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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

324 lines
11 KiB
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/obj/vehicle/animal
name = "animal"
desc = "Base type of rideable animals - you shouldn't be seeing this!"
load_item_visible = 1
mob_offset_y = 5
health = 100
maxhealth = 100
fire_dam_coeff = 0.6
brute_dam_coeff = 0.5
dir = SOUTH
anchored = FALSE //so you can drag animals around
///The chance of blocking a projectile aimed at the user. Nothing by default.
var/block_chance = 0
/// Speed on land. Higher is slower.
/// If 0 it can't go on land turfs at all.
var/land_speed = 5
/// Speed if walk intent is on.
/// Should be slower, but does not crash into other bikes or people at this speed.
/// If land speed is 0, still can't go on land turfs at all.
var/land_speed_careful = 6
/// Same as land speed, but for space turfs.
var/space_speed = 0
/// Same as land speed if walk intent is on, but for space turfs.
var/space_speed_careful = 0
var/storage_type = /obj/item/storage/toolbox/bike_storage/saddle
var/obj/item/storage/storage_compartment
organic = TRUE
on = TRUE
var/list/armor_values = list( //some default values that seem about right for an average animal
MELEE = ARMOR_MELEE_MEDIUM,
BULLET = ARMOR_BALLISTIC_MINOR,
BOMB = ARMOR_BOMB_MINOR
)
/obj/vehicle/animal/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Click-drag yourself onto the animal to climb onto it."
. += "Click-drag it onto yourself to access its mounted storage."
/obj/vehicle/animal/Destroy()
QDEL_NULL(storage_compartment)
return ..()
/obj/vehicle/animal/setup_vehicle()
..()
on = TRUE
set_light(0)
AddOverlays(image(icon, "[icon_state]_overlay", MOB_LAYER + 1))
if(storage_type)
storage_compartment = new storage_type(src)
if(LAZYLEN(armor_values))
AddComponent(/datum/component/armor, armor_values)
/obj/vehicle/animal/load(var/atom/movable/C)
var/mob/living/M = C
if(!istype(C)) return FALSE
if(M.buckled_to || M.restrained() || !Adjacent(M) || !M.Adjacent(src))
return FALSE
return ..(M)
/obj/vehicle/animal/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
if(use_check_and_message(user))
return
if(user == over && ishuman(over))
var/mob/living/carbon/human/H = over
storage_compartment.open(H)
/obj/vehicle/animal/mouse_drop_receive(atom/dropped, mob/user, params)
if(use_check_and_message(user))
return
if(!load(dropped))
to_chat(user, SPAN_WARNING("You were unable to load \the [dropped] onto \the [src]."))
return
/obj/vehicle/animal/attack_hand(var/mob/user as mob)
if(use_check_and_message(user))
return
if(user == load)
unload(load)
to_chat(user, "You unbuckle yourself from \the [src]")
if(user != load && load)
user.visible_message ("[user] starts to unbuckle [load] from \the [src]!")
if(do_after(user, 8 SECONDS, src))
unload(load)
to_chat(user, "You unbuckle [load] from \the [src]")
to_chat(load, "You were unbuckled from \the [src] by [user]")
/obj/vehicle/animal/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
var/datum/component/armor/armor_component = GetComponent(/datum/component/armor)
if(buckled && prob((1 - armor_component.get_blocked(hitting_projectile.damage_type, hitting_projectile.damage_flags, hitting_projectile.armor_penetration))*100))
return buckled.bullet_act(arglist(args))
..()
/obj/vehicle/animal/relaymove(mob/living/user, direction)
. = ..()
if(user != load || user.incapacitated())
return
return Move(get_step(src, direction))
/obj/vehicle/animal/proc/check_destination(var/turf/destination)
var/static/list/types = typecacheof(list(/turf/space))
if(is_type_in_typecache(destination,types) || pulledby)
return TRUE
else
return FALSE
/obj/vehicle/animal/Move(var/turf/destination)
var/mob/living/rider = buckled
if(!istype(buckled))
return
var/is_careful = (rider.m_intent != M_RUN)
var/is_on_space = check_destination(destination)
if(is_on_space) //IDK when we will ever need space-flying animals but may as well leave the possibility open
if(!space_speed)
return FALSE
move_delay = (is_careful ? space_speed_careful : space_speed)
else
if(!land_speed)
return FALSE
move_delay = (is_careful ? land_speed_careful : land_speed)
return ..()
/obj/vehicle/animal/Collide(var/atom/movable/AM)
. = ..()
collide_act(AM)
/obj/vehicle/animal/proc/collide_act(var/atom/movable/AM)
var/mob/living/M
if(!buckled)
return
if(istype(buckled, /mob/living))
M = buckled
if(M.m_intent == M_RUN)
if (istype(AM, /obj/vehicle))
M.setMoveCooldown(10)
var/obj/vehicle/V = AM
if(prob(50))
if(V.buckled)
if(ishuman(V.buckled))
var/mob/living/carbon/human/I = V.buckled
I.visible_message(SPAN_DANGER("\The [I] falls off from \the [V]"))
V.unload(I)
I.throw_at(get_edge_target_turf(V.loc, V.loc.dir), 5, 1)
I.apply_effect(2, WEAKEN)
if(prob(25))
if(ishuman(buckled))
var/mob/living/carbon/human/C = buckled
C.visible_message(SPAN_DANGER ("\The [C] falls off from \the [src]!"))
unload(C)
C.throw_at(get_edge_target_turf(loc, loc.dir), 5, 1)
C.apply_effect(2, WEAKEN)
if(isliving(AM))
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Was rammed by [src]</font>"
M.attack_log += "\[[time_stamp()]\] <span class='warning'>rammed[M.name] ([M.ckey]) rammed [H.name] ([H.ckey]) with the [src].</span>"
msg_admin_attack("[src] crashed into [key_name(H)] at (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[H.x];Y=[H.y];Z=[H.z]'>JMP</a>)" )
src.visible_message(SPAN_DANGER("\The [src] smashes into \the [H]!"))
playsound(src, SFX_SWING_HIT, 50, 1)
H.apply_damage(20, DAMAGE_BRUTE)
H.throw_at(get_edge_target_turf(loc, loc.dir), 5, 1)
H.apply_effect(4, WEAKEN)
M.setMoveCooldown(10)
return TRUE
else
var/mob/living/L = AM
src.visible_message(SPAN_DANGER("\The [src] smashes into \the [L]!"))
playsound(src, SFX_SWING_HIT, 50, 1)
L.throw_at(get_edge_target_turf(loc, loc.dir), 5, 1)
L.apply_damage(20, DAMAGE_BRUTE)
M.setMoveCooldown(10)
return TRUE
/obj/vehicle/animal/climber
name = "climber"
desc = "A rideable beast of burden, large enough for one adult rider only but perfectly adapted for the rough terrain on Adhomai. This one has a saddle mounted on it."
icon = 'icons/mob/npc/adhomai_48.dmi'
icon_state = "climber_s"
pixel_x = -8
mob_offset_y = 8
land_speed = 2
land_speed_careful = 4
health = 100
storage_type = /obj/item/storage/toolbox/bike_storage/saddle
corpse = /mob/living/simple_animal/climber/saddle
/obj/item/storage/toolbox/bike_storage/saddle
name = "saddle storage"
/obj/item/saddle
name = "saddle"
desc = "A structure used to ride animals."
icon = 'icons/obj/saddle.dmi'
icon_state = "saddle"
w_class = WEIGHT_CLASS_NORMAL
/obj/vehicle/animal/threshbeast
name = "threshbeast"
desc = "Large herbivorous reptiles native to Moghes, the azkrazal or 'threshbeast' is commonly used as a mount, beast of burden, or convenient food source by Unathi. They are highly valued for their speed and strength, capable of running at 30-42 miles per hour at top speed. This one has been fitted with a saddle."
icon = 'icons/mob/npc/moghes_64.dmi'
icon_state = "threshbeast_s"
pixel_x = -15
mob_offset_y = 10
land_speed = 2
land_speed_careful = 4
health = 100
organic = TRUE
storage_type = /obj/item/storage/toolbox/bike_storage/saddle
corpse = /mob/living/simple_animal/threshbeast/saddle
/obj/vehicle/animal/hegeranzi
name = "hegeranzi"
desc = "A large species of herbivorous horned reptiles native to Moghes, the hegeranzi or 'warmount' is commonly used as mount or beast of war by the Unathi. They are highly valued for their speed, aggression, and fearsome horns. This one seems to have been fitted with a saddle."
icon = 'icons/mob/npc/moghes_64.dmi'
icon_state = "warmount_s"
pixel_x = -14
mob_offset_y = 12
on = TRUE
land_speed = 1
land_speed_careful = 4
health = 200
organic = TRUE
storage_type = /obj/item/storage/toolbox/bike_storage/saddle
corpse = /mob/living/simple_animal/hostile/retaliate/hegeranzi/saddle
armor_values = list( //big tough war beast, has some more armor particularly against bullets and melee
MELEE = ARMOR_MELEE_MAJOR,
BULLET = ARMOR_BALLISTIC_MEDIUM,
LASER = ARMOR_LASER_MINOR,
BOMB = ARMOR_BOMB_MINOR
)
/obj/vehicle/animal/warmount/RunOver(mob/living/carbon/human/H)
var/mob/living/M
if(!buckled)
return
if(istype(buckled, /mob/living))
M = buckled
if(M.m_intent == M_RUN)
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Was rammed by [src]</font>"
M.attack_log += "\[[time_stamp()]\] <span class='warning'>rammed[M.name] ([M.ckey]) rammed [H.name] ([H.ckey]) with the [src].</span>"
msg_admin_attack("[src] crashed into [key_name(H)] at (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[H.x];Y=[H.y];Z=[H.z]'>JMP</a>)" )
src.visible_message(SPAN_DANGER("\The [src] charges into \the [H]!"))
playsound(src, 'sound/weapons/pierce.ogg', 50, 1)
H.apply_damage(40, DAMAGE_BRUTE)
if(H.species.mob_size < 16)
playsound(M, 'sound/weapons/push_connect.ogg', 50, 1, -1)
src.visible_message(SPAN_DANGER("\The [src] slams into \the [H], sending them flying!"))
var/turf/target_turf = get_ranged_target_turf(H, M.dir, 4)
H.throw_at(target_turf, 4, 1, src)
H.apply_effect(4, WEAKEN)
/obj/vehicle/animal/warmount/collide_act(atom/movable/AM)
var/mob/living/M
if(!buckled)
return
if(istype(buckled, /mob/living))
M = buckled
if(M.m_intent == M_RUN)
if (istype(AM, /obj/vehicle))
M.setMoveCooldown(10)
var/obj/vehicle/V = AM
if(prob(50))
if(V.buckled)
if(ishuman(V.buckled))
var/mob/living/carbon/human/I = V.buckled
I.visible_message(SPAN_DANGER("\The [I] falls off from \the [V]"))
V.unload(I)
I.throw_at(get_edge_target_turf(V.loc, V.loc.dir), 5, 1)
I.apply_effect(2, WEAKEN)
if(prob(25))
if(ishuman(buckled))
var/mob/living/carbon/human/C = buckled
C.visible_message(SPAN_DANGER ("\The [C] falls off from \the [src]!"))
unload(C)
C.throw_at(get_edge_target_turf(loc, loc.dir), 5, 1)
C.apply_effect(2, WEAKEN)
if(isliving(AM))
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Was rammed by [src]</font>"
M.attack_log += "\[[time_stamp()]\] <span class='warning'>rammed[M.name] ([M.ckey]) rammed [H.name] ([H.ckey]) with the [src].</span>"
msg_admin_attack("[src] crashed into [key_name(H)] at (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[H.x];Y=[H.y];Z=[H.z]'>JMP</a>)" )
src.visible_message(SPAN_DANGER("\The [src] charges into \the [H]!"))
playsound(src, 'sound/weapons/pierce.ogg', 50, 1)
H.apply_damage(40, DAMAGE_BRUTE)
if(H.species.mob_size < 16)
playsound(M, 'sound/weapons/push_connect.ogg', 50, 1, -1)
src.visible_message(SPAN_DANGER("\The [src] slams into \the [H], sending them flying!"))
var/turf/target_turf = get_ranged_target_turf(H, M.dir, 4)
H.throw_at(target_turf, 4, 1, src)
H.apply_effect(4, WEAKEN)
M.setMoveCooldown(10)
return TRUE
else
var/mob/living/L = AM
src.visible_message(SPAN_DANGER("\The [src] smashes into \the [L]!"))
playsound(src, 'sound/weapons/pierce.ogg', 50, 1)
L.throw_at(get_edge_target_turf(loc, loc.dir), 5, 1)
L.apply_damage(40, DAMAGE_BRUTE)
M.setMoveCooldown(10)
return TRUE