// 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 /// 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, params) . = ..() times_rang += weapon.force ring_bell(user) // 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/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) to_chat(user, 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 // 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 /obj/structure/desk_bell/MouseDrop(obj/over_object, src_location, over_location) if(!istype(over_object, /obj/vehicle/ridden/wheelchair)) return if(!Adjacent(over_object) || !Adjacent(usr)) return var/obj/vehicle/ridden/wheelchair/target = over_object if(target.bell_attached) usr.balloon_alert(usr, "already has a bell!") return usr.balloon_alert(usr, "attaching bell...") if(!do_after(usr, 0.5 SECONDS)) return target.attach_bell(src) return ..()