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Buffs Brass - Adds a Selection of New Brass Furnishings (ParadiseSS13…
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…#27465)

* creation

* Update clockwork-overlays.dmi

* Update computer.dmi

* Update computer.dmi

* Update Operating.dm

* airlock

* Update airlock_types.dm

* Update code/game/machinery/Sleeper.dm

Signed-off-by: DGamerL <[email protected]>

---------

Signed-off-by: DGamerL <[email protected]>
Co-authored-by: DGamerL <[email protected]>
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Fordoxia and DGamerL authored Dec 10, 2024
1 parent 27a7da7 commit c6fcd16
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Showing 12 changed files with 82 additions and 2 deletions.
12 changes: 12 additions & 0 deletions code/game/machinery/Sleeper.dm
Original file line number Diff line number Diff line change
Expand Up @@ -563,4 +563,16 @@
component_parts += new /obj/item/stack/cable_coil(null, 1)
RefreshParts()

/obj/machinery/sleeper/clockwork
name = "soothing sleeper"
desc = "A large cryogenics unit built from brass. Its surface is pleasantly cool the touch."
icon_state = "sleeper_c-open"
base_icon = "sleeper_c"
possible_chems = list("epinephrine", "salbutamol", "styptic_powder", "silver_sulfadiazine", "oculine", "mannitol")
light_color = LIGHT_COLOR_DARKRED

/obj/machinery/sleeper/clockwork/crowbar_act(mob/user, obj/item/I)
to_chat(user, "<span class='warning'>You pry on the internal mechanisms of [src] with all your might, but they refuse to budge!</span>")
return FALSE

#undef ADDICTION_SPEEDUP_TIME
23 changes: 23 additions & 0 deletions code/game/machinery/doors/airlock_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -487,6 +487,29 @@
security_level = 1
paintable = FALSE

// MARK: Clockwork Airlocks

/obj/machinery/door/airlock/clockwork
name = "pinion airlock"
desc = "A massive cogwheel set into two heavy slabs of brass."
icon = 'icons/obj/doors/airlocks/clockwork/clockwork.dmi'
overlays_file = 'icons/obj/doors/airlocks/clockwork/clockwork-overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_clockwork
paintable = FALSE

/obj/machinery/door/airlock/clockwork/Initialize(mapload)
. = ..()
new /obj/effect/temp_visual/ratvar/door(loc)

/obj/machinery/door/airlock/clockwork/allowed(mob/living/L)
if(..())
new /obj/effect/temp_visual/ratvar/door(loc)
return TRUE

/obj/machinery/door/airlock/clockwork/glass
glass = TRUE
opacity = FALSE

//////////////////////////////////
/*
MARK: Cult Airlocks
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8 changes: 8 additions & 0 deletions code/game/objects/items/stacks/sheets/sheet_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -611,7 +611,15 @@ GLOBAL_LIST_INIT(brass_recipes, list (
new /datum/stack_recipe/window("directional brass window", /obj/structure/window/reinforced/clockwork, time = 0 SECONDS, on_floor = TRUE, window_checks = TRUE),
new /datum/stack_recipe/window("fulltile brass window", /obj/structure/window/reinforced/clockwork/fulltile, 2, time = 0 SECONDS, on_floor = TRUE, window_checks = TRUE),
new /datum/stack_recipe("brass chair", /obj/structure/chair/brass, 1, time = 0 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe_list("pews", list(
new /datum/stack_recipe("brass pew (middle)", /obj/structure/chair/sofa/pew/clockwork, 5, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass pew (left)", /obj/structure/chair/sofa/pew/clockwork/left, 5, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass pew (right)", /obj/structure/chair/sofa/pew/clockwork/right, 5, one_per_turf = TRUE, on_floor = TRUE)
)),
new /datum/stack_recipe("pinion airlock assembly", /obj/structure/door_assembly/door_assembly_clockwork, 4, time = 5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 0.5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass storage shelf", /obj/structure/shelf/clockwork, 5, time = 2.5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass gun rack", /obj/structure/gunrack/clockwork, 5, time = 2.5 SECONDS, one_per_turf = TRUE, on_floor = TRUE),
new /datum/stack_recipe("brass light fixture frame", /obj/item/mounted/frame/light_fixture/clockwork, 2, time = 0 SECONDS, one_per_turf = FALSE, on_floor = FALSE),
new /datum/stack_recipe("small brass light fixture frame", /obj/item/mounted/frame/light_fixture/clockwork/small, 1, time = 0 SECONDS, one_per_turf = FALSE, on_floor = FALSE),
new /datum/stack_recipe("brass floor light fixture frame", /obj/item/mounted/frame/light_fixture/clockwork/floor, 3, time = 0 SECONDS, one_per_turf = FALSE, on_floor = FALSE),
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6 changes: 6 additions & 0 deletions code/game/objects/structures/door_assembly_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -186,6 +186,12 @@
overlays_file = GET_CULT_DATA(airlock_unruned_overlays_file, initial(overlays_file))
update_icon()

/obj/structure/door_assembly/door_assembly_clockwork
icon = 'icons/obj/doors/airlocks/clockwork/clockwork.dmi'
overlays_file = 'icons/obj/doors/airlocks/clockwork/clockwork-overlays.dmi'
airlock_type = /obj/machinery/door/airlock/clockwork
glass_type = /obj/machinery/door/airlock/clockwork/glass

/obj/structure/door_assembly/door_assembly_centcom
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
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22 changes: 20 additions & 2 deletions code/game/objects/structures/shelves.dm
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,7 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
var/shelf_style = "basic"
/// The current overlay of the top shelf. Used for interleaving objects and shelf layers for the illusion of depth.
var/image/shelf_overlay
var/build_stack_type = /obj/item/stack/sheet/metal
COOLDOWN_DECLARE(spraypaint_cd)

/obj/structure/shelf/Initialize(mapload)
Expand All @@ -30,9 +31,14 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
var/obj/item/toy/crayon/spraycan/spraycan = I
if(!istype(spraycan))
return ..()

if(spraycan.capped)
return ..()

// Spraypaint cannot turn brass into steel.
if(shelf_style == "clockwork")
return ..()

if(!COOLDOWN_FINISHED(src, spraypaint_cd))
to_chat(user, "<span class='warning'>The paint on [src] is still drying!</span>")
return
Expand Down Expand Up @@ -74,7 +80,7 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
deconstruct()

/obj/structure/shelf/deconstruct(disassembled)
new /obj/item/stack/sheet/metal(get_turf(src), 5)
new build_stack_type(get_turf(src), 5)
return ..()

/obj/structure/shelf/engineering
Expand Down Expand Up @@ -105,6 +111,12 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
icon_state = "shelf_sup"
shelf_style = "sup"

/obj/structure/shelf/clockwork
name = "brass shelf"
icon_state = "shelf_clockwork"
shelf_style = "clockwork"
build_stack_type = /obj/item/stack/tile/brass

/obj/structure/gunrack
name = "gun rack"
desc = "A rack for stowing firearms."
Expand All @@ -115,6 +127,7 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
anchored = TRUE
pass_flags_self = PASSTAKE
max_integrity = 80
var/build_stack_type = /obj/item/stack/sheet/metal

/obj/structure/gunrack/Initialize(mapload)
. = ..()
Expand All @@ -135,5 +148,10 @@ GLOBAL_LIST_INIT(shelf_colors, list("basic", "sci", "sup", "serv", "med", "sec",
deconstruct()

/obj/structure/gunrack/deconstruct(disassembled)
new /obj/item/stack/sheet/metal(get_turf(src), 5)
new build_stack_type(get_turf(src), 5)
return ..()

/obj/structure/gunrack/clockwork
name = "brass weapon rack"
icon_state = "gunrack_clockwork"
build_stack_type = /obj/item/stack/tile/brass
13 changes: 13 additions & 0 deletions code/game/objects/structures/stool_bed_chair_nest/chairs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -373,6 +373,19 @@
/obj/structure/chair/sofa/pew/right
icon_state = "pewend_right"

/obj/structure/chair/sofa/pew/clockwork
name = "brass pew"
desc = "An ornate pew fashioned from brass. It is even less comfortable than a regular pew, but it does radiate a pleasent warmth."
icon_state = "clockwork_pew_middle"
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 5

/obj/structure/chair/sofa/pew/clockwork/left
icon_state = "clockwork_pew_left"

/obj/structure/chair/sofa/pew/clockwork/right
icon_state = "clockwork_pew_right"

/obj/structure/chair/sofa/bench
name = "bench"
desc = "You sit in this. Either by will or force."
Expand Down
Binary file modified icons/obj/chairs.dmi
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Binary file modified icons/obj/cryogenic2.dmi
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Binary file added icons/obj/doors/airlocks/clockwork/clockwork.dmi
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Binary file modified icons/obj/structures.dmi
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Binary file modified icons/obj/structures/shelves.dmi
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