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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
137 lines
4.3 KiB
Plaintext
137 lines
4.3 KiB
Plaintext
/datum/round_event_control/portal_storm_syndicate
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name = "Portal Storm: Syndicate Shocktroops"
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typepath = /datum/round_event/portal_storm/syndicate_shocktroop
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weight = 2
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min_players = 15
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earliest_start = 30 MINUTES
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category = EVENT_CATEGORY_ENTITIES
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description = "Syndicate troops pour out of portals."
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/datum/round_event/portal_storm/syndicate_shocktroop
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boss_types = list(/mob/living/basic/trooper/syndicate/melee/space/stormtrooper = 2)
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hostile_types = list(
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/mob/living/basic/trooper/syndicate/melee/space = 8,
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/mob/living/basic/trooper/syndicate/ranged/space = 2,
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)
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/datum/round_event_control/portal_storm_narsie
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name = "Portal Storm: Constructs"
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typepath = /datum/round_event/portal_storm/portal_storm_narsie
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weight = 0
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max_occurrences = 0
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category = EVENT_CATEGORY_ENTITIES
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description = "Nar'sie constructs pour out of portals."
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min_wizard_trigger_potency = 5
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max_wizard_trigger_potency = 7
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/datum/round_event/portal_storm/portal_storm_narsie
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boss_types = list(/mob/living/basic/construct/artificer/hostile = 6)
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hostile_types = list(
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/mob/living/basic/construct/juggernaut/hostile = 8,
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/mob/living/basic/construct/wraith/hostile = 6,
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)
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/datum/round_event/portal_storm
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start_when = 7
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end_when = 999
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announce_when = 1
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var/list/boss_spawn = list()
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var/list/boss_types = list() //only configure this if you have hostiles
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var/number_of_bosses
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var/next_boss_spawn
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var/list/hostiles_spawn = list()
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var/list/hostile_types = list()
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var/number_of_hostiles
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/// List of mutable appearances in the form (plane offset + 1 -> appearance)
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var/list/mutable_appearance/storm_appearances
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/datum/round_event/portal_storm/setup()
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storm_appearances = list()
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for(var/offset in 0 to SSmapping.max_plane_offset)
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var/mutable_appearance/storm = mutable_appearance('icons/obj/machines/engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER)
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SET_PLANE_W_SCALAR(storm, ABOVE_GAME_PLANE, offset)
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storm.color = COLOR_VIBRANT_LIME
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storm_appearances += storm
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number_of_bosses = 0
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for(var/boss in boss_types)
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number_of_bosses += boss_types[boss]
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number_of_hostiles = 0
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for(var/hostile in hostile_types)
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number_of_hostiles += hostile_types[hostile]
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while(number_of_bosses > boss_spawn.len)
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boss_spawn += get_random_station_turf()
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while(number_of_hostiles > hostiles_spawn.len)
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hostiles_spawn += get_random_station_turf()
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next_boss_spawn = start_when + CEILING(2 * number_of_hostiles / number_of_bosses, 1)
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/datum/round_event/portal_storm/announce(fake)
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set waitfor = 0
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sound_to_playing_players('sound/effects/magic/lightning_chargeup.ogg')
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sleep(8 SECONDS)
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priority_announce("Massive bluespace anomaly detected en route to [station_name()]. Brace for impact.")
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sleep(2 SECONDS)
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sound_to_playing_players('sound/effects/magic/lightningbolt.ogg')
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/datum/round_event/portal_storm/tick()
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spawn_effects(get_random_station_turf())
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if(spawn_hostile() && length(hostile_types))
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var/type = pick(hostile_types)
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hostile_types[type] = hostile_types[type] - 1
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spawn_mob(type, hostiles_spawn)
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if(!hostile_types[type])
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hostile_types -= type
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if(spawn_boss() && length(boss_types))
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var/type = pick(boss_types)
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boss_types[type] = boss_types[type] - 1
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spawn_mob(type, boss_spawn)
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if(!boss_types[type])
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boss_types -= type
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time_to_end()
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/datum/round_event/portal_storm/proc/spawn_mob(type, spawn_list)
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if(!type)
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return
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var/turf/T = pick_n_take(spawn_list)
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if(!T)
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return
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new type(T)
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spawn_effects(T)
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/datum/round_event/portal_storm/proc/spawn_effects(turf/T)
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if(!T)
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log_game("Portal Storm failed to spawn effect due to an invalid location.")
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return
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T = get_step(T, SOUTHWEST) //align center of image with turf
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T.flick_overlay_static(storm_appearances[GET_TURF_PLANE_OFFSET(T) + 1], 15)
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playsound(T, 'sound/effects/magic/lightningbolt.ogg', rand(80, 100), TRUE)
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/datum/round_event/portal_storm/proc/spawn_hostile()
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if(!hostile_types || !hostile_types.len)
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return 0
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return ISMULTIPLE(activeFor, 2)
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/datum/round_event/portal_storm/proc/spawn_boss()
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if(!boss_types || !boss_types.len)
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return FALSE
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if(activeFor == next_boss_spawn)
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next_boss_spawn += CEILING(number_of_hostiles / number_of_bosses, 1)
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return TRUE
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return FALSE
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/datum/round_event/portal_storm/proc/time_to_end()
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if(!hostile_types.len && !boss_types.len)
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end_when = activeFor
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if(!number_of_hostiles && number_of_bosses)
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end_when = activeFor
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