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Batrachophreno 7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
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>
2026-01-22 16:54:40 +00:00

233 lines
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/obj/item/material/sword
name = "claymore"
desc = "What are you standing around staring at this for? Get to killing!"
icon = 'icons/obj/sword.dmi'
icon_state = "claymore"
item_state = "claymore"
contained_sprite = TRUE
slot_flags = SLOT_BELT|SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel)
thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel)
sharp = 1
edge = TRUE
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
can_embed = 0
var/parry_chance = 40
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = SFX_PICKUP_SWORD
equip_sound = SFX_EQUIP_SWORD
worth_multiplier = 30
/obj/item/material/sword/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "As a Cultist, this item can be reforged to become a cult blade."
/obj/item/material/sword/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
var/parry_bonus = 1
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/has_parry_bonus = H.check_weapon_affinity(src, TRUE)
if(has_parry_bonus)
parry_bonus = has_parry_bonus // proc returns the parry multiplier
if(default_parry_check(user, attacker, damage_source) && prob(parry_chance * parry_bonus))
user.visible_message(SPAN_DANGER("\The [user] parries [attack_text] with \the [src]!"))
playsound(user.loc, 'sound/weapons/bladeparry.ogg', 50, 1)
return BULLET_ACT_BLOCK
return BULLET_ACT_HIT
/obj/item/material/sword/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone)
var/armor_reduction = target.get_blocked_ratio(target_zone, DAMAGE_BRUTE, DAMAGE_FLAG_EDGE|DAMAGE_FLAG_SHARP, damage = force)*100
var/obj/item/organ/external/affecting = target.get_organ(target_zone)
if(!affecting)
return
user.do_attack_animation(target)
if(target_zone == BP_HEAD || target_zone == BP_EYES || target_zone == BP_MOUTH)
if(prob(70 - armor_reduction))
target.eye_blurry += 5
target.confused += 10
return TRUE
if(target_zone == BP_R_ARM || target_zone == BP_L_ARM || target_zone == BP_R_HAND || target_zone == BP_L_HAND)
if(prob(80 - armor_reduction))
if(target_zone == BP_R_ARM || target_zone == BP_R_HAND)
target.drop_r_hand()
else
target.drop_l_hand()
return TRUE
if(target_zone == BP_R_FOOT || target_zone == BP_R_FOOT || target_zone == BP_R_LEG || target_zone == BP_L_LEG)
if(prob(60 - armor_reduction))
target.Weaken(5)
return TRUE
return FALSE
/obj/item/material/sword/katana
name = "katana"
desc = "Woefully underpowered in D20. This one looks pretty sharp."
icon_state = "katana"
item_state = "katana"
slot_flags = SLOT_BELT | SLOT_BACK
/obj/item/material/sword/rapier
name = "rapier"
desc = "A slender, fancy and sharply pointed sword."
icon_state = "rapier"
item_state = "rapier"
slot_flags = SLOT_BELT
attack_verb = list("attacked", "stabbed", "prodded", "poked", "lunged")
sharp = 0
/obj/item/material/sword/longsword
name = "longsword"
desc = "A double-edged large blade."
icon_state = "longsword"
item_state = "longsword"
slot_flags = SLOT_BELT | SLOT_BACK
/obj/item/material/sword/longsword/pre_attack(var/mob/living/target, var/mob/living/user)
if(istype(target))
cleave(user, target)
..()
/obj/item/material/sword/sabre
name = "sabre"
desc = "A sharp curved backsword."
icon_state = "sabre"
item_state = "sabre"
slot_flags = SLOT_BELT
/obj/item/material/sword/sabre/silver/Initialize(newloc, material_key)
. = ..(newloc, MATERIAL_SILVER)
/obj/item/material/sword/axe
name = "battle axe"
desc = "A one handed battle axe, still a deadly weapon."
icon_state = "axe"
item_state = "axe"
slot_flags = SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
applies_material_colour = 0
parry_chance = 10
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/material/sword/axe/pre_attack(var/mob/living/target, var/mob/living/user)
if(istype(target))
cleave(user, target)
..()
/obj/item/material/sword/axe/can_woodcut()
return TRUE
/obj/item/material/sword/khopesh
name = "khopesh"
desc = "An ancient sword shapped like a sickle."
icon_state = "khopesh"
item_state = "khopesh"
slot_flags = SLOT_BELT
/obj/item/material/sword/dao
name = "dao"
desc = "A single-edged broadsword."
icon_state = "dao"
item_state = "dao"
slot_flags = SLOT_BELT
/obj/item/material/sword/gladius
name = "gladius"
desc = "An ancient short sword, designed to stab and cut."
icon_state = "gladius"
item_state = "gladius"
slot_flags = SLOT_BELT
/obj/item/material/sword/amohdan_sword
name = "amohdan blade"
desc = "A tajaran sword, commonly used by the swordsmen of the island of Amohda."
icon_state = "amohdan_sword"
item_state = "amohdan_sword"
slot_flags = SLOT_BELT
use_material_name = FALSE
applies_material_colour = FALSE
unbreakable = TRUE //amohdan steel is the finest in the spur
// improvised sword
/obj/item/material/sword/improvised_sword
name = "selfmade sword"
desc = "A crudely made, rough looking sword. Still appears to be quite deadly."
icon_state = "improvsword"
item_state = "improvsword"
var/obj/item/material/hilt //what is the handle made of?
force_divisor = 0.3
slot_flags = SLOT_BELT
/obj/item/material/sword/improvised_sword/apply_hit_effect()
. = ..()
if(!unbreakable)
if(hilt.material.is_brittle())
health = 0
else if(!prob(hilt.material.hardness))
health--
check_health()
/obj/item/material/sword/improvised_sword/proc/assignDescription()
if(hilt)
desc = "A crudely made, rough looking sword. Still appears to be quite deadly. It has a blade of [src.material], and a hilt of [hilt.material]."
else
desc = "A crudely made, rough looking sword. Still appears to be quite deadly. It has a blade of [src.material]."
// the things needed to create the above
/obj/item/material/sword_hilt
name = "hilt"
desc = "A hilt without a blade, quite useless."
icon = 'icons/obj/weapons_build.dmi'
icon_state = "swordhilt"
unbreakable = TRUE
force_divisor = 0.05
thrown_force_divisor = 0.2
/obj/item/material/sword_hilt/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/material/sword_blade))
var/obj/item/material/sword_blade/blade = attacking_item
var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, blade.material.name)
new_sword.hilt = src
user.drop_from_inventory(src,new_sword)
user.drop_from_inventory(blade,new_sword)
user.put_in_hands(new_sword)
qdel(blade)
qdel(src)
new_sword.assignDescription()
else
..()
/obj/item/material/sword_blade
name = "blade"
desc = "A blade without a hilt, don't cut yourself!"
icon = 'icons/obj/weapons_build.dmi'
icon_state = "swordblade"
unbreakable = TRUE
force_divisor = 0.20
thrown_force_divisor = 0.3
/obj/item/material/sword_blade/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/material/sword_hilt))
var/obj/item/material/sword_hilt/hilt = attacking_item
var/obj/item/material/sword/improvised_sword/new_sword = new(src.loc, src.material.name)
new_sword.hilt = hilt.material
new_sword.assignDescription()
user.drop_from_inventory(src,new_sword)
user.drop_from_inventory(hilt,new_sword)
user.put_in_hands(new_sword)
qdel(hilt)
qdel(src)
new_sword.assignDescription()
else
..()