Files
Bubberstation/code/game/objects/items/climbingrope.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

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5.0 KiB
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/obj/item/climbing_hook
name = "climbing hook"
desc = "Standard hook with rope to scale up holes. The rope is of average quality, but due to your weight amongst other factors, may not withstand extreme use."
icon = 'icons/obj/mining.dmi'
icon_state = "climbingrope"
inhand_icon_state = "crowbar_brass"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
force = 5
throwforce = 10
reach = 2
throw_range = 4
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("whacks", "flails", "bludgeons")
attack_verb_simple = list("whack", "flail", "bludgeon")
resistance_flags = FLAMMABLE
///how many times can we climb with this rope
var/uses = 5
///climb time
var/climb_time = 2.5 SECONDS
/obj/item/climbing_hook/examine(mob/user)
. = ..()
var/list/look_binds = user.client.prefs.key_bindings["look up"]
. += span_notice("Firstly, look upwards by holding <b>[english_list(look_binds, nothing_text = "(nothing bound)", and_text = " or ", comma_text = ", or ")]!</b>")
. += span_notice("Then, click solid ground adjacent to the hole above you.")
. += span_notice("The rope looks like you could use it [uses] times before it falls apart.")
/obj/item/climbing_hook/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
return NONE
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/climbing_hook/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(interacting_with.z == user.z)
return NONE
var/turf/open/target = interacting_with
if(!istype(target) || isopenspaceturf(target))
return ITEM_INTERACT_BLOCKING
var/turf/user_turf = get_turf(user)
var/turf/above = GET_TURF_ABOVE(user_turf)
if(target_blocked(target, above))
return ITEM_INTERACT_BLOCKING
if(!isopenspaceturf(above) || !above.Adjacent(target)) //are we below a hole, is the target blocked, is the target adjacent to our hole
balloon_alert(user, "blocked!")
return ITEM_INTERACT_BLOCKING
var/away_dir = get_dir(above, target)
user.visible_message(span_notice("[user] begins climbing upwards with [src]."), span_notice("You get to work on properly hooking [src] and going upwards."))
playsound(target, 'sound/effects/pickaxe/picaxe1.ogg', 50) //plays twice so people above and below can hear
playsound(user_turf, 'sound/effects/pickaxe/picaxe1.ogg', 50)
var/list/effects = list(new /obj/effect/temp_visual/climbing_hook(target, away_dir), new /obj/effect/temp_visual/climbing_hook(user_turf, away_dir))
// Our climbers athletics ability
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
// Misc bonuses to the climb speed.
var/misc_multiplier = 1
var/obj/item/organ/internal/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
misc_multiplier *= potential_spine.athletics_boost_multiplier
var/final_climb_time = (climb_time - fitness_level) * misc_multiplier
if(do_after(user, final_climb_time, target))
user.forceMove(target)
uses--
if(uses <= 0)
user.visible_message(span_warning("[src] snaps and tears apart!"))
qdel(src)
QDEL_LIST(effects)
return ITEM_INTERACT_SUCCESS
// didnt want to mess up is_blocked_turf_ignore_climbable
/// checks if our target is blocked, also checks for border objects facing the above turf and climbable stuff
/obj/item/climbing_hook/proc/target_blocked(turf/target, turf/above)
if(target.density || above.density)
return TRUE
for(var/atom/movable/atom_content as anything in target.contents)
if(isliving(atom_content))
continue
if(HAS_TRAIT(atom_content, TRAIT_CLIMBABLE))
continue
if((atom_content.flags_1 & ON_BORDER_1) && atom_content.dir != get_dir(target, above)) //if the border object is facing the hole then it is blocking us, likely
continue
if(atom_content.density)
return TRUE
return FALSE
/obj/item/climbing_hook/emergency
name = "emergency climbing hook"
desc = "An emergency climbing hook to scale up holes. The rope is EXTREMELY cheap and may not withstand extended use."
uses = 2
climb_time = 4 SECONDS
w_class = WEIGHT_CLASS_SMALL
/obj/item/climbing_hook/syndicate
name = "suspicious climbing hook"
desc = "REALLY suspicious climbing hook to scale up holes. The hook has a syndicate logo engraved on it, and the rope appears rather durable."
icon_state = "climbingrope_s"
uses = 10
climb_time = 1.5 SECONDS
/obj/item/climbing_hook/infinite //debug stuff
name = "infinite climbing hook"
desc = "A plasteel hook, with rope. Upon closer inspection, the rope appears to be made out of plasteel woven into regular rope, amongst many other reinforcements."
uses = INFINITY
climb_time = 1 SECONDS
/obj/effect/temp_visual/climbing_hook
icon = 'icons/mob/silicon/aibots.dmi'
icon_state = "path_indicator"
layer = BELOW_MOB_LAYER
plane = GAME_PLANE
duration = 4 SECONDS
/obj/effect/temp_visual/climbing_hook/Initialize(mapload, direction)
. = ..()
dir = direction