Files
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## 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
/🆑
2024-09-23 22:24:50 -07:00

137 lines
4.3 KiB
Plaintext

/datum/round_event_control/portal_storm_syndicate
name = "Portal Storm: Syndicate Shocktroops"
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
weight = 2
min_players = 15
earliest_start = 30 MINUTES
category = EVENT_CATEGORY_ENTITIES
description = "Syndicate troops pour out of portals."
/datum/round_event/portal_storm/syndicate_shocktroop
boss_types = list(/mob/living/basic/trooper/syndicate/melee/space/stormtrooper = 2)
hostile_types = list(
/mob/living/basic/trooper/syndicate/melee/space = 8,
/mob/living/basic/trooper/syndicate/ranged/space = 2,
)
/datum/round_event_control/portal_storm_narsie
name = "Portal Storm: Constructs"
typepath = /datum/round_event/portal_storm/portal_storm_narsie
weight = 0
max_occurrences = 0
category = EVENT_CATEGORY_ENTITIES
description = "Nar'sie constructs pour out of portals."
min_wizard_trigger_potency = 5
max_wizard_trigger_potency = 7
/datum/round_event/portal_storm/portal_storm_narsie
boss_types = list(/mob/living/basic/construct/artificer/hostile = 6)
hostile_types = list(
/mob/living/basic/construct/juggernaut/hostile = 8,
/mob/living/basic/construct/wraith/hostile = 6,
)
/datum/round_event/portal_storm
start_when = 7
end_when = 999
announce_when = 1
var/list/boss_spawn = list()
var/list/boss_types = list() //only configure this if you have hostiles
var/number_of_bosses
var/next_boss_spawn
var/list/hostiles_spawn = list()
var/list/hostile_types = list()
var/number_of_hostiles
/// List of mutable appearances in the form (plane offset + 1 -> appearance)
var/list/mutable_appearance/storm_appearances
/datum/round_event/portal_storm/setup()
storm_appearances = list()
for(var/offset in 0 to SSmapping.max_plane_offset)
var/mutable_appearance/storm = mutable_appearance('icons/obj/machines/engine/energy_ball.dmi', "energy_ball_fast", FLY_LAYER)
SET_PLANE_W_SCALAR(storm, ABOVE_GAME_PLANE, offset)
storm.color = COLOR_VIBRANT_LIME
storm_appearances += storm
number_of_bosses = 0
for(var/boss in boss_types)
number_of_bosses += boss_types[boss]
number_of_hostiles = 0
for(var/hostile in hostile_types)
number_of_hostiles += hostile_types[hostile]
while(number_of_bosses > boss_spawn.len)
boss_spawn += get_random_station_turf()
while(number_of_hostiles > hostiles_spawn.len)
hostiles_spawn += get_random_station_turf()
next_boss_spawn = start_when + CEILING(2 * number_of_hostiles / number_of_bosses, 1)
/datum/round_event/portal_storm/announce(fake)
set waitfor = 0
sound_to_playing_players('sound/effects/magic/lightning_chargeup.ogg')
sleep(8 SECONDS)
priority_announce("Massive bluespace anomaly detected en route to [station_name()]. Brace for impact.")
sleep(2 SECONDS)
sound_to_playing_players('sound/effects/magic/lightningbolt.ogg')
/datum/round_event/portal_storm/tick()
spawn_effects(get_random_station_turf())
if(spawn_hostile() && length(hostile_types))
var/type = pick(hostile_types)
hostile_types[type] = hostile_types[type] - 1
spawn_mob(type, hostiles_spawn)
if(!hostile_types[type])
hostile_types -= type
if(spawn_boss() && length(boss_types))
var/type = pick(boss_types)
boss_types[type] = boss_types[type] - 1
spawn_mob(type, boss_spawn)
if(!boss_types[type])
boss_types -= type
time_to_end()
/datum/round_event/portal_storm/proc/spawn_mob(type, spawn_list)
if(!type)
return
var/turf/T = pick_n_take(spawn_list)
if(!T)
return
new type(T)
spawn_effects(T)
/datum/round_event/portal_storm/proc/spawn_effects(turf/T)
if(!T)
log_game("Portal Storm failed to spawn effect due to an invalid location.")
return
T = get_step(T, SOUTHWEST) //align center of image with turf
T.flick_overlay_static(storm_appearances[GET_TURF_PLANE_OFFSET(T) + 1], 15)
playsound(T, 'sound/effects/magic/lightningbolt.ogg', rand(80, 100), TRUE)
/datum/round_event/portal_storm/proc/spawn_hostile()
if(!hostile_types || !hostile_types.len)
return 0
return ISMULTIPLE(activeFor, 2)
/datum/round_event/portal_storm/proc/spawn_boss()
if(!boss_types || !boss_types.len)
return FALSE
if(activeFor == next_boss_spawn)
next_boss_spawn += CEILING(number_of_hostiles / number_of_bosses, 1)
return TRUE
return FALSE
/datum/round_event/portal_storm/proc/time_to_end()
if(!hostile_types.len && !boss_types.len)
end_when = activeFor
if(!number_of_hostiles && number_of_bosses)
end_when = activeFor