// A receptionist's bell /obj/structure/desk_bell name = "desk bell" desc = "The cornerstone of any customer service job. You feel an unending urge to ring it." icon = 'icons/obj/service/bureaucracy.dmi' icon_state = "desk_bell" layer = OBJ_LAYER anchored = FALSE pass_flags = PASSTABLE // Able to place on tables max_integrity = 5000 // To make attacking it not instantly break it throwforce = 2 interaction_flags_mouse_drop = NEED_HANDS custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2) /// The amount of times this bell has been rang, used to check the chance it breaks var/times_rang = 0 /// Is this bell broken? var/broken_ringer = FALSE /// The cooldown for ringing the bell COOLDOWN_DECLARE(ring_cooldown) /// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether. var/ring_cooldown_length = 0.3 SECONDS // This is here to protect against tinnitus. /// The sound the bell makes var/ring_sound = 'sound/machines/microwave/microwave-end.ogg' /obj/structure/desk_bell/Initialize(mapload) . = ..() register_context() /obj/structure/desk_bell/add_context(atom/source, list/context, obj/item/held_item, mob/user) . = ..() if(held_item?.tool_behaviour == TOOL_WRENCH) context[SCREENTIP_CONTEXT_RMB] = "Disassemble" return CONTEXTUAL_SCREENTIP_SET if(broken_ringer) if(held_item?.tool_behaviour == TOOL_SCREWDRIVER) context[SCREENTIP_CONTEXT_LMB] = "Fix" else var/click_context = "Ring" if(prob(1)) click_context = "Annoy" context[SCREENTIP_CONTEXT_LMB] = click_context return CONTEXTUAL_SCREENTIP_SET /obj/structure/desk_bell/attack_hand(mob/living/user, list/modifiers) . = ..() if(!COOLDOWN_FINISHED(src, ring_cooldown) && ring_cooldown_length) return TRUE if(!ring_bell(user)) to_chat(user, span_notice("[src] is silent. Some idiot broke it.")) if(ring_cooldown_length) COOLDOWN_START(src, ring_cooldown, ring_cooldown_length) return TRUE /obj/structure/desk_bell/attack_paw(mob/user, list/modifiers) return attack_hand(user, modifiers) /obj/structure/desk_bell/attackby(obj/item/weapon, mob/living/user, list/modifiers, list/attack_modifiers) . = ..() times_rang += weapon.force ring_bell(user) /obj/structure/desk_bell/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) . = ..() ring_bell() // Fix the clapper /obj/structure/desk_bell/screwdriver_act(mob/living/user, obj/item/tool) if(broken_ringer) balloon_alert(user, "repairing...") tool.play_tool_sound(src) if(tool.use_tool(src, user, 5 SECONDS)) balloon_alert_to_viewers("repaired") playsound(user, 'sound/items/tools/change_drill.ogg', 50, vary = TRUE) broken_ringer = FALSE times_rang = 0 return ITEM_INTERACT_SUCCESS return FALSE return ..() // Deconstruct /obj/structure/desk_bell/wrench_act_secondary(mob/living/user, obj/item/tool) balloon_alert(user, "taking apart...") tool.play_tool_sound(src) if(tool.use_tool(src, user, 5 SECONDS)) balloon_alert(user, "disassembled") playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE) if(!broken_ringer) // Drop 2 if it's not broken. new/obj/item/stack/sheet/iron(drop_location()) new/obj/item/stack/sheet/iron(drop_location()) qdel(src) return ITEM_INTERACT_SUCCESS return ..() /// Check if the clapper breaks, and if it does, break it /obj/structure/desk_bell/proc/check_clapper(mob/living/user) if(((times_rang >= 10000) || prob(times_rang/100)) && ring_cooldown_length) if (user) to_chat(user, span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it.")) else audible_message(span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it.")) broken_ringer = TRUE /// Ring the bell /obj/structure/desk_bell/proc/ring_bell(mob/living/user) if(broken_ringer) return FALSE check_clapper(user) // The lack of varying is intentional. The only variance occurs on the strike the bell breaks. playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE) flick("desk_bell_ring", src) times_rang++ return TRUE /obj/structure/desk_bell/mouse_drop_dragged(atom/over_object, mob/user) if(over_object != user) return FALSE var/obj/item/inhand_desk_bell/held_bell = new (user, src) user.put_in_hands(held_bell, del_on_fail = FALSE) // A warning to all who enter; the ringing sound STACKS. It won't be deafening because it only goes every decisecond, // but I did feel like my ears were going to start bleeding when I tested it with my autoclicker. /obj/structure/desk_bell/speed_demon desc = "The cornerstone of any customer service job. This one's been modified for hyper-performance." ring_cooldown_length = 0 /// Handheld bell /obj/item/inhand_desk_bell name = "held desk bell" force = 1 w_class = WEIGHT_CLASS_SMALL obj_flags = CONDUCTS_ELECTRICITY force = 1 throwforce = 2 /// Our contained bell var/obj/structure/desk_bell/bell /obj/item/inhand_desk_bell/Initialize(mapload, obj/structure/desk_bell/bell) if (mapload) stack_trace("You shouldn't map in this item, use /obj/structure/desk_bell") if (!bell) return INITIALIZE_HINT_QDEL register_item_context() src.bell = bell bell.forceMove(src) appearance = bell.appearance RegisterSignals(bell, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(on_bell_gone)) return ..() /// If we don't have a bell we're nothing /obj/item/inhand_desk_bell/proc/on_bell_gone() SIGNAL_HANDLER UnregisterSignal(bell, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED)) bell = null qdel(src) /obj/item/inhand_desk_bell/add_item_context(obj/item/source, list/context, atom/target, mob/living/user) . = NONE if(istype(target, /obj/vehicle/ridden/wheelchair)) var/obj/vehicle/ridden/wheelchair/chair = target if(!chair.bell_attached) context[SCREENTIP_CONTEXT_LMB] = "Attach bell to wheelchair." return CONTEXTUAL_SCREENTIP_SET /obj/item/inhand_desk_bell/examine(mob/user) return bell.examine(user) /obj/item/inhand_desk_bell/on_thrown(mob/living/carbon/user, atom/target) var/obj/throwing_bell = bell // We are about to null this variable but also want to return it bell.forceMove(user.drop_location()) return throwing_bell /obj/item/inhand_desk_bell/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change) . = ..() if (isturf(loc)) bell.forceMove(loc) /obj/item/inhand_desk_bell/attack(mob/living/target_mob, mob/living/user, params) . = ..() if (.) return bell.ring_bell(user) /obj/item/inhand_desk_bell/attack_self(mob/user, modifiers) . = ..() if (.) return bell.ring_bell(user) /obj/item/inhand_desk_bell/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) . = ..() if (!istype(interacting_with, /obj/vehicle/ridden/wheelchair)) return NONE var/obj/vehicle/ridden/wheelchair/chair = interacting_with if (chair.bell_attached) user.balloon_alert(user, "already has a bell!") return ITEM_INTERACT_FAILURE user.balloon_alert(user, "attaching bell...") if (!do_after(user, 0.5 SECONDS, chair)) return ITEM_INTERACT_FAILURE chair.attach_bell(bell) return ITEM_INTERACT_SUCCESS