diff --git a/mods/_fd/polaris_portals/README.md b/mods/_fd/polaris_portals/README.md new file mode 100644 index 0000000000000..0fbaedb1d20da --- /dev/null +++ b/mods/_fd/polaris_portals/README.md @@ -0,0 +1,77 @@ + +#### Список PRов: + +- https://github.com/RepoStash/FD-NewBay/pull/34 + + + +## Мод-пример + +ID мода: POLARIS_PORTALS + + +### Описание мода + +https://github.com/Baystation12/Baystation12/commit/0ce2431d7948c1d5cb6c77dbf629c1075db35802 + + +### Изменения *кор кода* + +- Отсутствуют + + +### Оверрайды + +- Отсутствуют + + +### Дефайны + +- Отсутствуют + + +### Используемые файлы, не содержащиеся в модпаке + +- Отсутствуют + + +### Авторы: + +CrimsonShrike(https://github.com/CrimsonShrike/Baystation12/tree/Portal) + diff --git a/mods/_fd/polaris_portals/_polaris_portals.dm b/mods/_fd/polaris_portals/_polaris_portals.dm new file mode 100644 index 0000000000000..0e51185235c7c --- /dev/null +++ b/mods/_fd/polaris_portals/_polaris_portals.dm @@ -0,0 +1,4 @@ +/singleton/modpack/polaris_portals + name = "Телепорты с Полариса" + desc = "Мод, позволяющий делать бесшовные порталы." + author = "Chaplain Maximum" diff --git a/mods/_fd/polaris_portals/_polaris_portals.dme b/mods/_fd/polaris_portals/_polaris_portals.dme new file mode 100644 index 0000000000000..95ace06fce0f0 --- /dev/null +++ b/mods/_fd/polaris_portals/_polaris_portals.dme @@ -0,0 +1,13 @@ +#ifndef MODPACK_POLARIS_PORTALS +#define MODPACK_POLARIS_PORTALS + +#define ABOVE_AO_LAYER 2.141 + +#include "_polaris_portals.dm" + +#include "code/map_effect.dm" +#include "code/portal.dm" + +#include "example/portal_showcase.dm" + +#endif diff --git a/mods/_fd/polaris_portals/code/map_effect.dm b/mods/_fd/polaris_portals/code/map_effect.dm new file mode 100644 index 0000000000000..104e238048f7f --- /dev/null +++ b/mods/_fd/polaris_portals/code/map_effect.dm @@ -0,0 +1,16 @@ +// These are objects you can use inside special maps or for adminbuse. +// Players cannot see or interact with these. +// Ported from polaris, doesn't actually do much other than provide a definition portals can use. +/obj/map_effect + anchored = TRUE + invisibility = 99 // So a badmin can go view these by changing their see_invisible. + icon = 'mods/_fd/polaris_portals/icons/map_effects.dmi' + +/obj/map_effect/ex_act() + return + +/obj/map_effect/singularity_pull() + return + +/obj/map_effect/singularity_act() + return diff --git a/mods/_fd/polaris_portals/code/portal.dm b/mods/_fd/polaris_portals/code/portal.dm new file mode 100644 index 0000000000000..867fafa761ca0 --- /dev/null +++ b/mods/_fd/polaris_portals/code/portal.dm @@ -0,0 +1,335 @@ +GLOBAL_LIST_EMPTY(all_portal_masters) + +/* +Portal map effects allow a mapper to join two distant places together, while looking somewhat seamlessly connected. +This can allow for very strange PoIs that twist and turn in what appear to be physically impossible ways. +Portals do have some specific requirements when mapping them in; + - There must by one, and only one `/obj/effect/map_effect/portal/master` for each side of a portal. + - Both sides need to have matching `portal_id`s in order to link to each other. + - Each side must face opposite directions, e.g. if side A faces SOUTH, side B must face NORTH. + - Clarification on the above - you will be moved in the direction that the portal faces. + If Side A faces south, you will be moved south. Dirs are 1/2/4/8, 1: NORTH, 2: SOUTH, 4: EAST, 8: WEST. + To further explain: If your cave entrance is on the NORTH side of the map on ENTRY side, and SOUTH side on EXIT side: + You will need to set the ENTRY side's dir to 2, IE SOUTH, as that's the direction you will moving coming FROM the EXIT side. + IE: Directions should be set based on the direction of travel. + - Each side must have the same orientation, e.g. horizontal on both sides, or vertical on both sides. + - Portals can be made to be longer than 1x1 with `/obj/effect/map_effect/portal/line`s, + but both sides must have the same length. + - If portal lines are added, they must form a straight line and be next to a portal master or another portal line. + - If portal lines are used, both portal masters should be in the same relative position among the lines. + E.g. both being on the left most side on a horizontal row. +Portals also have some limitations to be aware of when mapping. Some of these are not an issue if you're trying to make an 'obvious' portal; + - The objects seen through portals are purely visual, which has many implications, + such as simple_mob AIs being blind to mobs on the other side of portals. + - Objects on the other side of a portal can be interacted with if the interaction has no range limitation, + or the distance between the two portal sides happens to be less than the interaction max range. Examine will probably work, + while picking up an item that appears to be next to you will fail. + - Sounds currently are not carried across portals. + - Mismatched lighting between each portal end can make the portal look obvious. + - Portals look weird when observing as a ghost, or otherwise when able to see through walls. Meson vision will also spoil the illusion. + - Walls that change icons based on neightboring walls can give away that a portal is nearby if both sides don't have a similar transition. + - Projectiles that pass through portals will generally work as intended, however aiming and firing upon someone on the other side of a portal + will likely be weird due to the click targeting the real position of the thing clicked instead of the apparent position. + Thrown objects suffer a similar fate. + - The tiles that are visually shown across a portal are determined based on visibility at the time of portal initialization, + and currently don't update, meaning that opacity changes are not reflected, e.g. a wall is deconstructed, or an airlock is opened. + - There is currently a small but somewhat noticable pause in mob movement when moving across a portal, + as a result of the mob's glide animation being inturrupted by a teleport. + - Gas is not transferred through portals, and ZAS is oblivious to them. +A lot of those limitations can potentially be solved with some more work. Otherwise, portals work best in static environments like Points of Interest, +when portals are shortly lived, or when portals are made to be obvious with special effects. +*/ + +/obj/map_effect/portal + name = "portal subtype" + invisibility = 0 + opacity = TRUE + plane = DEFAULT_PLANE + layer = ABOVE_AO_LAYER + appearance_flags = PIXEL_SCALE|KEEP_TOGETHER|TILE_BOUND // Readdded TILE_BOUND so that non visible portal's contents remain hidden from the viewer. + + var/obj/map_effect/portal/counterpart = null // The portal line or master that this is connected to, on the 'other side'. + + // Information used to apply `pixel_[x|y]` offsets so that the visuals line up. + // Set automatically by `calculate_dimensions()`. + var/total_height = 0 // Measured in tiles. + var/total_width = 0 + + var/portal_distance_x = 0 // How far the portal is from the left edge, in tiles. + var/portal_distance_y = 0 // How far the portal is from the top edge. + +/obj/map_effect/portal/Destroy() + vis_contents = null + if(counterpart) + counterpart.counterpart = null // Disconnect our counterpart from us + counterpart = null // Now disconnect us from them. + return ..() + +// Called when something touches the portal, and usually teleports them to the other side. +/obj/map_effect/portal/Crossed(atom/movable/AM) + //Todo, some check for incorporeal stuff or virtual mobs perhaps + ..() + if(!AM) + return + if(!counterpart) + return + + go_through_portal(AM) + + +/obj/map_effect/portal/proc/go_through_portal(atom/movable/AM) + var/turf/T = counterpart.get_focused_turf() + AM.forceMove(T) + if(isliving(AM)) + var/mob/living/L = AM + if(L.pulling) + var/atom/movable/AMP = L.pulling + AMP.forceMove(T) + +// 'Focused turf' is the turf directly in front of a portal, +// and it is used both as the destination when crossing, as well as the PoV for visuals. +/obj/map_effect/portal/proc/get_focused_turf() + return get_step(get_turf(src), dir) + +// Determines the size of the block of turfs inside `vis_contents`, and where the portal is in relation to that. +/obj/map_effect/portal/proc/calculate_dimensions() + var/highest_x = 0 + var/lowest_x = 0 + + var/highest_y = 0 + var/lowest_y = 0 + + // First pass is for finding the top right corner. + for(var/thing in vis_contents) + var/turf/T = thing + if(T.x > highest_x) + highest_x = T.x + if(T.y > highest_y) + highest_y = T.y + + lowest_x = highest_x + lowest_y = highest_y + + // Second one is for the bottom left corner. + for(var/thing in vis_contents) + var/turf/T = thing + if(T.x < lowest_x) + lowest_x = T.x + if(T.y < lowest_y) + lowest_y = T.y + + // Now calculate the dimensions. + total_width = (highest_x - lowest_x) + 1 + total_height = (highest_y - lowest_y) + 1 + + // Find how far the portal is from the edges. + var/turf/focused_T = counterpart.get_focused_turf() + portal_distance_x = lowest_x - focused_T.x + portal_distance_y = lowest_y - focused_T.y + + +// Portal masters manage everything else involving portals. +// This is the base type. Use `/side_a` or `/side_b` with matching IDs for actual portals. +/obj/map_effect/portal/master + name = "portal master" + var/portal_id = "test" // For a portal to be made, both the A and B sides need to share the same ID value. + var/list/portal_lines = list() + +/obj/map_effect/portal/master/Initialize() + GLOB.all_portal_masters += src + find_lines() + ..() + return INITIALIZE_HINT_LATELOAD + +/obj/map_effect/portal/master/LateInitialize() + find_counterparts() + make_visuals() + apply_offset() + +/obj/map_effect/portal/master/Destroy() + GLOB.all_portal_masters -= src + for(var/thing in portal_lines) + qdel(thing) + return ..() + +/obj/map_effect/portal/master/proc/find_lines() + var/list/dirs_to_search = list( turn(dir, 90), turn(dir, -90) ) + + for(var/dir_to_search in dirs_to_search) + var/turf/current_T = get_turf(src) + while(current_T) + current_T = get_step(current_T, dir_to_search) + var/obj/map_effect/portal/line/line = locate() in current_T + if(line) + portal_lines += line + line.my_master = src + else + break + +// Connects both sides of a portal together. +/obj/map_effect/portal/master/proc/find_counterparts() + for(var/thing in GLOB.all_portal_masters) + var/obj/map_effect/portal/master/M = thing + if(M == src) + continue + if(M.counterpart) + continue + + if(M.portal_id == src.portal_id) + counterpart = M + M.counterpart = src + if(portal_lines.len) + for(var/i = 1 to portal_lines.len) + var/obj/map_effect/portal/line/our_line = portal_lines[i] + var/obj/map_effect/portal/line/their_line = M.portal_lines[i] + our_line.counterpart = their_line + their_line.counterpart = our_line + break + + if(!counterpart) + crash_with("Portal master [type] ([x],[y],[z]) could not find another portal master with a matching portal_id ([portal_id]).") + +/obj/map_effect/portal/master/proc/make_visuals() + var/list/observed_turfs = list() + for(var/thing in portal_lines + src) + var/obj/map_effect/portal/P = thing + P.name = null + P.icon_state = null + + if(!P.counterpart) + return + + var/turf/T = P.counterpart.get_focused_turf() + P.vis_contents += T + + var/list/things = dview(world.view, T) + for(var/turf/turf in things) + if(!(get_dir(turf, T) & GLOB.reverse_dir[P.dir])) //dont grab things behind but sides should be fine + if(turf in observed_turfs) // Avoid showing the same turf twice or more for improved performance. + continue + + P.vis_contents += turf + observed_turfs += turf + + P.calculate_dimensions() + +// Shifts the portal's pixels in order to line up properly, as BYOND offsets the sprite when it holds multiple turfs inside `vis_contents`. +// This undos the shift that BYOND did. +/obj/map_effect/portal/master/proc/apply_offset() + for(var/thing in portal_lines + src) + var/obj/map_effect/portal/P = thing + + P.pixel_x = WORLD_ICON_SIZE * P.portal_distance_x + P.pixel_y = WORLD_ICON_SIZE * P.portal_distance_y + +// Allows portals to transfer emotes. +// Only portal masters do this to avoid flooding the other side with duplicate messages. +/obj/map_effect/portal/master/see_emote(mob/M, text) + if(!counterpart) + return + var/turf/T = counterpart.get_focused_turf() + var/list/mobs_to_relay = list() + var/list/objs = list() + get_mobs_and_objs_in_view_fast(T, world.view, mobs_to_relay, objs, checkghosts = FALSE) + + for(var/thing in mobs_to_relay) + var/mob/mob = thing + var/rendered = SPAN_CLASS("message", "[text]") + mob.show_message(rendered, 2) + + ..() + +// Allows portals to transfer visible messages. +/obj/map_effect/portal/master/show_message(msg, type, alt, alt_type) + if(!counterpart) + return + var/turf/T = counterpart.get_focused_turf() + var/list/mobs_to_relay = list() + var/list/objs = list() + get_mobs_and_objs_in_view_fast(T, world.view, mobs_to_relay, objs, checkghosts = FALSE) + + for(var/thing in mobs_to_relay) + var/mob/mob = thing + mob.show_message(msg, type, alt, alt_type) + + ..() + +// Allows portals to transfer speech. +/obj/map_effect/portal/master/hear_talk(mob/M, text, verb, datum/language_speaking) + if(!counterpart) + return + var/mob/living/L = M + var/turf/T = counterpart.get_focused_turf() + var/list/mobs_to_relay = list() + var/list/objs = list() + get_mobs_and_objs_in_view_fast(T, world.view, mobs_to_relay, objs, checkghosts = FALSE) + + for(var/thing in mobs_to_relay) + var/mob/mob = thing + mob.hear_say(text, verb, language_speaking, istype(L) ? L.GetVoice() : null, null, M) //clunky, unifying chat arguments would be ideal. + + ..() + +// Returns the position that an atom that's hopefully on the other side of the portal would be if it were really there. +// Z levels not taken into account. +//Commented out as bay doesnt use position datums, but could be handy in the future +// /obj/effect/map_effect/portal/master/proc/get_apparent_position(atom/A) +// if(!counterpart) +// return null + +// var/turf/true_turf = get_turf(A) +// var/obj/effect/map_effect/portal/master/other_master = counterpart + +// var/in_vis_contents = FALSE +// for(var/thing in other_master.portal_lines + other_master) +// var/obj/effect/map_effect/portal/P = thing +// if(P in true_turf.vis_locs) +// in_vis_contents = TRUE +// break + +// if(!in_vis_contents) +// return null // Not in vision of the other portal. + +// var/turf/their_focus = counterpart.get_focused_turf() +// var/turf/our_focus = get_focused_turf() + +// var/relative_x = (true_turf.x - our_focus.x) +// relative_x += SIGN(relative_x) +// var/relative_y = (true_turf.y - our_focus.y) +// relative_y += SIGN(relative_y) + +// return new /datum/position(their_focus.x + relative_x, their_focus.y + relative_y, our_focus.z) + + +/obj/map_effect/portal/master/side_a + name = "portal master A" + icon_state = "portal_side_a" +// color = "#00FF00" + +/obj/map_effect/portal/master/side_b + name = "portal master B" + icon_state = "portal_side_b" +// color = "#FF0000" + + + +// Portal lines extend out from the sides of portal masters, +// They let portals be longer than 1x1. +// Both sides MUST be the same length, meaning if side A is 1x3, side B must also be 1x3. +/obj/map_effect/portal/line + name = "portal line" + var/obj/map_effect/portal/master/my_master = null + +/obj/map_effect/portal/line/Destroy() + if(my_master) + my_master.portal_lines -= src + my_master = null + return ..() + +/obj/map_effect/portal/line/side_a + name = "portal line A" + icon_state = "portal_line_side_a" + +/obj/map_effect/portal/line/side_b + name = "portal line B" + icon_state = "portal_line_side_b" diff --git a/mods/_fd/polaris_portals/example/portal_showcase.dm b/mods/_fd/polaris_portals/example/portal_showcase.dm new file mode 100644 index 0000000000000..8a9437fb0d05f --- /dev/null +++ b/mods/_fd/polaris_portals/example/portal_showcase.dm @@ -0,0 +1,4 @@ +/datum/map_template/portal_showcase + name = "portal showcase" + id = "showcase portals" + mappaths = list("mods/_fd/polaris_portals/example/portal_showcase.dmm") diff --git a/mods/_fd/polaris_portals/example/portal_showcase.dmm b/mods/_fd/polaris_portals/example/portal_showcase.dmm new file mode 100644 index 0000000000000..89b5153042ea1 --- /dev/null +++ b/mods/_fd/polaris_portals/example/portal_showcase.dmm @@ -0,0 +1,1188 @@ +//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE +"a" = ( +) +"c" = ( +/turf/simulated/floor/carpet/blue, +/area/centcom) +"d" = ( +/obj/map_effect/portal/master/side_b{ + dir = 1 + }, +/turf/simulated/floor/carpet/blue, +/area/centcom) +"f" = ( +/obj/map_effect/portal/line/side_b{ + dir = 1 + }, +/turf/simulated/floor/carpet/blue, +/area/centcom) +"i" = ( +/turf/simulated/floor/wood, +/area/centcom) +"j" = ( +/turf/space, +/area/space) +"m" = ( +/obj/map_effect/portal/master/side_a, +/turf/simulated/floor/carpet, +/area/centcom) +"n" = ( +/obj/map_effect/portal/line/side_a, +/turf/simulated/floor/carpet, +/area/centcom) +"p" = ( +/obj/map_effect/portal/master/side_a{ + dir = 4; + portal_id = "horizontal" + }, +/turf/simulated/floor/wood, +/area/centcom) +"r" = ( +/turf/simulated/floor/carpet, +/area/centcom) +"E" = ( +/obj/map_effect/portal/master/side_b{ + dir = 8; + portal_id = "horizontal" + }, +/turf/simulated/floor/wood, +/area/centcom) +"G" = ( +/obj/map_effect/portal/line/side_a{ + dir = 4 + }, +/turf/simulated/floor/wood, +/area/centcom) +"L" = ( +/obj/map_effect/portal/line/side_b{ + dir = 8 + }, +/turf/simulated/floor/wood, +/area/centcom) +"N" = ( +/turf/simulated/wall/concrete, +/area/centcom) +"V" = ( +/turf/simulated/floor/tiled/techmaint, +/area/centcom) + +(1,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +a +"} +(2,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(3,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(4,1,1) = {" +j +j +j +j +j +j +j +N +N +N +N +N +j +j +j +j +j +j +j +j +j +j +j +N +N +N +N +N +j +j +"} +(5,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +j +N +p +G +G +N +j +j +"} +(6,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(7,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +N +N +i +i +i +N +j +j +"} +(8,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +N +i +i +i +i +N +j +j +"} +(9,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +N +N +i +i +i +N +j +j +"} +(10,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +N +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(11,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +V +N +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(12,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +N +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(13,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(14,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(15,1,1) = {" +j +j +j +j +j +j +j +N +V +V +V +N +N +N +N +j +j +j +j +j +j +j +N +N +i +i +i +N +j +j +"} +(16,1,1) = {" +j +j +j +j +j +j +j +N +c +c +c +c +c +d +N +j +j +j +j +j +j +j +N +m +r +r +r +N +j +j +"} +(17,1,1) = {" +j +j +j +j +j +j +j +N +c +c +c +c +c +f +N +j +j +j +j +j +j +j +N +n +r +r +r +N +j +j +"} +(18,1,1) = {" +j +j +j +j +j +j +j +N +c +c +c +c +c +f +N +j +j +j +j +j +j +j +N +n +r +r +r +N +j +j +"} +(19,1,1) = {" +j +j +j +j +j +j +j +N +N +N +N +N +N +N +N +j +j +j +j +j +j +j +N +N +i +i +i +N +j +j +"} +(20,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(21,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(22,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(23,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(24,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(25,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(26,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(27,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(28,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +i +i +i +N +j +j +"} +(29,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +E +L +L +N +j +j +"} +(30,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +N +N +N +N +N +j +j +"} +(31,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(32,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(33,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(34,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} +(35,1,1) = {" +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +j +"} diff --git a/mods/_fd/polaris_portals/icons/map_effects.dmi b/mods/_fd/polaris_portals/icons/map_effects.dmi new file mode 100644 index 0000000000000..b6bd55c67776c Binary files /dev/null and b/mods/_fd/polaris_portals/icons/map_effects.dmi differ