Files
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

162 lines
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/turf/simulated/floor/beach
name = "beach"
icon = 'icons/misc/beach.dmi'
icon_state = "sand"
footstep_sound = SFX_FOOTSTEP_SAND
/turf/simulated/floor/beach/sand
name = "sand"
/turf/simulated/floor/beach/sand/desert
icon_state = "desert"
/turf/simulated/floor/beach/coastline
name = "coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
footstep_sound = SFX_FOOTSTEP_WATER
/turf/simulated/floor/beach/water
name = "water"
icon_state = "water"
footstep_sound = SFX_FOOTSTEP_WATER
movement_cost = 2
var/watertype = "water5"
var/obj/effect/water_effect/water_overlay
var/numobjects = 0
/turf/simulated/floor/beach/water/alt
name = "water"
icon_state = "seadeep"
watertype = "poolwater"
/turf/simulated/floor/beach/water/pool
name = "pool"
icon_state = "pool"
watertype = "poolwater"
/turf/simulated/floor/beach/water/ocean
name = "ocean"
icon_state = "seadeep"
movement_cost = 4
/turf/simulated/floor/beach/water/ocean/abyss
name = "abyss"
icon_state = "abyss"
watertype = "seadeep"
/obj/effect/water_effect
name = "water"
icon = 'icons/misc/beach.dmi'
layer = MOB_LAYER+0.1
opacity = FALSE
anchored = TRUE
mouse_opacity = FALSE
unacidable = TRUE
/turf/simulated/floor/beach/water/update_dirt()
return // Water doesn't become dirty
/turf/simulated/floor/beach/water/Initialize()
. = ..()
var/obj/effect/water_effect/W = new /obj/effect/water_effect(src)
W.icon_state = watertype
water_overlay = W
create_reagents(2)
/turf/simulated/floor/beach/water/Destroy()
if(water_overlay)
qdel(water_overlay)
water_overlay = null
return ..()
/turf/simulated/floor/beach/water/return_air_for_internal_lifeform(var/mob/living/carbon/L)
if(L && L.lying)
if(L.can_breathe_water() || (istype(L.wear_mask, /obj/item/clothing/mask/snorkel)))
var/datum/gas_mixture/water_breath = new()
var/datum/gas_mixture/above_air = return_air()
var/amount = 300
water_breath.adjust_gas(GAS_OXYGEN, amount) // Assuming water breathes just extract the oxygen directly from the water.
water_breath.temperature = above_air.temperature
return water_breath
else
var/gasid = GAS_CO2
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.species && H.species.exhale_type)
gasid = H.species.exhale_type
var/datum/gas_mixture/water_breath = new()
var/datum/gas_mixture/above_air = return_air()
water_breath.adjust_gas(gasid, ONE_ATMOSPHERE) // this will cause them to suffocate, but not pop their lung
water_breath.temperature = above_air.temperature
return water_breath
return return_air() // Otherwise their head is above the water, so get the air from the atmosphere instead.
/turf/simulated/floor/beach/water/Entered(atom/movable/AM, atom/oldloc)
if(!(SSATOMS_IS_PROBABLY_DONE))
return
reagents.add_reagent(/singleton/reagent/water, 2)
clean(src)
START_PROCESSING(SSprocessing, src)
if(istype(AM, /obj))
numobjects += 1
else if(istype(AM, /mob/living))
numobjects += 1
var/mob/living/L = AM
if(!istype(oldloc, /turf/simulated/floor/beach/water))
to_chat(L, SPAN_WARNING("You get drenched in water from entering \the [src]!"))
wash(L)
..()
/turf/simulated/floor/beach/water/Exited(atom/movable/AM, atom/newloc)
if(!SSATOMS_IS_PROBABLY_DONE)
return
reagents.add_reagent(/singleton/reagent/water, 2)
clean(src)
if(istype(AM, /obj) && numobjects)
numobjects -= 1
else if(istype(AM, /mob/living))
if(numobjects)
numobjects -= 1
var/mob/living/L = AM
if(!istype(newloc, /turf/simulated/floor/beach/water))
to_chat(L, SPAN_WARNING("You climb out of \the [src]."))
..()
/turf/simulated/floor/beach/water/process()
reagents.add_reagent(/singleton/reagent/water, 2)
clean(src)
for(var/mob/living/L in src)
wash(L)
if(!numobjects)
STOP_PROCESSING(SSprocessing, src)
/mob/living/proc/can_breathe_water()
return FALSE
/mob/living/carbon/human/can_breathe_water()
if(species)
return species.can_breathe_water()
return ..()
// Taken from shower
/turf/simulated/floor/beach/water/proc/wash(atom/movable/O as obj|mob)
var/obj/effect/effect/water/W = new(O)
W.create_reagents(100)
W.reagents.add_reagent(/singleton/reagent/water, 100)
W.set_up(O, 100)
if(ishuman(O))
var/mob/living/carbon/human/H = O
H.wash()
if(isobj(O))
var/obj/object = O
object.clean()
if(isturf(loc))
var/turf/tile = loc
tile.clean_blood()
tile.remove_cleanables()