Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Initialize(mapload)

This commit is contained in:
SandPoot
2022-04-09 00:03:13 -03:00
428 changed files with 8031 additions and 7608 deletions
+1 -1
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@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 0.5
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
buildable_sign = 0
var/list/barsigns=list()
var/panel_open = FALSE
@@ -6,7 +6,7 @@
density = TRUE
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
@@ -4,12 +4,12 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
secure = TRUE
var/melee_min_damage = 20
/obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < melee_min_damage)
if(damage_flag == MELEE && damage_amount < melee_min_damage)
return 0
. = ..()
@@ -5,11 +5,11 @@
secure = TRUE
locked = TRUE
max_integrity = 500
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/tamperproof = 0
/obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 25)
if(damage_flag == MELEE && damage_amount < 25)
return 0
. = ..()
+1 -1
View File
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 0.25
attack_hand_speed = CLICK_CD_MELEE
+1 -1
View File
@@ -6,7 +6,7 @@
plane = ABOVE_WALL_PLANE
anchored = TRUE
density = FALSE
armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
+4 -4
View File
@@ -8,7 +8,7 @@
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
attack_hand_is_action = TRUE
attack_hand_speed = 8
@@ -91,7 +91,7 @@
user.DelayNextAction(flush = TRUE)
user.do_attack_animation(src)
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille)
take_damage(rand(5,10), BRUTE, "melee", 1)
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_paw(mob/user)
return attack_hand(user)
@@ -113,7 +113,7 @@
user.visible_message("<span class='warning'>[user] hits [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
take_damage(rand(5,10), BRUTE, "melee", 1)
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user)
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
@@ -122,7 +122,7 @@
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGRILLE))
+6 -6
View File
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
var/init_vis_overlay = TRUE
rad_flags = RAD_NO_CONTAMINATE
@@ -32,7 +32,7 @@
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.DelayNextAction(CLICK_CD_MELEE)
take_damage(5 , BRUTE, "melee", 1)
take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -130,11 +130,11 @@
allow_walk = 0
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/medical
@@ -181,7 +181,7 @@
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
@@ -16,7 +16,7 @@
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
max_integrity = 200
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Heavy duty, airtight, plastic flaps. Definitely can't get past those. No way."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
+1 -1
View File
@@ -6,7 +6,7 @@
plane = ABOVE_WALL_PLANE
layer = SIGN_LAYER
max_integrity = 100
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
+370 -79
View File
@@ -6,43 +6,59 @@
density = TRUE
anchored = FALSE
max_integrity = 100
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
var/impressiveness = 15
CanAtmosPass = ATMOS_PASS_DENSITY
/// Beauty component mood modifier
var/impressiveness = 15
/// Art component subtype added to this statue
var/art_type = /datum/element/art
/// Abstract root type
var/abstract_type = /obj/structure/statue
/obj/structure/statue/Initialize(mapload)
. = ..()
AddElement(/datum/element/art, impressiveness)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, impressiveness * 75)), 0)
AddElement(art_type, impressiveness)
AddElement(/datum/element/beauty, impressiveness * 75)
/obj/structure/statue/ComponentInitialize()
. = ..()
var/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, null, CALLBACK(src, .proc/can_be_rotated))
/obj/structure/statue/proc/can_be_rotated(mob/user, rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
return TRUE
/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
add_fingerprint(user)
if(!(flags_1 & NODECONSTRUCT_1))
if(default_unfasten_wrench(user, W))
return
if(W.tool_behaviour == TOOL_WELDER || istype(W, /obj/item/gun/energy/plasmacutter))
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return FALSE
user.visible_message("[user] is slicing apart the [name].", \
"<span class='notice'>You are slicing apart the [name]...</span>")
user.visible_message(span_notice("[user] is slicing apart the [name]."), \
span_notice("You are slicing apart the [name]..."))
if(W.use_tool(src, user, 40, volume=50))
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name]!</span>")
user.visible_message(span_notice("[user] slices apart the [name]."), \
span_notice("You slice apart the [name]!"))
deconstruct(TRUE)
return
return ..()
/obj/structure/statue/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/structure/statue/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(material_drop_type)
var/drop_amt = oreAmount
if(!disassembled)
drop_amt -= 2
if(drop_amt > 0)
new material_drop_type(get_turf(src), drop_amt)
var/amount_mod = disassembled ? 0 : -2
for(var/mat in custom_materials)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(mat)
var/amount = max(0,round(custom_materials[mat]/MINERAL_MATERIAL_AMOUNT) + amount_mod)
if(amount > 0)
new custom_material.sheet_type(drop_location(),amount)
qdel(src)
//////////////////////////////////////STATUES/////////////////////////////////////////////////////////////
@@ -51,10 +67,9 @@
/obj/structure/statue/uranium
max_integrity = 300
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
custom_materials = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT*5)
impressiveness = 25 // radiation makes an impression
abstract_type = /obj/structure/statue/uranium
/obj/structure/statue/uranium/nuke
name = "statue of a nuclear fission explosive"
@@ -66,39 +81,14 @@
desc = "This statue has a sickening green colour."
icon_state = "eng"
/obj/structure/statue/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/statue/uranium/Bumped(atom/movable/AM)
radiate()
..()
/obj/structure/statue/uranium/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
radiate()
. = ..()
/obj/structure/statue/uranium/attack_paw(mob/user)
radiate()
. = ..()
/obj/structure/statue/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(src, 30)
last_event = world.time
active = null
return
return
////////////////////////////plasma///////////////////////////////////////////////////////////////////////
/obj/structure/statue/plasma
max_integrity = 200
material_drop_type = /obj/item/stack/sheet/mineral/plasma
desc = "This statue is suitably made from plasma."
impressiveness = 20
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/plasma
/obj/structure/statue/plasma/scientist
name = "statue of a scientist"
@@ -108,7 +98,6 @@
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/obj/structure/statue/plasma/bullet_act(obj/item/projectile/Proj)
var/burn = FALSE
if(!(Proj.nodamage) && Proj.damage_type == BURN && !QDELETED(src))
@@ -136,7 +125,9 @@
/obj/structure/statue/plasma/proc/PlasmaBurn(exposed_temperature)
if(QDELETED(src))
return
atmos_spawn_air("plasma=[oreAmount*10];TEMP=[exposed_temperature]")
if(custom_materials[/datum/material/plasma])
var/plasma_amount = round(custom_materials[/datum/material/plasma]/MINERAL_MATERIAL_AMOUNT)
atmos_spawn_air("plasma=[plasma_amount*10];TEMP=[exposed_temperature]")
deconstruct(FALSE)
/obj/structure/statue/plasma/proc/ignite(exposed_temperature)
@@ -147,9 +138,10 @@
/obj/structure/statue/gold
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/gold
desc = "This is a highly valuable statue made from gold."
impressiveness = 30
custom_materials = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/gold
/obj/structure/statue/gold/hos
name = "statue of the head of security"
@@ -175,9 +167,10 @@
/obj/structure/statue/silver
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/silver
desc = "This is a valuable statue made from silver."
impressiveness = 25
custom_materials = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/silver
/obj/structure/statue/silver/md
name = "statue of a medical officer"
@@ -203,9 +196,10 @@
/obj/structure/statue/diamond
max_integrity = 1000
material_drop_type = /obj/item/stack/sheet/mineral/diamond
desc = "This is a very expensive diamond statue."
impressiveness = 60
custom_materials = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/diamond
/obj/structure/statue/diamond/captain
name = "statue of THE captain."
@@ -223,43 +217,22 @@
/obj/structure/statue/bananium
max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/bananium
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
impressiveness = 65
custom_materials = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/bananium
/obj/structure/statue/bananium/clown
name = "statue of a clown"
icon_state = "clown"
/obj/structure/statue/bananium/Bumped(atom/movable/AM)
honk()
..()
/obj/structure/statue/bananium/attackby(obj/item/W, mob/user, params)
honk()
return ..()
/obj/structure/statue/bananium/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
honk()
. = ..()
/obj/structure/statue/bananium/attack_paw(mob/user)
honk()
..()
/obj/structure/statue/bananium/proc/honk()
if(!spam_flag)
spam_flag = 1
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
spawn(20)
spam_flag = 0
/////////////////////sandstone/////////////////////////////////////////
/obj/structure/statue/sandstone
max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
impressiveness = 15
custom_materials = list(/datum/material/sandstone=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/sandstone
/obj/structure/statue/sandstone/assistant
name = "statue of an assistant"
@@ -277,9 +250,327 @@
/obj/structure/statue/snow
max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/snow
custom_materials = list(/datum/material/snow=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/snow
/obj/structure/statue/snow/snowman
name = "snowman"
desc = "Several lumps of snow put together to form a snowman."
icon_state = "snowman"
/obj/structure/statue/snow/snowlegion
name = "snowlegion"
desc = "Looks like that weird kid with the tiger plushie has been round here again."
icon_state = "snowlegion"
///////////////////////////////bronze///////////////////////////////////
/obj/structure/statue/bronze
custom_materials = list(/datum/material/bronze=MINERAL_MATERIAL_AMOUNT*5)
abstract_type = /obj/structure/statue/bronze
/obj/structure/statue/bronze/marx
name = "\improper Karl Marx bust"
desc = "A bust depicting a certain 19th century economist. You get the feeling a specter is haunting the station."
icon_state = "marx"
art_type = /datum/element/art/rev
///////////Elder Atmosian///////////////////////////////////////////
/* Yeah no.
/obj/structure/statue/elder_atmosian
name = "Elder Atmosian"
desc = "A statue of an Elder Atmosian, capable of bending the laws of thermodynamics to their will"
icon_state = "eng"
custom_materials = list(/datum/material/metalhydrogen = MINERAL_MATERIAL_AMOUNT*10)
max_integrity = 1000
impressiveness = 100
abstract_type = /obj/structure/statue/elder_atmosian //This one is uncarvable
*/
/obj/item/chisel
name = "chisel"
desc = "Breaking and making art since 4000 BC. This one uses advanced technology to allow creation of lifelike moving statues."
icon = 'icons/obj/statue.dmi'
icon_state = "chisel"
item_state = "screwdriver_nuke"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=75)
attack_verb = list("stabs")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
// item_flags = EYE_STAB // don't have it
sharpness = SHARP_POINTY
/// 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
/obj/item/chisel/ComponentInitialize()
. = ..()
AddComponent(/datum/component/bane, /mob/living/simple_animal/hostile/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/pre_attack(atom/A, mob/living/user, params)
. = ..()
if(sculpting)
return
if(istype(A,/obj/structure/carving_block))
if(A == prepared_block && (prepared_block.current_target || prepared_block.current_preset_type))
start_sculpting(user)
else if(!prepared_block)
set_block(A,user)
else if(A == prepared_block)
show_generic_statues_prompt(user)
return TRUE
else if(prepared_block) //We're aiming at something next to us with block prepared
prepared_block.set_target(A,user)
return TRUE
// We aim at something distant.
/obj/item/chisel/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!proximity_flag && !sculpting && prepared_block && ismovable(target) && prepared_block.completion == 0)
prepared_block.set_target(target,user)
/obj/item/chisel/proc/start_sculpting(mob/living/user)
to_chat(user,span_notice("You start sculpting [prepared_block]."),type="info")
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))
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()
to_chat(user,span_notice("The statue is finished!"),type="info")
break_sculpting()
/obj/item/chisel/proc/set_block(obj/structure/carving_block/B,mob/living/user)
prepared_block = B
tracked_user = user
RegisterSignal(tracked_user,COMSIG_MOVABLE_MOVED,.proc/break_sculpting)
to_chat(user,span_notice("You prepare to work on [B]."),type="info")
/obj/item/chisel/dropped(mob/user, silent)
. = ..()
break_sculpting()
/obj/item/chisel/proc/break_sculpting()
SIGNAL_HANDLER
sculpting = FALSE
if(prepared_block && prepared_block.completion == 0)
prepared_block.reset_target()
prepared_block = null
if(tracked_user)
UnregisterSignal(tracked_user,COMSIG_MOVABLE_MOVED)
tracked_user = null
/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/S = statue_path
choices[statue_path] = image(icon=initial(S.icon),icon_state=initial(S.icon_state))
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
var/obj/structure/statue/S = choice
to_chat(user,span_notice("You decide to sculpt [prepared_block] into [initial(S.name)]."),type="info")
/obj/structure/carving_block
name = "block"
desc = "Ready for sculpting."
icon = 'icons/obj/statue.dmi'
icon_state = "block"
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS | MATERIAL_ADD_PREFIX // MATERIAL_EFFECTS
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(target))
to_chat(user,"You won't be able to carve that.")
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
to_chat(user,span_notice("You decide to sculpt [src] into [ma.name]."),type="info")
/obj/structure/carving_block/proc/reset_target()
current_target = null
current_preset_type = null
target_appearance_with_filters = null
/obj/structure/carving_block/update_overlays()
. = ..()
if(!target_appearance_with_filters)
return
//We're only keeping one instance here that changes in the middle so we have to clone it to avoid managed overlay issues
var/mutable_appearance/clone = new(target_appearance_with_filters)
. += clone
/obj/structure/carving_block/proc/is_viable_target(atom/movable/target)
//Only things on turfs
if(!isturf(target.loc))
return FALSE
//No big icon things
var/icon/thing_icon = icon(target.icon, target.icon_state)
if(thing_icon.Height() != world.icon_size || thing_icon.Width() != world.icon_size)
return FALSE
return TRUE
/obj/structure/carving_block/proc/create_statue()
if(current_preset_type)
var/obj/structure/statue/preset_statue = new current_preset_type(get_turf(src))
preset_statue.set_custom_materials(custom_materials)
qdel(src)
else if(current_target)
var/obj/structure/statue/custom/new_statue = new(get_turf(src))
new_statue.set_visuals(current_target)
new_statue.set_custom_materials(custom_materials)
var/mutable_appearance/ma = current_target
new_statue.dir = ma.dir
new_statue.name = "statue of [ma.name]"
new_statue.desc = "A 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(!custom_materials[required_material] || custom_materials[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 //Added keep together in case targets has weird layering
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS // MATERIAL_EFFECTS
/// 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
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_appearance()
/obj/structure/statue/custom/update_overlays()
. = ..()
if(content_ma)
. += content_ma
+4 -4
View File
@@ -317,7 +317,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/New()
@@ -395,7 +395,7 @@
canSmoothWith = null
max_integrity = 270
resistance_flags = ACID_PROOF
armor = list("melee" = 10, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 10, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/plasmaglass/New()
@@ -558,7 +558,7 @@
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
@@ -736,7 +736,7 @@
return
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='danger'>[user] kicks [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, "melee", 1)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
+9 -14
View File
@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
var/glass_amount = 1
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
@@ -445,11 +445,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
return check_state(checked_state) && check_anchored(checked_anchored)
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(!can_be_reached())
return
..()
/obj/structure/window/proc/can_be_reached(mob/user)
if(!fulltile)
if(get_dir(user,src) & dir)
@@ -600,7 +595,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
max_integrity = 50
explosion_block = 1
wave_explosion_block = EXPLOSION_BLOCK_REINFORCED_WINDOW
@@ -627,7 +622,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 150
explosion_block = 1
wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
@@ -655,7 +650,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 50000
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 500
explosion_block = 2
wave_explosion_block = EXPLOSION_BLOCK_EXTREME
@@ -774,7 +769,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
@@ -805,7 +800,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
reinf = TRUE
extra_reinforced = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
@@ -831,7 +826,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
icon_state = "clockwork_window_single"
resistance_flags = FIRE_PROOF | ACID_PROOF
max_integrity = 80
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW
wave_explosion_multiply = EXPLOSION_DAMPEN_BOROSILICATE_WINDOW
@@ -917,7 +912,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
decon_speed = 10
CanAtmosPass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
breaksound = 'sound/items/poster_ripped.ogg'
hitsound = 'sound/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
@@ -938,7 +933,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
user.visible_message("[user] knocks on [src].")
playsound(src, "pageturn", 50, 1)
else
take_damage(4,BRUTE,"melee", 0)
take_damage(4,BRUTE,MELEE, 0)
playsound(src, hitsound, 50, 1)
if(!QDELETED(src))
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")