mirror of
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## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
612 lines
22 KiB
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612 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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SET_BASE_VISUAL_PIXEL(0, DEPTH_OFFSET)
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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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AddComponent(/datum/component/marionette)
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/obj/structure/statue/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_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(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/atom_deconstruct(disassembled = TRUE)
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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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//////////////////////////////////////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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// largish, dim green glow
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light_range = 3
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light_power = 0.7
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light_color = LIGHT_COLOR_NUCLEAR
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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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obj_flags = CONDUCTS_ELECTRICITY
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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
|
|
tool_behaviour = TOOL_RUSTSCRAPER
|
|
toolspeed = 3 // You're gonna have a bad time
|
|
|
|
/// Block we're currently carving in
|
|
var/obj/structure/carving_block/prepared_block
|
|
/// If tracked user moves we stop sculpting
|
|
var/mob/living/tracked_user
|
|
/// Currently sculpting
|
|
var/sculpting = FALSE
|
|
|
|
/obj/item/chisel/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/eyestab)
|
|
AddElement(/datum/element/wall_engraver)
|
|
//deals 200 damage to statues, meaning you can actually kill one in ~250 hits
|
|
AddElement(/datum/element/bane, target_type = /mob/living/basic/statue, damage_multiplier = 40)
|
|
|
|
/obj/item/chisel/Destroy()
|
|
prepared_block = null
|
|
tracked_user = null
|
|
return ..()
|
|
|
|
/*
|
|
Hit the block to start
|
|
Point with the chisel at the target to choose what to sculpt or hit block to choose from preset statue types.
|
|
Hit block again to start sculpting.
|
|
Moving interrupts
|
|
*/
|
|
/obj/item/chisel/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(sculpting)
|
|
return ITEM_INTERACT_BLOCKING
|
|
if(istype(interacting_with, /obj/structure/carving_block))
|
|
var/obj/structure/carving_block/sculpt_block = interacting_with
|
|
|
|
if(sculpt_block.completion) // someone already started sculpting this so just finish
|
|
set_block(sculpt_block, user, silent = TRUE)
|
|
start_sculpting(user)
|
|
else if(sculpt_block == prepared_block && (prepared_block.current_target || prepared_block.current_preset_type))
|
|
start_sculpting(user)
|
|
else if(!prepared_block)
|
|
set_block(sculpt_block, user)
|
|
else if(sculpt_block == prepared_block)
|
|
show_generic_statues_prompt(user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
else if(prepared_block) //We're aiming at something next to us with block prepared
|
|
prepared_block.set_target(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
return NONE
|
|
|
|
// We aim at something distant.
|
|
/obj/item/chisel/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if (!sculpting && prepared_block && ismovable(interacting_with) && prepared_block.completion == 0)
|
|
prepared_block.set_target(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
/// Starts or continues the sculpting action on the carving block material
|
|
/obj/item/chisel/proc/start_sculpting(mob/living/user)
|
|
user.balloon_alert(user, "sculpting block...")
|
|
playsound(src, pick(usesound), 75, TRUE)
|
|
sculpting = TRUE
|
|
//How long whole process takes
|
|
var/sculpting_time = 30 SECONDS
|
|
//Single interruptible progress period
|
|
var/sculpting_period = round(sculpting_time / world.icon_size) //this is just so it reveals pixels line by line for each.
|
|
var/interrupted = FALSE
|
|
var/remaining_time = sculpting_time - (prepared_block.completion * sculpting_time)
|
|
|
|
var/datum/progressbar/total_progress_bar = new(user, sculpting_time, prepared_block)
|
|
while(remaining_time > 0 && !interrupted)
|
|
if(do_after(user, sculpting_period, target = prepared_block, progress = FALSE))
|
|
var/time_delay = !(remaining_time % SCULPT_SOUND_INCREMENT)
|
|
if(time_delay)
|
|
playsound(src, 'sound/effects/break_stone.ogg', 50, TRUE)
|
|
remaining_time -= sculpting_period
|
|
prepared_block.set_completion((sculpting_time - remaining_time)/sculpting_time)
|
|
total_progress_bar.update(sculpting_time - remaining_time)
|
|
else
|
|
interrupted = TRUE
|
|
total_progress_bar.end_progress()
|
|
if(!interrupted && !QDELETED(prepared_block))
|
|
prepared_block.create_statue()
|
|
user.balloon_alert(user, "statue finished")
|
|
stop_sculpting(silent = !interrupted)
|
|
|
|
/// To setup the sculpting target for the carving block
|
|
/obj/item/chisel/proc/set_block(obj/structure/carving_block/B, mob/living/user, silent = FALSE)
|
|
prepared_block = B
|
|
tracked_user = user
|
|
RegisterSignal(tracked_user, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
|
|
if(!silent)
|
|
user.balloon_alert(user, "select sculpt target")
|
|
|
|
/obj/item/chisel/dropped(mob/user, silent)
|
|
. = ..()
|
|
stop_sculpting()
|
|
|
|
/// Cancel the sculpting action
|
|
/obj/item/chisel/proc/stop_sculpting(silent = FALSE)
|
|
sculpting = FALSE
|
|
if(prepared_block && prepared_block.completion == 0)
|
|
prepared_block.reset_target()
|
|
prepared_block = null
|
|
|
|
if(!silent && tracked_user)
|
|
tracked_user.balloon_alert(tracked_user, "sculpting cancelled!")
|
|
|
|
if(tracked_user)
|
|
UnregisterSignal(tracked_user, COMSIG_MOVABLE_MOVED)
|
|
tracked_user = null
|
|
|
|
/obj/item/chisel/proc/on_moved()
|
|
SIGNAL_HANDLER
|
|
|
|
stop_sculpting()
|
|
|
|
/obj/item/chisel/proc/show_generic_statues_prompt(mob/living/user)
|
|
var/list/choices = list()
|
|
for(var/statue_path in prepared_block.get_possible_statues())
|
|
var/obj/structure/statue/abstract_statue = statue_path
|
|
choices[statue_path] = image(icon = initial(abstract_statue.icon), icon_state = initial(abstract_statue.icon_state))
|
|
if(!choices.len)
|
|
user.balloon_alert(user, "no abstract statues for material!")
|
|
|
|
var/choice = show_radial_menu(user, prepared_block, choices, require_near = TRUE)
|
|
if(choice)
|
|
prepared_block.current_preset_type = choice
|
|
var/image/chosen_looks = choices[choice]
|
|
prepared_block.current_target = chosen_looks.appearance
|
|
user.balloon_alert(user, "abstract statue selected")
|
|
|
|
/obj/structure/carving_block
|
|
name = "block"
|
|
desc = "Ready for sculpting."
|
|
icon = 'icons/obj/art/statue.dmi'
|
|
icon_state = "block"
|
|
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX
|
|
density = TRUE
|
|
material_modifier = 0.5 //50% effectiveness of materials
|
|
|
|
/// The thing it will look like - Unmodified resulting statue appearance
|
|
var/current_target
|
|
/// Currently chosen preset statue type
|
|
var/current_preset_type
|
|
//Table of required materials for each non-abstract statue type
|
|
var/static/list/statue_costs
|
|
/// statue completion from 0 to 1.0
|
|
var/completion = 0
|
|
/// Greyscaled target with cutout filter
|
|
var/mutable_appearance/target_appearance_with_filters
|
|
/// HSV color filters parameters
|
|
var/static/list/greyscale_with_value_bump = list(0,0,0, 0,0,0, 0,0,1, 0,0,-0.05)
|
|
|
|
/obj/structure/carving_block/Destroy()
|
|
current_target = null
|
|
target_appearance_with_filters = null
|
|
return ..()
|
|
|
|
/obj/structure/carving_block/proc/set_target(atom/movable/target, mob/living/user)
|
|
if(!is_viable_target(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/list/icon_dimensions = get_icon_dimensions(target.icon)
|
|
if(icon_dimensions["width"] != world.icon_size || icon_dimensions["height"] != 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, 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_keep = 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)
|
|
overlays_to_keep += real
|
|
content_ma.overlays = overlays_to_keep
|
|
|
|
var/list/underlays_to_keep = 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)
|
|
underlays_to_keep += real
|
|
content_ma.underlays = underlays_to_keep
|
|
|
|
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
|