From 9516dfb02228321525131c4acbf3bd1f5b6cd8e7 Mon Sep 17 00:00:00 2001 From: Aronai Sieyes Date: Fri, 2 Jul 2021 09:43:29 -0400 Subject: [PATCH] Move them to /prop --- code/game/objects/structures/decorative.dm | 529 ------------------- code/game/objects/structures/props/prop.dm | 568 ++++++++++++++++++++- vorestation.dme | 1 - 3 files changed, 564 insertions(+), 534 deletions(-) delete mode 100644 code/game/objects/structures/decorative.dm diff --git a/code/game/objects/structures/decorative.dm b/code/game/objects/structures/decorative.dm deleted file mode 100644 index 1f18eeeb40f..00000000000 --- a/code/game/objects/structures/decorative.dm +++ /dev/null @@ -1,529 +0,0 @@ -/** - * These are generally sprites ported from other servers, which don't have any unique code. - * They can be used by mappers for decorating their maps. They're mostly here so people who aren't - * rummaging around in the sprites can be aware of some neat sprites they can use. - * - * Obviously you can swipe the sprites for real structures and add code, but please don't add any code - * (beyond decorative things like maybe light) directly to these types or this file! - * Take the icon and state and make your own type under /obj/structure. - * - * Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without - * much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here. - */ - -/obj/structure/decor - name = "mysterious structure" - desc = "A mysterious structure!" - anchored = TRUE - density = TRUE - icon = 'icons/obj/structures/decor.dmi' - var/state - -/obj/structure/decor/proc/change_state(state) - SHOULD_CALL_PARENT(TRUE) - src.state = state - return - -/obj/structure/decor/vv_edit_var(var_name, var_value) - if(var_name == "state") - change_state(var_value) - -// bluespace beacon from Eris -/obj/structure/decor/bsb_off - icon_state = "bsb_off" -/obj/structure/decor/bsb_on - icon_state = "bsb_on" - -// bluespace crystal from Eris -/obj/structure/decor/bsc - icon_state = "bsc" -/obj/structure/decor/bsc_dust - icon_state = "bsc_dust" - -// same as state names, from faction items on Eris -/obj/structure/decor/biosyphon - icon_state = "biosyphon" -/obj/structure/decor/von_krabin - icon_state = "von_krabin" -/obj/structure/decor/last_shelter - icon_state = "last_shelter" -/obj/structure/decor/complicator - icon_state = "complicator" -/obj/structure/decor/random_radio - icon_state = "random_radio" -/obj/structure/decor/nt_pedestal0_old - icon_state = "nt_pedestal0_old" -/obj/structure/decor/nt_pedestal1_old - icon_state = "nt_pedestal1_old" - -// statues from Eris -/obj/structure/decor/statue1 - icon_state = "artwork_statue_1" -/obj/structure/decor/statue2 - icon_state = "artwork_statue_2" -/obj/structure/decor/statue3 - icon_state = "artwork_statue_3" -/obj/structure/decor/statue4 - icon_state = "artwork_statue_4" -/obj/structure/decor/statue5 - icon_state = "artwork_statue_5" -/obj/structure/decor/statue6 - icon_state = "artwork_statue_6" - -// ship mast from TGMC -/obj/structure/decor/stump_plaque - icon_state = "stump" - -// vatgrowing thing from /tg/ -/obj/structure/decor/green_egg - icon_state = "gel_cocoon" - -// eye of the protector from Eris -/obj/structure/decor/eotp - icon = 'icons/obj/structures/decor32x64.dmi' - icon_state = "eotp" - -// dna vault from /tg/ -/obj/structure/decor/dna_vault - icon = 'icons/obj/structures/decor96x96.dmi' - icon_state = "vault" - -// fences from TGMC -// You'll need to 'create instances from icon_states' in an editor to use these well -/obj/structure/decor/fence - name = "fence" - desc = "It's a fence! Not much else to say about it." - icon = 'icons/obj/structures/decor_fences.dmi' - -/** - * - * tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations" - * - * These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc - * while referring to the comments here for what states they can use. You'll notice some crazy overlay handling, - * and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires - * more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead. - * - * There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work. - * - * Like, I don't want to add a state machine to decorative objects. You can if you want. - * - */ - -/** - * Possible 'state' options for change_state(state) are: - * off: Looks boring and off - * on: candles lit and stuff - * no_cruciform: No cruciform (the little triangle thing) inserted - * red_cruciform: Red light cruciform inserted - * green_cruciform: Green light cruciform inserted - * panel_open: The panel is open (wiring) - * panel_closed: The panel is closed - */ -// neotheology cruciform reader from Eris -/obj/structure/decor/nt_reader - icon_state = "nt_reader_off" - -/obj/structure/decor/nt_reader/change_state(state) - . = ..() - switch(state) - if("off") - icon_state = "nt_reader_off" - if("on") - icon_state = "nt_reader_on" - if("no_cruciform") - cut_overlay("nt_reader_c_green") - cut_overlay("nt_reader_c_red") - if("red_cruciform") - cut_overlay("nt_reader_c_green") - cut_overlay("nt_reader_c_red") - add_overlay("nt_reader_c_red") - if("green_cruciform") - cut_overlay("nt_reader_c_red") - cut_overlay("nt_reader_c_green") - add_overlay("nt_reader_c_green") - if("panel_open") - cut_overlay("nt_reader_panel") - add_overlay("nt_reader_panel") - if("panel_closed") - cut_overlay("nt_reader_panel") - -/** - * Possible 'state' options for change_state(state) are: - * panel_open: The panel is opened - * panel_closed: The panel is closed - */ -// neotheology cloning biocan from Eris -/obj/structure/decor/nt_biocan - icon_state = "nt_biocan" - -/obj/structure/decor/nt_biocan/change_state(state) - . = ..() - switch(state) - if("panel_open") - cut_overlay("nt_biocan_panel") - add_overlay("nt_biocan_panel") - if("panel_closed") - cut_overlay("nt_biocan_panel") - -/** - * Possible 'state' options for change_state(state) are: - * blue, red, orange, yellow, green, purple: Set that color - * damaged: add damage overlay - * undamaged: remove damage overlay - * broken: become damaged - * plain: undamaged white version, otherwise use a color - */ -// dominator console from /tg/ -/obj/structure/decor/dominator - icon_state = "dominator" - -/obj/structure/decor/dominator/change_state(state) - . = ..() - switch(state) - if("blue") - icon_state = "dominator-blue" - if("red") - icon_state = "dominator-red" - if("orange") - icon_state = "dominator-orange" - if("yellow") - icon_state = "dominator-yellow" - if("green") - icon_state = "dominator-green" - if("purple") - icon_state = "dominator-purple" - if("damaged") - add_overlay("dom_damage") - if("undamaged") - cut_overlay("dom_damage") - if("broken") - icon_state = "dominator-broken" - if("plain") - icon_state = "dominator" - -/obj/structure/decor/dominator/blue - icon_state = "dominator-blue" -/obj/structure/decor/dominator/red - icon_state = "dominator-red" -/obj/structure/decor/dominator/orange - icon_state = "dominator-orange" -/obj/structure/decor/dominator/yellow - icon_state = "dominator-yellow" -/obj/structure/decor/dominator/green - icon_state = "dominator-green" -/obj/structure/decor/dominator/purple - icon_state = "dominator-purple" - -/** - * Possible 'state' options for change_state(state) are: - * off: Default, boring - * on: Pumping or something - */ -// some neotheology thing from Eris -/obj/structure/decor/nt_solifier - icon_state = "nt_solidifier" - -/obj/structure/decor/nt_solifier/change_state(state) - . = ..() - switch(state) - if("off") - icon_state = "nt_solidifier" - if("on") - icon_state = "nt_solidifier_on" - -/obj/structure/decor/nt_solifier/starts_on - icon_state = "nt_solidifier_on" - -/** - * Possible 'state' options for change_state(state) are: - * down: In the ground, glowing - * up: Out of the ground, open - */ -// experimental science destructor from /tg/ -/obj/structure/decor/tube - icon = 'icons/obj/structures/decor32x64.dmi' - icon_state = "tube_open" - -/obj/structure/decor/tube/change_state(state) - . = ..() - switch(state) - if("down") - icon_state = "tube_on" - flick("tube_down", src) - if("up") - icon_state = "tube_open" - flick("tube_up", src) - -/obj/structure/decor/tube/starts_down - icon_state = "tube_on" - -/** - * Possible 'state' options for change_state(state) are: - * off: Boring, static - * on: Turny and blinky - */ -// experimental science destructor from /tg/ -/obj/structure/decor/comm_tower - icon = 'icons/obj/structures/decor96x96.dmi' - icon_state = "comm_tower" - -/obj/structure/decor/comm_tower/change_state(state) - . = ..() - switch(state) - if("on") - icon_state = "comm_tower_on" - if("off") - icon_state = "comm_tower" - -/obj/structure/decor/comm_tower/starts_on - icon_state = "comm_tower_on" - -/** - * Possible 'state' options for change_state(state) are: - * off: Not doing much - * on: Stamping mysterious substances - */ -// sheetizer from /tg/ -/obj/structure/decor/stamper - icon_state = "stamper" - -/obj/structure/decor/stamper/change_state(state) - . = ..() - switch(state) - if("off") - cut_overlays() - if("on") - add_overlay("stamper_proc") - add_overlay("stamper_but") - -/obj/structure/decor/stamper/starts_on - icon_state = "stamper_on" - -/obj/structure/decor/stamper/starts_on/Initialize() - add_overlay("stamper_proc") - add_overlay("stamper_but") - - -/** - * Possible 'state' options for change_state(state) are: - * whole: Not doing much - * broken: Stamping mysterious substances - */ -// alien autopsy thing from TGMC -/obj/structure/decor/alien_tank - icon_state = "tank_larva" - -/obj/structure/decor/alien_tank/change_state(state) - . = ..() - switch(state) - if("whole") - icon_state = "tank_larva" - if("broken") - icon_state = "tank_broken" - -/obj/structure/decor/alien_tank/starts_broken - icon_state = "tank_broken" - -/** - * Possible 'state' options for change_state(state) are: - * idle: The default look - * active: Glowy lights underneath - * panel_open: Opened panel (wiring) - * panel_closed: Closed panel - */ -// neotheology optable from Eris -/obj/structure/decor/nt_optable - icon_state = "nt_optable-idle" - -/obj/structure/decor/nt_optable/change_state(state) - . = ..() - switch(state) - if("idle") - icon_state = "nt_optable-idle" - if("active") - icon_state = "nt_optable-active" - if("panel_open") - cut_overlay("nt_optable_panel") - add_overlay("nt_optable_panel") - if("panel_closed") - cut_overlay("nt_optable_panel") - -/** - * Possible 'state' options for change_state(state) are: - * off: Non-spinny - * on: Spinny and floaty - */ -// neotheology decorative(?) obelisk from Eris -/obj/structure/decor/nt_obelisk - icon_state = "nt_obelisk" - -/obj/structure/decor/nt_obelisk/change_state(state) - . = ..() - switch(state) - if("off") - icon_state = "nt_obelisk" - if("on") - icon_state = "nt_obelisk_on" - -/obj/structure/decor/nt_obelisk/starts_on - icon_state = "nt_obelisk_on" - -/** - * Possible 'state' options for change_state(state) are: - * idle: Not doing anything, with yellow template exposed - * work: busy doing work - * pause: paused work - */ -// cruciform forge from Eris -/obj/structure/decor/nt_cruciforge - icon_state = "nt_cruciforge" - -/obj/structure/decor/nt_cruciforge/change_state(state) - . = ..() - switch(state) - if("idle") - icon_state = "nt_cruciforge" - flick("nt_cruciforge_finish", src) // 8ds - if("work") - icon_state = "nt_cruciforge_work" - flick("nt_cruciforge_start", src) // 8ds - if("pause") - icon_state = "nt_cruciforge_pause" - - -/** - * This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING) - * will show up inside it! Also if you map in an item on it, it will grab that at mapload and start - * in the 'closed, full of fluid' state, so you can put a body on it or whatever. - * - * As an aghost you can also dragdrop something into it (you have to be ghosted next to it) - * - * Possible 'state' options for change_state(state) are: - * open: Open, no fluid or anything. At the end the contents are ejected. - * closed: Closed, full of liquid - * panel_open: Shows panel - * panel_closed: Unshows panel - */ -// neotheology cloning pod from Eris -/obj/structure/decor/nt_pod - icon = 'icons/obj/structures/decor32x64.dmi' - icon_state = "nt_pod_mappreview" - bound_height = 64 - - var/obj/effect/overlay/vis/outside - var/obj/effect/overlay/vis/door - var/obj/effect/overlay/vis/fluid - - var/contents_vis_flags = NONE - var/contents_original_pixel_y = 0 - -/obj/structure/decor/nt_pod/Initialize(mapload) - // Our non-map-preview state - icon_state = "nt_pod" - - // Alpha mask to make sure things don't sneak out - var/obj/effect/overlay/vis/mask = new - mask.icon = icon - mask.icon_state = "nt_pod_mask" - mask.render_target = "*nt_podmask[REF(src)]" - mask.vis_flags = VIS_INHERIT_ID - vis_contents += mask - - outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) - door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) - fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) - - // Gather up our friends - if(mapload) - var/atom/movable/AM = locate() in loc - AM?.forceMove(src) - -/obj/structure/decor/nt_pod/Entered(atom/movable/mover) - abduct(mover) - -/obj/structure/decor/nt_pod/proc/abduct(var/atom/movable/AM) - // Save old settings - contents_vis_flags = AM.vis_flags - contents_original_pixel_y = AM.pixel_y - - // Arrange - AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE)) - AM.pixel_y = 12 - AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR - vis_contents += AM - if(ismob(AM)) - var/mob/M = AM - buckle_mob(M, TRUE, FALSE) - - // TRAP THEM - change_state("closed") - -/obj/structure/decor/nt_pod/proc/unduct(var/atom/movable/AM) - // Geddout - vis_contents -= AM - if(ismob(AM)) - var/mob/M = AM - unbuckle_mob(M, TRUE) - // Cleanup - AM.remove_filter("podmask") - AM.forceMove(drop_location()) - AM.vis_flags = contents_vis_flags - AM.pixel_y = contents_original_pixel_y - -/obj/structure/decor/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user) - if(contents.len) - return - if(!ismovable(AM)) - return - if(!user.client?.holder) - return - - AM.forceMove(src) - -/obj/structure/decor/nt_pod/change_state(state) - . = ..() - switch(state) - if("open") - cut_overlay("nt_pod_top_on") - cut_overlay("nt_pod_under") - - // Fluid drains - fluid.icon_state = "nothing" - flick("nt_pod_emptying", fluid) // 8ds - sleep(8) - - // Door opens - door.icon_state = "nothing" - flick("nt_pod_opening", door) // 9ds - sleep(9) - - // GET OUT - outside.layer = BELOW_MOB_LAYER - if(contents.len) - for(var/atom/movable/AM as anything in contents) - unduct(AM) - - if("closed") - outside.layer = ABOVE_MOB_LAYER - cut_overlay("nt_pod_top_on") - add_overlay("nt_pod_top_on") - add_overlay("nt_pod_under") - - // Door closes - door.icon_state = "nt_pod_glass" - flick("nt_pod_closing", door) // 9ds - sleep(9) - // Fluid fills - fluid.icon_state = "nt_pod_liquid" - flick("nt_pod_filling", fluid) // 8ds - - if("panel_open") - cut_overlay("nt_pod_panel") - add_overlay("nt_pod_panel") - if("panel_closed") - cut_overlay("nt_pod_panel") - -/** - * Possible 'state' options for change_state(state) are: - */ \ No newline at end of file diff --git a/code/game/objects/structures/props/prop.dm b/code/game/objects/structures/props/prop.dm index fea5815674d..ddabd200e5c 100644 --- a/code/game/objects/structures/props/prop.dm +++ b/code/game/objects/structures/props/prop.dm @@ -1,18 +1,578 @@ -//The base 'prop' for PoIs or other large junk. +/** + * These are generally sprites ported from other servers, which don't have any unique code. + * They can be used by mappers for decorating their maps. They're mostly here so people who aren't + * rummaging around in the sprites can be aware of some neat sprites they can use. + * + * Obviously you can swipe the sprites for real structures and add code, but please don't add any code + * (beyond decorative things like maybe light) directly to these types or this file! + * Take the icon and state and make your own type under /obj/structure. + * + * Some of these do have a SMIDGE of code to allow a mapper to twirl them through states/animations without + * much effort, but beyond 'visuals logic', I'd rather keep all the logic out of here. + */ /obj/structure/prop - name = "something" - desc = "My description is broken, bug a developer." + name = "mysterious structure" + desc = "A mysterious structure!" icon = 'icons/obj/structures.dmi' icon_state = "safe" density = TRUE anchored = TRUE var/interaction_message = null + var/state -/obj/structure/prop/attack_hand(mob/living/user) // Used to tell the player that this isn't useful for anything. +/// Used to tell the player that this isn't useful for anything. +/obj/structure/prop/attack_hand(mob/living/user) if(!istype(user)) return FALSE if(!interaction_message) return ..() else to_chat(user, interaction_message) + +/// Changes the visual state of the machine between icon_states or overlays or whatever +/// the machine needs to look like it's in a different state. +/obj/structure/prop/proc/change_state(state) + SHOULD_CALL_PARENT(TRUE) + src.state = state + +/// Helper so admins can varedit the state easily. +/obj/structure/prop/vv_edit_var(var_name, var_value) + if(var_name == "state") + change_state(var_value) + +// bluespace beacon from Eris +/obj/structure/prop/bsb_off + icon = 'icons/obj/structures/decor.dmi' + icon_state = "bsb_off" +/obj/structure/prop/bsb_on + icon = 'icons/obj/structures/decor.dmi' + icon_state = "bsb_on" + +// bluespace crystal from Eris +/obj/structure/prop/bsc + icon = 'icons/obj/structures/decor.dmi' + icon_state = "bsc" +/obj/structure/prop/bsc_dust + icon = 'icons/obj/structures/decor.dmi' + icon_state = "bsc_dust" + +// same as state names, from faction items on Eris +/obj/structure/prop/biosyphon + icon = 'icons/obj/structures/decor.dmi' + icon_state = "biosyphon" +/obj/structure/prop/von_krabin + icon = 'icons/obj/structures/decor.dmi' + icon_state = "von_krabin" +/obj/structure/prop/last_shelter + icon = 'icons/obj/structures/decor.dmi' + icon_state = "last_shelter" +/obj/structure/prop/complicator + icon = 'icons/obj/structures/decor.dmi' + icon_state = "complicator" +/obj/structure/prop/random_radio + icon = 'icons/obj/structures/decor.dmi' + icon_state = "random_radio" +/obj/structure/prop/nt_pedestal0_old + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_pedestal0_old" +/obj/structure/prop/nt_pedestal1_old + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_pedestal1_old" + +// statues from Eris +/obj/structure/prop/statue1 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_1" +/obj/structure/prop/statue2 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_2" +/obj/structure/prop/statue3 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_3" +/obj/structure/prop/statue4 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_4" +/obj/structure/prop/statue5 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_5" +/obj/structure/prop/statue6 + icon = 'icons/obj/structures/decor.dmi' + icon_state = "artwork_statue_6" + +// ship mast from TGMC +/obj/structure/prop/stump_plaque + icon = 'icons/obj/structures/decor.dmi' + icon_state = "stump" + +// vatgrowing thing from /tg/ +/obj/structure/prop/green_egg + icon = 'icons/obj/structures/decor.dmi' + icon_state = "gel_cocoon" + +// eye of the protector from Eris +/obj/structure/prop/eotp + icon = 'icons/obj/structures/decor32x64.dmi' + icon_state = "eotp" + +// dna vault from /tg/ +/obj/structure/prop/dna_vault + icon = 'icons/obj/structures/decor96x96.dmi' + icon_state = "vault" + +// fences from TGMC +// You'll need to 'create instances from icon_states' in an editor to use these well +/obj/structure/prop/fence + name = "fence" + desc = "It's a fence! Not much else to say about it." + icon = 'icons/obj/structures/decor_fences.dmi' + +/** + * + * tl;dr "You can varedit 'state' on these to the things in the comments below to get cool animations" + * + * These items have some logic to handle some fun animations on them. Mappers can call the 'change_state(state)' proc + * while referring to the comments here for what states they can use. You'll notice some crazy overlay handling, + * and that's because I don't want to add any vars to these mappers think they can fiddle with, which requires + * more logic than I'm willing to do at the moment. So we get crazy cut/add operations instead. + * + * There's also a VV helper so if you varedit 'state' to these during the game, you can get that to work. + * + * Like, I don't want to add a state machine to decorative objects. You can if you want. + * + */ + +/** + * Possible 'state' options for change_state(state) are: + * off: Looks boring and off + * on: candles lit and stuff + * no_cruciform: No cruciform (the little triangle thing) inserted + * red_cruciform: Red light cruciform inserted + * green_cruciform: Green light cruciform inserted + * panel_open: The panel is open (wiring) + * panel_closed: The panel is closed + */ +// neotheology cruciform reader from Eris +/obj/structure/prop/nt_reader + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_reader_off" + +/obj/structure/prop/nt_reader/change_state(state) + . = ..() + switch(state) + if("off") + icon_state = "nt_reader_off" + if("on") + icon_state = "nt_reader_on" + if("no_cruciform") + cut_overlay("nt_reader_c_green") + cut_overlay("nt_reader_c_red") + if("red_cruciform") + cut_overlay("nt_reader_c_green") + cut_overlay("nt_reader_c_red") + add_overlay("nt_reader_c_red") + if("green_cruciform") + cut_overlay("nt_reader_c_red") + cut_overlay("nt_reader_c_green") + add_overlay("nt_reader_c_green") + if("panel_open") + cut_overlay("nt_reader_panel") + add_overlay("nt_reader_panel") + if("panel_closed") + cut_overlay("nt_reader_panel") + +/** + * Possible 'state' options for change_state(state) are: + * panel_open: The panel is opened + * panel_closed: The panel is closed + */ +// neotheology cloning biocan from Eris +/obj/structure/prop/nt_biocan + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_biocan" + +/obj/structure/prop/nt_biocan/change_state(state) + . = ..() + switch(state) + if("panel_open") + cut_overlay("nt_biocan_panel") + add_overlay("nt_biocan_panel") + if("panel_closed") + cut_overlay("nt_biocan_panel") + +/** + * Possible 'state' options for change_state(state) are: + * blue, red, orange, yellow, green, purple: Set that color + * damaged: add damage overlay + * undamaged: remove damage overlay + * broken: become damaged + * plain: undamaged white version, otherwise use a color + */ +// dominator console from /tg/ +/obj/structure/prop/dominator + icon = 'icons/obj/structures/decor.dmi' + icon_state = "dominator" + +/obj/structure/prop/dominator/change_state(state) + . = ..() + switch(state) + if("blue") + icon_state = "dominator-blue" + if("red") + icon_state = "dominator-red" + if("orange") + icon_state = "dominator-orange" + if("yellow") + icon_state = "dominator-yellow" + if("green") + icon_state = "dominator-green" + if("purple") + icon_state = "dominator-purple" + if("damaged") + add_overlay("dom_damage") + if("undamaged") + cut_overlay("dom_damage") + if("broken") + icon_state = "dominator-broken" + if("plain") + icon_state = "dominator" + +/obj/structure/prop/dominator/blue + icon_state = "dominator-blue" +/obj/structure/prop/dominator/red + icon_state = "dominator-red" +/obj/structure/prop/dominator/orange + icon_state = "dominator-orange" +/obj/structure/prop/dominator/yellow + icon_state = "dominator-yellow" +/obj/structure/prop/dominator/green + icon_state = "dominator-green" +/obj/structure/prop/dominator/purple + icon_state = "dominator-purple" + +/** + * Possible 'state' options for change_state(state) are: + * off: Default, boring + * on: Pumping or something + */ +// some neotheology thing from Eris +/obj/structure/prop/nt_solifier + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_solidifier" + +/obj/structure/prop/nt_solifier/change_state(state) + . = ..() + switch(state) + if("off") + icon_state = "nt_solidifier" + if("on") + icon_state = "nt_solidifier_on" + +/obj/structure/prop/nt_solifier/starts_on + icon_state = "nt_solidifier_on" + +/** + * Possible 'state' options for change_state(state) are: + * down: In the ground, glowing + * up: Out of the ground, open + */ +// experimental science destructor from /tg/ +/obj/structure/prop/tube + icon = 'icons/obj/structures/decor.dmi' + icon = 'icons/obj/structures/decor32x64.dmi' + icon_state = "tube_open" + +/obj/structure/prop/tube/change_state(state) + . = ..() + switch(state) + if("down") + icon_state = "tube_on" + flick("tube_down", src) + if("up") + icon_state = "tube_open" + flick("tube_up", src) + +/obj/structure/prop/tube/starts_down + icon_state = "tube_on" + +/** + * Possible 'state' options for change_state(state) are: + * off: Boring, static + * on: Turny and blinky + */ +// experimental science destructor from /tg/ +/obj/structure/prop/comm_tower + icon = 'icons/obj/structures/decor.dmi' + icon = 'icons/obj/structures/decor96x96.dmi' + icon_state = "comm_tower" + +/obj/structure/prop/comm_tower/change_state(state) + . = ..() + switch(state) + if("on") + icon_state = "comm_tower_on" + if("off") + icon_state = "comm_tower" + +/obj/structure/prop/comm_tower/starts_on + icon_state = "comm_tower_on" + +/** + * Possible 'state' options for change_state(state) are: + * off: Not doing much + * on: Stamping mysterious substances + */ +// sheetizer from /tg/ +/obj/structure/prop/stamper + icon = 'icons/obj/structures/decor.dmi' + icon_state = "stamper" + +/obj/structure/prop/stamper/change_state(state) + . = ..() + switch(state) + if("off") + cut_overlays() + if("on") + add_overlay("stamper_proc") + add_overlay("stamper_but") + +/obj/structure/prop/stamper/starts_on + icon_state = "stamper_on" + +/obj/structure/prop/stamper/starts_on/Initialize() + add_overlay("stamper_proc") + add_overlay("stamper_but") + + +/** + * Possible 'state' options for change_state(state) are: + * whole: Not doing much + * broken: Stamping mysterious substances + */ +// alien autopsy thing from TGMC +/obj/structure/prop/alien_tank + icon = 'icons/obj/structures/decor.dmi' + icon_state = "tank_larva" + +/obj/structure/prop/alien_tank/change_state(state) + . = ..() + switch(state) + if("whole") + icon_state = "tank_larva" + if("broken") + icon_state = "tank_broken" + +/obj/structure/prop/alien_tank/starts_broken + icon_state = "tank_broken" + +/** + * Possible 'state' options for change_state(state) are: + * idle: The default look + * active: Glowy lights underneath + * panel_open: Opened panel (wiring) + * panel_closed: Closed panel + */ +// neotheology optable from Eris +/obj/structure/prop/nt_optable + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_optable-idle" + +/obj/structure/prop/nt_optable/change_state(state) + . = ..() + switch(state) + if("idle") + icon_state = "nt_optable-idle" + if("active") + icon_state = "nt_optable-active" + if("panel_open") + cut_overlay("nt_optable_panel") + add_overlay("nt_optable_panel") + if("panel_closed") + cut_overlay("nt_optable_panel") + +/obj/structure/prop/nt_optable/starts_active + icon_state = "nt_optable-active" + +/** + * Possible 'state' options for change_state(state) are: + * off: Non-spinny + * on: Spinny and floaty + */ +// neotheology decorative(?) obelisk from Eris +/obj/structure/prop/nt_obelisk + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_obelisk" + +/obj/structure/prop/nt_obelisk/change_state(state) + . = ..() + switch(state) + if("off") + icon_state = "nt_obelisk" + if("on") + icon_state = "nt_obelisk_on" + +/obj/structure/prop/nt_obelisk/starts_on + icon_state = "nt_obelisk_on" + +/** + * Possible 'state' options for change_state(state) are: + * idle: Not doing anything, with yellow template exposed + * work: busy doing work + * pause: paused work + */ +// cruciform forge from Eris +/obj/structure/prop/nt_cruciforge + icon = 'icons/obj/structures/decor.dmi' + icon_state = "nt_cruciforge" + +/obj/structure/prop/nt_cruciforge/change_state(state) + . = ..() + switch(state) + if("idle") + icon_state = "nt_cruciforge" + flick("nt_cruciforge_finish", src) // 8ds + if("work") + icon_state = "nt_cruciforge_work" + flick("nt_cruciforge_start", src) // 8ds + if("pause") + icon_state = "nt_cruciforge_pause" + +/obj/structure/prop/nt_cruciforge/starts_working + icon_state = "nt_cruciforge_work" + +/** + * This one is a bit more fancy than others. Anything in the contents (PLEASE LIMIT TO ONE THING) + * will show up inside it! Also if you map in an item on it, it will grab that at mapload and start + * in the 'closed, full of fluid' state, so you can put a body on it or whatever. + * + * As an aghost you can also dragdrop something into it (you have to be ghosted next to it) + * + * Possible 'state' options for change_state(state) are: + * open: Open, no fluid or anything. At the end the contents are ejected. + * closed: Closed, full of liquid + * panel_open: Shows panel + * panel_closed: Unshows panel + */ +// neotheology cloning pod from Eris +/obj/structure/prop/nt_pod + icon = 'icons/obj/structures/decor.dmi' + icon = 'icons/obj/structures/decor32x64.dmi' + icon_state = "nt_pod_mappreview" + bound_height = 64 + + var/obj/effect/overlay/vis/outside + var/obj/effect/overlay/vis/door + var/obj/effect/overlay/vis/fluid + + var/contents_vis_flags = NONE + var/contents_original_pixel_y = 0 + +/obj/structure/prop/nt_pod/Initialize(mapload) + // Our non-map-preview state + icon_state = "nt_pod" + + // Alpha mask to make sure things don't sneak out + var/obj/effect/overlay/vis/mask = new + mask.icon = icon + mask.icon_state = "nt_pod_mask" + mask.render_target = "*nt_podmask[REF(src)]" + mask.vis_flags = VIS_INHERIT_ID + vis_contents += mask + + outside = add_vis_overlay(icon, "nt_pod_over", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) + door = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) + fluid = add_vis_overlay(icon, "nothing", ABOVE_MOB_LAYER, MOB_PLANE, unique = TRUE) + + // Gather up our friends + if(mapload) + var/atom/movable/AM = locate() in loc + AM?.forceMove(src) + +/obj/structure/prop/nt_pod/Entered(atom/movable/mover) + abduct(mover) + +/obj/structure/prop/nt_pod/proc/abduct(var/atom/movable/AM) + // Save old settings + contents_vis_flags = AM.vis_flags + contents_original_pixel_y = AM.pixel_y + + // Arrange + AM.add_filter("podmask", 1, alpha_mask_filter(render_source = "nt_podmask[REF(src)]", flags = MASK_INVERSE)) + AM.pixel_y = 12 + AM.vis_flags = VIS_INHERIT_ID|VIS_INHERIT_DIR + vis_contents += AM + if(ismob(AM)) + var/mob/M = AM + buckle_mob(M, TRUE, FALSE) + + // TRAP THEM + change_state("closed") + +/obj/structure/prop/nt_pod/proc/unduct(var/atom/movable/AM) + // Geddout + vis_contents -= AM + if(ismob(AM)) + var/mob/M = AM + unbuckle_mob(M, TRUE) + // Cleanup + AM.remove_filter("podmask") + AM.forceMove(drop_location()) + AM.vis_flags = contents_vis_flags + AM.pixel_y = contents_original_pixel_y + +/obj/structure/prop/nt_pod/MouseDrop_T(var/atom/movable/AM, var/mob/user) + if(contents.len) + return + if(!ismovable(AM)) + return + if(!user.client?.holder) + return + + AM.forceMove(src) + +/obj/structure/prop/nt_pod/change_state(state) + . = ..() + switch(state) + if("open") + cut_overlay("nt_pod_top_on") + cut_overlay("nt_pod_under") + + // Fluid drains + fluid.icon_state = "nothing" + flick("nt_pod_emptying", fluid) // 8ds + sleep(8) + + // Door opens + door.icon_state = "nothing" + flick("nt_pod_opening", door) // 9ds + sleep(9) + + // GET OUT + outside.layer = BELOW_MOB_LAYER + if(contents.len) + for(var/atom/movable/AM as anything in contents) + unduct(AM) + + if("closed") + outside.layer = ABOVE_MOB_LAYER + cut_overlay("nt_pod_top_on") + add_overlay("nt_pod_top_on") + add_overlay("nt_pod_under") + + // Door closes + door.icon_state = "nt_pod_glass" + flick("nt_pod_closing", door) // 9ds + sleep(9) + // Fluid fills + fluid.icon_state = "nt_pod_liquid" + flick("nt_pod_filling", fluid) // 8ds + + if("panel_open") + cut_overlay("nt_pod_panel") + add_overlay("nt_pod_panel") + if("panel_closed") + cut_overlay("nt_pod_panel") + +/** + * Possible 'state' options for change_state(state) are: + */ \ No newline at end of file diff --git a/vorestation.dme b/vorestation.dme index 707b076c5c3..daabe6918c6 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -1432,7 +1432,6 @@ #include "code\game\objects\structures\coathanger.dm" #include "code\game\objects\structures\curtains.dm" #include "code\game\objects\structures\dancepole_vr.dm" -#include "code\game\objects\structures\decorative.dm" #include "code\game\objects\structures\displaycase.dm" #include "code\game\objects\structures\dogbed.dm" #include "code\game\objects\structures\door_assembly.dm"