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Bubberstation/code/datums/components/shielded.dm
grungussuss 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

211 lines
8.4 KiB
Plaintext

/**
* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
*/
/datum/component/shielded
dupe_mode = COMPONENT_DUPE_UNIQUE
/// The person currently wearing us
var/mob/living/wearer
/// How many charges we can have max, and how many we start with
var/max_charges
/// How many charges we currently have
var/current_charges
/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
var/recharge_start_delay = 20 SECONDS
/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
var/charge_increment_delay = 1 SECONDS
/// How many charges we recover on each charge increment
var/charge_recovery = 1
/// What .dmi we're pulling the shield icon from
var/shield_icon_file = 'icons/effects/effects.dmi'
/// What icon is used when someone has a functional shield up
var/shield_icon = "shield-old"
/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
var/shield_inhand = FALSE
/// Should the shield lose charges equal to the damage dealt by a hit?
var/lose_multiple_charges = FALSE
/// Should the shield's alpha change to show its remaining charge
var/show_charge_as_alpha = FALSE
/// The item we use for recharging
var/recharge_path
/// Whether or not we lose a charge when hit by 0 damage items or projectiles
var/lose_charge_on_damageless = FALSE
/// The cooldown tracking when we were last hit
COOLDOWN_DECLARE(recently_hit_cd)
/// The cooldown tracking when we last replenished a charge
COOLDOWN_DECLARE(charge_add_cd)
/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
var/datum/callback/on_hit_effects
/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, charge_recovery = 1, lose_multiple_charges = FALSE, show_charge_as_alpha = FALSE, recharge_path = null, starting_charges = null, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
if(!isitem(parent) || max_charges <= 0)
return COMPONENT_INCOMPATIBLE
src.max_charges = max_charges
src.recharge_start_delay = recharge_start_delay
src.charge_increment_delay = charge_increment_delay
src.charge_recovery = charge_recovery
src.lose_multiple_charges = lose_multiple_charges
src.show_charge_as_alpha = show_charge_as_alpha
src.recharge_path = recharge_path
src.shield_icon_file = shield_icon_file
src.shield_icon = shield_icon
src.shield_inhand = shield_inhand
src.on_hit_effects = run_hit_callback || CALLBACK(src, PROC_REF(default_run_hit_callback))
if(isnull(starting_charges))
current_charges = max_charges
else
current_charges = starting_charges
if(recharge_start_delay)
START_PROCESSING(SSdcs, src)
/datum/component/shielded/Destroy(force)
if(wearer)
shield_icon = "broken"
UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
wearer.update_appearance(UPDATE_ICON)
wearer = null
on_hit_effects = null
return ..()
/datum/component/shielded/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equipped))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(lost_wearer))
RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, PROC_REF(on_hit_react))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(check_recharge_rune))
var/atom/shield = parent
if(ismob(shield.loc))
var/mob/holder = shield.loc
if(holder.is_holding(parent) && !shield_inhand)
return
set_wearer(holder)
/datum/component/shielded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_ATOM_ATTACKBY))
var/atom/shield = parent
if(shield.loc == wearer)
lost_wearer(src, wearer)
// Handle recharging, if we want to
/datum/component/shielded/process(seconds_per_tick)
if(current_charges >= max_charges)
STOP_PROCESSING(SSdcs, src)
return
if(!COOLDOWN_FINISHED(src, recently_hit_cd))
return
if(!COOLDOWN_FINISHED(src, charge_add_cd))
return
var/obj/item/item_parent = parent
COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
adjust_charge(charge_recovery) // set the number of charges to current + recovery per increment, clamped from zero to max_charges
playsound(item_parent, 'sound/effects/magic/charge.ogg', 50, TRUE)
if(current_charges == max_charges)
playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
/datum/component/shielded/proc/adjust_charge(change)
current_charges = clamp(current_charges + change, 0, max_charges)
if(wearer)
wearer.update_appearance(UPDATE_ICON)
/// Check if we've been equipped to a valid slot to shield
/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(user.is_holding(parent) && !shield_inhand)
lost_wearer(source, user)
return
set_wearer(user)
/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
SIGNAL_HANDLER
if(wearer)
UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_QDELETING))
wearer.update_appearance(UPDATE_ICON)
wearer = null
/datum/component/shielded/proc/set_wearer(mob/user)
if(wearer == user)
return
if(!isnull(wearer))
CRASH("[type] called set_wearer with [user] but [wearer] was already the wearer!")
wearer = user
RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
RegisterSignal(wearer, COMSIG_QDELETING, PROC_REF(lost_wearer))
if(current_charges)
wearer.update_appearance(UPDATE_ICON)
/// Used to draw the shield overlay on the wearer
/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
var/mutable_appearance/shield_appearance = mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
if(show_charge_as_alpha)
shield_appearance.alpha = (current_charges/max_charges)*255
overlays += shield_appearance
/**
* This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so.
* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
*/
/datum/component/shielded/proc/on_hit_react(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type, damage_type)
SIGNAL_HANDLER
COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
//No wearer? No block.
if(isnull(wearer))
return
//if our wearer isn't the owner of the block, don't block
if(owner != wearer)
return
if(current_charges <= 0)
return
. = COMPONENT_HIT_REACTION_BLOCK
var/charge_loss = 1 // how many charges do we lose
if(lose_multiple_charges) // if the shield has health like damage we'll lose charges equal to the damage of the hit
charge_loss = damage
else if(!lose_charge_on_damageless && !damage)
charge_loss = 0
adjust_charge(-charge_loss)
INVOKE_ASYNC(src, PROC_REF(actually_run_hit_callback), owner, attack_text, current_charges)
if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
return
START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
on_hit_effects.Invoke(owner, attack_text, current_charges)
/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
do_sparks(2, TRUE, owner)
owner.visible_message(span_danger("[owner]'s shields deflect [attack_text] in a shower of sparks!"))
if(current_charges <= 0)
owner.visible_message(span_warning("[owner]'s shield overloads!"))
/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/recharge_rune, mob/living/user)
SIGNAL_HANDLER
if(!istype(recharge_rune, recharge_path))
return
. = COMPONENT_NO_AFTERATTACK
adjust_charge(charge_recovery)
to_chat(user, span_notice("You charge \the [parent]. It can now absorb [current_charges] hits."))
qdel(recharge_rune)