(user)
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return TRUE
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else if(prepared_block) //We're aiming at something next to us with block prepared
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prepared_block.set_target(A,user)
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return TRUE
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// We aim at something distant.
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/obj/item/chisel/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(!proximity_flag && !sculpting && prepared_block && ismovable(target) && prepared_block.completion == 0)
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prepared_block.set_target(target,user)
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/obj/item/chisel/proc/start_sculpting(mob/living/user)
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to_chat(user,span_notice("You start sculpting [prepared_block]."),type=MESSAGE_TYPE_INFO)
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sculpting = TRUE
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//How long whole process takes
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var/sculpting_time = 30 SECONDS
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//Single interruptible progress period
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var/sculpting_period = round(sculpting_time / world.icon_size) //this is just so it reveals pixels line by line for each.
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var/interrupted = FALSE
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var/remaining_time = sculpting_time - (prepared_block.completion * sculpting_time)
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var/datum/progressbar/total_progress_bar = new(user, sculpting_time, prepared_block )
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while(remaining_time > 0 && !interrupted)
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if(do_after(user,sculpting_period, target = prepared_block, progress = FALSE))
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remaining_time -= sculpting_period
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prepared_block.set_completion((sculpting_time - remaining_time)/sculpting_time)
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total_progress_bar.update(sculpting_time - remaining_time)
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else
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interrupted = TRUE
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total_progress_bar.end_progress()
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if(!interrupted && !QDELETED(prepared_block))
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prepared_block.create_statue()
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to_chat(user,span_notice("The statue is finished!"),type=MESSAGE_TYPE_INFO)
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break_sculpting()
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/obj/item/chisel/proc/set_block(obj/structure/carving_block/B,mob/living/user)
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prepared_block = B
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tracked_user = user
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RegisterSignal(tracked_user,COMSIG_MOVABLE_MOVED, PROC_REF(break_sculpting))
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to_chat(user,span_notice("You prepare to work on [B]."),type=MESSAGE_TYPE_INFO)
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/obj/item/chisel/dropped(mob/user, silent)
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. = ..()
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break_sculpting()
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/obj/item/chisel/proc/break_sculpting()
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SIGNAL_HANDLER
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sculpting = FALSE
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if(prepared_block && prepared_block.completion == 0)
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prepared_block.reset_target()
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prepared_block = null
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if(tracked_user)
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UnregisterSignal(tracked_user,COMSIG_MOVABLE_MOVED)
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tracked_user = null
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/obj/item/chisel/proc/show_generic_statues_prompt(mob/living/user)
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var/list/choices = list()
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for(var/statue_path in prepared_block.get_possible_statues())
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var/obj/structure/statue/S = statue_path
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choices[statue_path] = image(icon=initial(S.icon),icon_state=initial(S.icon_state))
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var/choice = show_radial_menu(user, prepared_block , choices, require_near = TRUE)
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if(choice)
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prepared_block.current_preset_type = choice
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var/image/chosen_looks = choices[choice]
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prepared_block.current_target = chosen_looks.appearance
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var/obj/structure/statue/S = choice
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to_chat(user,span_notice("You decide to sculpt [prepared_block] into [initial(S.name)]."),type=MESSAGE_TYPE_INFO)
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/obj/structure/carving_block
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name = "block"
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desc = "Ready for sculpting."
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icon = 'icons/obj/art/statue.dmi'
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icon_state = "block"
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material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX
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density = TRUE
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material_modifier = 0.5 //50% effectiveness of materials
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/// The thing it will look like - Unmodified resulting statue appearance
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var/current_target
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/// Currently chosen preset statue type
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var/current_preset_type
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//Table of required materials for each non-abstract statue type
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var/static/list/statue_costs
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/// statue completion from 0 to 1.0
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var/completion = 0
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/// Greyscaled target with cutout filter
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var/mutable_appearance/target_appearance_with_filters
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/// HSV color filters parameters
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var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05)
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/obj/structure/carving_block/Destroy()
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current_target = null
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target_appearance_with_filters = null
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return ..()
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/obj/structure/carving_block/proc/set_target(atom/movable/target,mob/living/user)
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if(!is_viable_target(target))
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to_chat(user,"You won't be able to carve that.")
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return
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if(istype(target,/obj/structure/statue/custom))
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var/obj/structure/statue/custom/original = target
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current_target = original.content_ma
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else
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current_target = target.appearance
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var/mutable_appearance/ma = current_target
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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 = "A carved 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 | LONG_GLIDE //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
|
|
|
|
var/static/list/plane_whitelist = list(FLOAT_PLANE, GAME_PLANE, GAME_PLANE_UPPER, GAME_PLANE_FOV_HIDDEN, GAME_PLANE_UPPER, GAME_PLANE_UPPER_FOV_HIDDEN, FLOOR_PLANE)
|
|
|
|
/// Ideally we'd have knowledge what we're removing but i'd have to be done on target appearance retrieval
|
|
var/list/overlays_to_remove = list()
|
|
for(var/mutable_appearance/special_overlay as anything in content_ma.overlays)
|
|
var/mutable_appearance/real = new()
|
|
real.appearance = special_overlay
|
|
if(PLANE_TO_TRUE(real.plane) in plane_whitelist)
|
|
continue
|
|
overlays_to_remove += real
|
|
content_ma.overlays -= overlays_to_remove
|
|
|
|
var/list/underlays_to_remove = list()
|
|
for(var/mutable_appearance/special_underlay as anything in content_ma.underlays)
|
|
var/mutable_appearance/real = new()
|
|
real.appearance = special_underlay
|
|
if(PLANE_TO_TRUE(real.plane) in plane_whitelist)
|
|
continue
|
|
underlays_to_remove += real
|
|
content_ma.underlays -= underlays_to_remove
|
|
|
|
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_content_planes()
|
|
update_appearance()
|
|
|
|
/obj/structure/statue/custom/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
|
|
if(same_z_layer)
|
|
return ..()
|
|
update_content_planes()
|
|
update_appearance()
|
|
|
|
/obj/structure/statue/custom/proc/update_content_planes()
|
|
if(!content_ma)
|
|
return
|
|
var/turf/our_turf = get_turf(src)
|
|
// MA's stored in the overlays list are not actually mutable, they've been flattened
|
|
// This proc unflattens them, updates them, and then reapplies
|
|
var/list/created = update_appearance_planes(list(content_ma), GET_TURF_PLANE_OFFSET(our_turf))
|
|
content_ma = created[1]
|
|
|
|
/obj/structure/statue/custom/update_overlays()
|
|
. = ..()
|
|
if(content_ma)
|
|
. += content_ma
|