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V2 of [previous music playing PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no longer uses the connect_range component for implementation because it turned out a bit too inflexible for overlapping music players. Removes a NanoUI template for the [TGUI update](https://github.com/Aurorastation/Aurora.3/pull/21046). New changelog: - refactor: "Ported Jukebox's NanoUI interface to TGUI." - refactor: "Ported Jukebox audio playing functionality to a component." - refactor: "Sound keys refactored from singletons to datums, along with larger breakout of sound.dm to allow for easier SFX updates in future." - code_imp: "Expanded track datums to include track lengths." - code_imp: "Reorganized music file folders for more intuitive access." - rscadd: "Earphone status feedback text now includes track length." - rscadd: "Added autoplay functionality to earphones." - bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the end of the playlist when used while the first track is selected." - bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard -9.8 dB)." - bugfix: "Fixed y-offset of audioconsole-running overlay animation to line up with the actual screen." --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
74 lines
3.3 KiB
Plaintext
74 lines
3.3 KiB
Plaintext
ABSTRACT_TYPE(/singleton/overhead_emote)
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var/icon = 'icons/mob/overhead_emote.dmi'
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var/icon_state = "abstract"
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var/emote_description = "abstract"
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var/emote_sound
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/singleton/overhead_emote/proc/get_image(var/mob/target)
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var/image/image = image(icon, icon_state)
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image.pixel_y = 18 + target.get_floating_chat_y_offset()
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image.pixel_x = target.get_floating_chat_x_offset()
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image.plane = ABOVE_GAME_PLANE
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return image
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/singleton/overhead_emote/proc/start_emote(var/mob/parent, var/mob/victim)
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var/others_message
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if(victim)
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others_message = "<b>[parent]</b> lifts their hand to [emote_description] [victim]!"
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else
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others_message = "<b>[parent]</b> lifts their hand for a [emote_description]!"
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var/self_message
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if(victim)
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self_message = SPAN_NOTICE("You lift your hand to [emote_description] [victim]!")
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else
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self_message = SPAN_NOTICE("You lift your hand for a [emote_description]!")
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parent.visible_message(others_message, self_message)
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/singleton/overhead_emote/proc/reciprocate_emote(var/mob/reciprocator, var/mob/original, var/reciprocating_emote_path)
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var/datum/component/overhead_emote/original_emote_component = original.GetComponent(/datum/component/overhead_emote)
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var/singleton/overhead_emote/original_emote = original_emote_component.emote_type
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if(original_emote.type != reciprocating_emote_path)
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fail_emote(reciprocator, original, original_emote_component, original_emote, reciprocating_emote_path)
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return
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var/others_message = "<b>[reciprocator]</b> lifts their to meet [original]'s, delivering a stunning [emote_description]!"
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var/self_message = SPAN_NOTICE("You lift your hand to meet [original]'s, delivering a stunning [emote_description]!")
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reciprocator.visible_message(others_message, self_message)
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INVOKE_ASYNC(reciprocator, TYPE_PROC_REF(/atom/movable, do_attack_animation), original, FIST_ATTACK_ANIMATION)
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INVOKE_ASYNC(original, TYPE_PROC_REF(/atom/movable, do_attack_animation), reciprocator, FIST_ATTACK_ANIMATION)
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if(emote_sound)
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playsound(reciprocator.loc, emote_sound, 30, 1)
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original_emote_component.remove_from_mob()
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/singleton/overhead_emote/proc/fail_emote(var/mob/reciprocator, var/mob/original, var/datum/component/overhead_emote/original_emote_component, var/singleton/overhead_emote/original_emote, var/fail_emote_path)
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var/singleton/overhead_emote/fail_emote = GET_SINGLETON(fail_emote_path)
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var/others_message = "<b>[reciprocator]</b> lifts their to meet [original]'s, who was expecting a [original_emote.emote_description], but received a [fail_emote.emote_description] instead."
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var/self_message = SPAN_NOTICE("You lift your hand to meet [original]'s, who was expecting a [original_emote.emote_description], but received a [fail_emote.emote_description] instead.")
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reciprocator.visible_message(others_message, self_message)
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INVOKE_ASYNC(reciprocator, TYPE_PROC_REF(/atom/movable, do_attack_animation), original, FIST_ATTACK_ANIMATION)
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INVOKE_ASYNC(original, TYPE_PROC_REF(/atom/movable, do_attack_animation), reciprocator, FIST_ATTACK_ANIMATION)
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playsound(reciprocator.loc, SFX_PUNCH_MISS, 30, 1)
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original_emote_component.remove_from_mob()
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/singleton/overhead_emote/highfive
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icon_state = "emote_highfive"
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emote_description = "high-five"
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emote_sound = 'sound/effects/snap.ogg'
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/singleton/overhead_emote/fistbump
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icon_state = "emote_fistbump"
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emote_description = "fist-bump"
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emote_sound = 'sound/weapons/Genhit.ogg'
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