TG locker sprites & prototypes.

Closes #947
This commit is contained in:
Pieter-Jan Briers
2020-05-22 15:44:49 +02:00
parent 28774740ef
commit 40432cdc14
168 changed files with 30966 additions and 262 deletions

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@@ -0,0 +1,45 @@
using System;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.Components.Animations;
using Robust.Shared.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components
{
[RegisterComponent]
public class EmergencyLightComponent : Component
{
public override string Name => "EmergencyLight";
protected override void Startup()
{
base.Startup();
var animation = new Animation
{
Length = TimeSpan.FromSeconds(4),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
InterpolationMode = AnimationInterpolationMode.Linear,
Property = nameof(PointLightComponent.Rotation),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.Zero, 0),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(1080), 4)
}
}
}
};
var playerComponent = Owner.EnsureComponent<AnimationPlayerComponent>();
playerComponent.Play(animation, "emergency");
playerComponent.AnimationCompleted += s => playerComponent.Play(animation, s);
}
}
}

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@@ -1,6 +1,7 @@
using Content.Shared.GameObjects.Components.Storage;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
@@ -8,6 +9,7 @@ namespace Content.Client.GameObjects.Components.Storage
{
public sealed class StorageVisualizer2D : AppearanceVisualizer
{
private string _stateBase;
private string _stateOpen;
private string _stateClosed;
@@ -15,7 +17,12 @@ namespace Content.Client.GameObjects.Components.Storage
{
base.LoadData(node);
if (node.TryGetNode("state_open", out var child))
if (node.TryGetNode("state", out var child))
{
_stateBase = child.AsString();
}
if (node.TryGetNode("state_open", out child))
{
_stateOpen = child.AsString();
}
@@ -26,6 +33,19 @@ namespace Content.Client.GameObjects.Components.Storage
}
}
public override void InitializeEntity(IEntity entity)
{
if (!entity.TryGetComponent(out ISpriteComponent sprite))
{
return;
}
if (_stateBase != null)
{
sprite.LayerSetState(0, _stateBase);
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
@@ -36,7 +56,9 @@ namespace Content.Client.GameObjects.Components.Storage
}
component.TryGetData(StorageVisuals.Open, out bool open);
sprite.LayerSetState(StorageVisualLayers.Door, open ? _stateOpen : _stateClosed);
sprite.LayerSetState(StorageVisualLayers.Door, open
? _stateOpen ?? $"{_stateBase}_open"
: _stateClosed ?? $"{_stateBase}_door");
}
}

30181
Resources/Maps/saltern.yml Normal file

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@@ -2285,7 +2285,7 @@ entities:
rot: -1.5707963267949 rad
type: Transform
- uid: 287
type: LockerScience
type: WardrobeScience
components:
- parent: 0
pos: 13.5,21.5
@@ -7265,7 +7265,7 @@ entities:
pos: 12.5,17.5
type: Transform
- uid: 952
type: LockerScience
type: WardrobeScience
components:
- parent: 0
pos: 12.5,21.5

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- type: entity
id: LockerBooze
parent: LockerSecureBase
name: "booze storage"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: cabinet
- type: Icon
state: cabinet_door

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# QM
- type: entity
id: LockerQuarterMaster
parent: LockerSecureBase
name: "quatermaster's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: qm
- type: Icon
state: qm_door

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# Captain
- type: entity
id: LockerCaptain
parent: LockerSecureBase
name: "captain's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: cap
- type: Icon
state: cap_door
# HoP
- type: entity
id: LockerHeadOfPersonnel
parent: LockerSecureBase
name: "head of personnel's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: hop
- type: Icon
state: hop_door

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# CE
- type: entity
id: LockerChiefEngineer
parent: LockerSecureBase
name: "chief engineer's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: ce
- type: Icon
state: ce_door
# Electrical supplies
- type: entity
id: LockerElectricalSupplies
parent: LockerSecureBase
name: "electrical supplies locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: eng
state_closed: eng_elec_door
- type: Icon
state: eng_elec_door
# Welding supplies
- type: entity
id: LockerWeldingSupplies
parent: LockerSecureBase
name: "welding supplies locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: eng
state_closed: eng_weld_door
- type: Icon
state: eng_weld_door
# Atmos tech
- type: entity
id: LockerAtmospherics
parent: LockerSecureBase
name: "atmospheric technician's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: atmos
- type: Icon
state: atmos_door
# Engineer
- type: entity
id: LockerEngineer
parent: LockerSecureBase
name: "engineer's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: eng_secure
- type: Icon
state: eng_secure_door

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- type: entity
id: LockerFreezer
parent: LockerSecureBase
name: "freezer"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: freezer
- type: Icon
state: freezer_door

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@@ -0,0 +1,12 @@
- type: entity
id: LockerBotanist
parent: LockerSecureBase
name: "botanist's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: hydro
- type: Icon
state: hydro_door

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@@ -0,0 +1,57 @@
# Medicine
- type: entity
id: LockerMedicine
parent: LockerSecureBase
name: "medicine locker"
description: "Filled to the brim with medical junk."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: med
- type: Icon
state: med_door
# Medical doctor
- type: entity
id: LockerMedical
parent: LockerSecureBase
name: "medical doctor's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: med_secure
- type: Icon
state: med_secure_door
# Chemical
- type: entity
id: LockerChemistry
parent: LockerSecureBase
name: "chemical closet"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: med
state_closed: chemical_door
- type: Icon
state: chemical_door
# CMO
- type: entity
id: LockerChiefMedicalOfficer
parent: LockerSecureBase
name: "chief medical officer's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: cmo
- type: Icon
state: cmo_door

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@@ -0,0 +1,12 @@
- type: entity
id: LockerResearchDirector
parent: LockerSecureBase
name: "research director's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: rd
- type: Icon
state: rd_door

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@@ -0,0 +1,41 @@
# HoS
- type: entity
id: LockerHeadOfSecurity
parent: LockerSecureBase
name: "head of security's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: hos
- type: Icon
state: hos_door
# Warden
- type: entity
id: LockerWarden
parent: LockerSecureBase
name: "warden's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: warden
- type: Icon
state: warden_door
# Security Officer
- type: entity
id: LockerSecurity
parent: LockerSecureBase
name: "security officer's locker"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: sec
- type: Icon
state: sec_door

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@@ -0,0 +1,5 @@
- type: entity
id: LockerSecureBase
parent: LockerGeneric
abstract: true
# TODO: Access components and such.

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@@ -0,0 +1,118 @@
# Formal
- type: entity
id: LockerFormal
parent: WardrobeBlack
name: "formal closet"
description: "It's a storage unit for formal clothing."
# Chef
- type: entity
id: LockerChef
parent: WardrobeBlack
name: "chef's closet"
description: "It's a storage unit for foodservice garments and mouse traps."
# Janitor
- type: entity
id: LockerJanitor
parent: WardrobeMixed
name: "custodial closet"
description: "It's a storage unit for janitorial clothes and gear."
# Legal
- type: entity
id: LockerLegal
parent: WardrobeBlue
name: "legal closet"
description: "It's a storage unit for courtroom apparel and items."
# Chapel
- type: entity
id: WardrobeChapel
parent: WardrobeBlack
name: "chaplain's wardrobe"
description: "It's a storage unit for Nanotrasen-approved religious attire."
# Security wardrobe
- type: entity
id: WardrobeSecurity
parent: WardrobeBase
name: "security wardrobe"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: red_door
- type: Icon
state: red_door
# Cargo wardrobe
- type: entity
id: WardrobeCargo
parent: WardrobePrison
name: "cargo wardrobe"
# Atmospherics wardrobe
- type: entity
id: WardrobeAtmospherics
parent: WardrobeBase
name: "atmospherics wardrobe"
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: atmos_wardrobe_door
- type: Icon
state: atmos_door
# Engineering wardrobe
- type: entity
id: WardrobeEngineering
parent: WardrobeYellow
name: "engineering wardrobe"
# Medical doctor wardrobe
- type: entity
id: WardrobeMedicalDoctor
parent: WardrobeWhite
name: "medical doctor's wardrobe"
# Robotics wardrobe
- type: entity
id: WardrobeRobotics
parent: WardrobeBlack
name: "robotics wardrobe"
# Chemistry wardrobe
- type: entity
id: WardrobeChemistry
parent: WardrobeWhite
name: "chemistry wardrobe"
# Genetics wardrobe
- type: entity
id: WardrobeGenetics
parent: WardrobeWhite
name: "genetics wardrobe"
# Virology wardrobe
- type: entity
id: WardrobeVirology
parent: WardrobeWhite
name: "virology wardrobe"
# Science wardrobe
- type: entity
id: WardrobeScience
parent: WardrobeWhite
name: "science wardrobe"
# Botanist wardrobe
- type: entity
id: WardrobeBotanist
parent: WardrobeGreen
name: "botanist wardrobe"

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@@ -0,0 +1,53 @@
# Base level 3 bio hazard closet
- type: entity
id: LockerL3
parent: LockerGeneric
name: "level 3 biohazard gear closet"
description: "It's a storage unit for level 3 biohazard gear."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: bio
- type: Icon
state: bio_door
# Virology variant
- type: entity
id: LockerL3Virology
parent: LockerL3
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: bio_viro
- type: Icon
state: bio_viro_door
# Security variant
- type: entity
id: LockerL3Security
parent: LockerL3
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: bio_sec
- type: Icon
state: bio_sec_door
# Janitor variant
- type: entity
id: LockerL3Janitor
parent: LockerL3
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: bio_jan
- type: Icon
state: bio_jan_door

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@@ -0,0 +1,22 @@
# Base syndicate closet
- type: entity
id: LockerSyndicateBase
name: armory closet
parent: LockerGeneric
abstract: true
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: syndicate
- type: Icon
state: syndicate_door
# Personal syndicate closet
- type: entity
id: LockerSyndicatePersonal
parent: LockerSyndicateBase
description: "It's a personal storage unit for operative gear."

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@@ -0,0 +1,85 @@
# Tool closet
- type: entity
id: LockerTool
name: tool closet
parent: LockerGeneric
description: "It's a storage unit for tools."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: eng
state_closed: eng_tool_door
- type: Icon
state: eng_tool_door
# Filled tool closet
- type: entity
id: LockerToolFilled
suffix: Filled
parent: LockerTool
components:
- type: ToolLockerFill
# Radiation suit closet
- type: entity
id: LockerRadiationSuit
name: radiation suit closet
parent: LockerGeneric
description: "It's a storage unit for rad-protective suits."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: eng
state_closed: eng_rad_door
- type: Icon
state: eng_rad_door
# Emergency closet
- type: entity
id: LockerEmergency
name: emergency closet
parent: LockerGeneric
description: "It's a storage unit for emergency breath masks and O2 tanks."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: emergency
- type: Icon
state: emergency_door
# Fire safety closet
- type: entity
id: LockerFire
name: fire-safety closet
parent: LockerGeneric
description: "It's a storage unit for fire-fighting supplies."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: fire
- type: Icon
state: fire_door
# EOD closet
- type: entity
id: LockerBomb
name: EOD closet
parent: LockerGeneric
description: "It's a storage unit for explosion-protective suits."
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: bomb
- type: Icon
state: bomb_door

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@@ -0,0 +1,155 @@
- type: entity
id: WardrobeBase
parent: LockerGeneric
abstract: true
description: "It's a storage unit for standard-issue Nanotrasen attire."
# Blue wardrobe
- type: entity
id: WardrobeBlue
parent: WardrobeBase
name: blue wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: blue_door
- type: Icon
state: blue_door
# Pink wardrobe
- type: entity
id: WardrobePink
parent: WardrobeBase
name: pink wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: pink_door
- type: Icon
state: pink_door
# Black wardrobe
- type: entity
id: WardrobeBlack
parent: WardrobeBase
name: black wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: black_door
- type: Icon
state: black_door
# Green wardrobe
- type: entity
id: WardrobeGreen
parent: WardrobeBase
name: green wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: green_door
- type: Icon
state: green_door
# Prison wardrobe
- type: entity
id: WardrobePrison
parent: WardrobeBase
name: prison wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: orange_door
- type: Icon
state: orange_door
# Yellow wardrobe
- type: entity
id: WardrobeYellow
parent: WardrobeBase
name: yellow wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: yellow_door
- type: Icon
state: yellow_door
# White wardrobe
- type: entity
id: WardrobeWhite
parent: WardrobeBase
name: white wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: white_door
- type: Icon
state: white_door
# Pajama wardrobe
- type: entity
id: WardrobePajama
parent: WardrobeWhite
name: pajama wardrobe
# Grey wardrobe
- type: entity
id: WardrobeGrey
parent: WardrobeBase
name: grey wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: grey_door
- type: Icon
state: grey_door
# Mixed wardrobe
- type: entity
id: WardrobeMixed
parent: WardrobeBase
name: mixed wardrobe
components:
- type: Appearance
visuals:
- type: StorageVisualizer2D
state: generic
state_closed: mixed_door
- type: Icon
state: mixed_door

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@@ -1,6 +1,6 @@
- type: entity
id: LockerGeneric
name: Locker
name: closet
description: A standard-issue Nanotrasen storage unit.
components:
- type: Sprite

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@@ -1,150 +0,0 @@
- type: entity
id: LockerTool
name: Tool Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: eng
- state: eng_tool_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: eng_open
state_closed: eng_tool_door
- type: Icon
state: eng_tool_door
- type: entity
id: LockerToolFilled
name: Tool Locker
suffix: Filled
parent: LockerTool
components:
- type: ToolLockerFill
- type: entity
id: LockerElectricalSupplies
name: Electrical Supplies Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: eng
- state: eng_elec_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: eng_open
state_closed: eng_elec_door
- type: Icon
state: eng_elec_door
- type: entity
id: LockerWeldingSupplies
name: Welding Supplies Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: eng
- state: eng_weld_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: eng_open
state_closed: eng_weld_door
- type: Icon
state: eng_weld_door
- type: entity
id: LockerRadiationSuit
name: Radiation Suit Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: eng
- state: eng_rad_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: eng_open
state_closed: eng_rad_door
- type: Icon
state: eng_rad_door
- type: entity
id: LockerMedical
name: Medical Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: med
- state: med_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: med_open
state_closed: med_door
- type: Icon
state: med_door
- type: entity
id: LockerChemistry
name: Chemistry Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: med
- state: chemical_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: med_open
state_closed: chemical_door
- type: Icon
state: chemical_door
- type: entity
id: LockerScience
name: Science Locker
parent: LockerGeneric
components:
- type: Sprite
sprite: Buildings/closet.rsi
layers:
- state: science
- state: science_door
map: ["enum.StorageVisualLayers.Door"]
- type: Appearance
visuals:
- type: StorageVisualizer2D
state_open: science_open
state_closed: science_door
- type: Icon
state: science_door

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- type: entity
id: EmergencyLight
name: "Emergency Light"
parent: WallLight
components:
- type: PointLight
radius: 10
energy: 5
offset: "0.5, 0"
color: "#FF4020"
mask: /Textures/emergency_mask.png
#- type: EmergencyLight
placement:
snap:
- Wallmount

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