Files
Bubberstation/code/game/objects/effects/spiderwebs.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

281 lines
9.1 KiB
Plaintext

#define SPIDER_WEB_TINT "web_colour_tint"
/obj/structure/spider
name = "web"
icon = 'icons/effects/web.dmi'
desc = "It's stringy and sticky."
anchored = TRUE
density = FALSE
max_integrity = 15
/obj/structure/spider/Initialize(mapload)
. = ..()
AddElement(/datum/element/atmos_sensitive, mapload)
/obj/structure/spider/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN)//the stickiness of the web mutes all attack sounds except fire damage type
playsound(loc, 'sound/items/tools/welder.ogg', 100, TRUE)
/obj/structure/spider/run_atom_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 1.25
if(BRUTE)
damage_amount *= 0.25
return ..()
/obj/structure/spider/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > 350
/obj/structure/spider/atmos_expose(datum/gas_mixture/air, exposed_temperature)
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
plane = FLOOR_PLANE
layer = MID_TURF_LAYER
icon = 'icons/obj/smooth_structures/stickyweb.dmi'
base_icon_state = "stickyweb"
icon_state = "stickyweb-0"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB + SMOOTH_GROUP_WALLS
///Whether or not the web is from the genetics power
var/genetic = FALSE
///Whether or not the web is a sealed web
var/sealed = FALSE
///Do we need to offset this based on a sprite frill?
var/has_frill = TRUE
/// Chance that someone will get stuck when trying to cross this tile
var/stuck_chance = 50
/// Chance that a bullet will hit this instead of flying through it
var/projectile_stuck_chance = 30
/obj/structure/spider/stickyweb/Initialize(mapload)
// Offset on init so that they look nice in the map editor
if (has_frill)
pixel_x = -9
pixel_y = -9
return ..()
/obj/structure/spider/stickyweb/attack_hand(mob/user, list/modifiers)
.= ..()
if(.)
return
if(!HAS_TRAIT(user, TRAIT_WEB_WEAVER))
return
loc.balloon_alert_to_viewers("weaving...")
if(!do_after(user, 2 SECONDS))
loc.balloon_alert(user, "interrupted!")
return
qdel(src)
var/obj/item/stack/sheet/cloth/woven_cloth = new /obj/item/stack/sheet/cloth
user.put_in_hands(woven_cloth)
/obj/structure/spider/stickyweb/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(genetic)
return
if(sealed)
return FALSE
if(isliving(mover))
if(HAS_TRAIT(mover, TRAIT_WEB_SURFER))
return TRUE
if(mover.pulledby && HAS_TRAIT(mover.pulledby, TRAIT_WEB_SURFER))
return TRUE
if(prob(stuck_chance))
stuck_react(mover)
return FALSE
return .
if(isprojectile(mover))
return prob(projectile_stuck_chance)
return .
/// Show some feedback when you can't pass through something
/obj/structure/spider/stickyweb/proc/stuck_react(atom/movable/stuck_guy)
loc.balloon_alert(stuck_guy, "stuck in web!")
stuck_guy.Shake(duration = 0.1 SECONDS)
/// Web made by geneticists, needs special handling to allow them to pass through their own webs
/obj/structure/spider/stickyweb/genetic
genetic = TRUE
desc = "It's stringy, sticky, and came out of your coworker."
/// Mob with special permission to cross this web
var/mob/living/allowed_mob
/obj/structure/spider/stickyweb/genetic/Initialize(mapload, allowedmob)
. = ..()
// Tint it purple so that spiders don't get confused about why they can't cross this one
add_filter(SPIDER_WEB_TINT, 10, list("type" = "outline", "color" = "#ffaaf8ff", "size" = 0.1))
/obj/structure/spider/stickyweb/genetic/Initialize(mapload, allowedmob)
allowed_mob = allowedmob
return ..()
/obj/structure/spider/stickyweb/genetic/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(mover == allowed_mob)
return TRUE
else if(isliving(mover)) //we change the spider to not be able to go through here
if(mover.pulledby == allowed_mob)
return TRUE
if(prob(50))
stuck_react(mover)
return FALSE
else if(isprojectile(mover))
return prob(30)
return .
/// Web with a 100% chance to intercept movement
/obj/structure/spider/stickyweb/very_sticky
max_integrity = 20
desc = "Extremely sticky silk, you're not easily getting through there."
stuck_chance = 100
projectile_stuck_chance = 100
/obj/structure/spider/stickyweb/very_sticky/Initialize(mapload)
. = ..()
add_filter(SPIDER_WEB_TINT, 10, list("type" = "outline", "color" = "#ffffaaff", "size" = 0.1))
/obj/structure/spider/stickyweb/very_sticky/update_overlays()
. = ..()
var/mutable_appearance/web_overlay = mutable_appearance(icon = 'icons/effects/web.dmi', icon_state = "sticky_overlay", layer = layer + 1)
web_overlay.pixel_x -= pixel_x
web_overlay.pixel_y -= pixel_y
. += web_overlay
/// Web 'wall'
/obj/structure/spider/stickyweb/sealed
name = "sealed web"
desc = "A solid wall of web, dense enough to block air flow."
icon = 'icons/obj/smooth_structures/webwall.dmi'
base_icon_state = "webwall"
icon_state = "webwall-0"
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB_WALL
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB_WALL
plane = GAME_PLANE
layer = OBJ_LAYER
sealed = TRUE
has_frill = FALSE
can_atmos_pass = ATMOS_PASS_NO
/obj/structure/spider/stickyweb/sealed/Initialize(mapload)
. = ..()
air_update_turf(TRUE, TRUE)
/// Walls which reflects lasers
/obj/structure/spider/stickyweb/sealed/reflector
name = "reflective silk screen"
desc = "Hardened webbing treated with special chemicals which cause it to repel projectiles."
icon = 'icons/obj/smooth_structures/webwall_reflector.dmi'
base_icon_state = "webwall_reflector"
icon_state = "webwall_reflector-0"
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB_WALL_MIRROR
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB_WALL_MIRROR
max_integrity = 30
opacity = TRUE
flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
receive_ricochet_chance_mod = INFINITY
/// Opaque and durable web 'wall'
/obj/structure/spider/stickyweb/sealed/tough
name = "hardened web"
desc = "Webbing hardened through a chemical process into a durable barrier."
icon = 'icons/obj/smooth_structures/webwall_dark.dmi'
base_icon_state = "webwall_dark"
icon_state = "webwall_dark-0"
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB_WALL_TOUGH
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB_WALL_TOUGH
opacity = TRUE
max_integrity = 90
layer = ABOVE_MOB_LAYER
resistance_flags = FIRE_PROOF | FREEZE_PROOF
/// Web 'door', blocks atmos but not movement
/obj/structure/spider/passage
name = "web passage"
desc = "An opaque curtain of web which seals in air but doesn't impede passage."
icon = 'icons/obj/smooth_structures/stickyweb_rotated.dmi'
base_icon_state = "stickyweb_rotated"
icon_state = "stickyweb_rotated-0"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB_ROOF
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB_ROOF + SMOOTH_GROUP_WALLS
can_atmos_pass = ATMOS_PASS_NO
opacity = TRUE
max_integrity = 60
alpha = 200
layer = ABOVE_MOB_LAYER
resistance_flags = FIRE_PROOF | FREEZE_PROOF
/obj/structure/spider/passage/Initialize(mapload)
. = ..()
pixel_x = -9
pixel_y = -9
air_update_turf(TRUE, TRUE)
add_filter(SPIDER_WEB_TINT, 10, list("type" = "outline", "color" = "#ffffffff", "alpha" = 0.8, "size" = 0.1))
/obj/structure/spider/cocoon
name = "cocoon"
desc = "Something wrapped in silky spider web."
icon_state = "cocoon1"
max_integrity = 60
/obj/structure/spider/cocoon/Initialize(mapload)
icon_state = pick("cocoon1","cocoon2","cocoon3")
. = ..()
/obj/structure/spider/cocoon/container_resist_act(mob/living/user)
var/breakout_time = 600
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, span_notice("You struggle against the tight bonds... (This will take about [DisplayTimeText(breakout_time)].)"))
visible_message(span_notice("You see something struggling and writhing in \the [src]!"))
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src)
return
qdel(src)
/obj/structure/spider/cocoon/Destroy()
var/turf/T = get_turf(src)
src.visible_message(span_warning("\The [src] splits open."))
for(var/atom/movable/A in contents)
A.forceMove(T)
return ..()
/// Web caltrops
/obj/structure/spider/spikes
name = "web spikes"
desc = "Silk hardened into small yet deadly spikes."
plane = FLOOR_PLANE
layer = MID_TURF_LAYER
icon = 'icons/obj/smooth_structures/stickyweb_spikes.dmi'
base_icon_state = "stickyweb_spikes"
icon_state = "stickyweb_spikes-0"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SPIDER_WEB
canSmoothWith = SMOOTH_GROUP_SPIDER_WEB + SMOOTH_GROUP_WALLS
max_integrity = 40
/obj/structure/spider/spikes/Initialize(mapload)
. = ..()
pixel_x = -9
pixel_y = -9
add_filter(SPIDER_WEB_TINT, 10, list("type" = "outline", "color" = "#ac0000ff", "size" = 0.1))
AddComponent(/datum/component/caltrop, min_damage = 20, max_damage = 30, flags = CALTROP_NOSTUN | CALTROP_BYPASS_SHOES)
/obj/structure/spider/effigy
name = "web effigy"
desc = "A giant spider! Fortunately, this one is just a statue of hardened webbing."
icon_state = "effigy"
max_integrity = 125
density = TRUE
anchored = FALSE
/obj/structure/spider/effigy/Initialize(mapload)
. = ..()
AddElement(/datum/element/temporary_atom, 1 MINUTES)
#undef SPIDER_WEB_TINT