mirror of
https://github.com/Bubberstation/Bubberstation.git
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c0e46fabf7
Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑
616 lines
22 KiB
Plaintext
616 lines
22 KiB
Plaintext
/// This controls the delay for the sculpt rock breaking sound
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/// Every 4th iterator while sculpting will emit a sound (rougly every couple of seconds)
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#define SCULPT_SOUND_INCREMENT 4
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/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=1))
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return FALSE
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user.balloon_alert(user, "slicing apart...")
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if(W.use_tool(src, user, 40, volume=50))
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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]/SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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=SHEET_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 = SHEET_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_wide.dmi'
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icon_state = "goliath"
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pixel_x = -12
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base_pixel_x = -12
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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=SMALL_MATERIAL_AMOUNT*0.75)
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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/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.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, target_type = /mob/living/basic/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/target, mob/living/user, params)
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. = ..()
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if(sculpting)
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return TRUE
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if(istype(target, /obj/structure/carving_block))
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var/obj/structure/carving_block/sculpt_block = target
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if(sculpt_block.completion) // someone already started sculpting this so just finish
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set_block(sculpt_block, user, silent = TRUE)
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start_sculpting(user)
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else if(sculpt_block == 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(sculpt_block, user)
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else if(sculpt_block == 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(target, 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 (!sculpting && prepared_block && ismovable(target) && prepared_block.completion == 0)
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prepared_block.set_target(target,user)
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return . | AFTERATTACK_PROCESSED_ITEM
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/// Starts or continues the sculpting action on the carving block material
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/obj/item/chisel/proc/start_sculpting(mob/living/user)
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user.balloon_alert(user, "sculpting block...")
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playsound(src, pick(usesound), 75, TRUE)
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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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var/time_delay = !(remaining_time % SCULPT_SOUND_INCREMENT)
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if(time_delay)
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playsound(src, 'sound/effects/break_stone.ogg', 50, TRUE)
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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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user.balloon_alert(user, "statue finished")
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stop_sculpting(silent = !interrupted)
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/// To setup the sculpting target for the carving block
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/obj/item/chisel/proc/set_block(obj/structure/carving_block/B, mob/living/user, silent = FALSE)
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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(on_moved))
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if(!silent)
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user.balloon_alert(user, "select sculpt target")
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/obj/item/chisel/dropped(mob/user, silent)
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. = ..()
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stop_sculpting()
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/// Cancel the sculpting action
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/obj/item/chisel/proc/stop_sculpting(silent = FALSE)
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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(!silent && tracked_user)
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tracked_user.balloon_alert(tracked_user, "sculpting cancelled!")
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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/on_moved()
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SIGNAL_HANDLER
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stop_sculpting()
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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/abstract_statue = statue_path
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choices[statue_path] = image(icon = initial(abstract_statue.icon), icon_state = initial(abstract_statue.icon_state))
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if(!choices.len)
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user.balloon_alert(user, "no abstract statues for material!")
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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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user.balloon_alert(user, "abstract statue selected")
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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)
|
|
|
|
/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(user, target))
|
|
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
|
|
user.balloon_alert(user, "sculpt target is [ma.name]")
|
|
|
|
/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(mob/living/user, atom/movable/target)
|
|
//Only things on turfs
|
|
if(!isturf(target.loc))
|
|
user.balloon_alert(user, "no sculpt target!")
|
|
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)
|
|
user.balloon_alert(user, "sculpt target is too big!")
|
|
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, 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
|
|
|
|
#undef SCULPT_SOUND_INCREMENT
|