Files
Bubberstation/code/game/objects/items/devices/forcefieldprojector.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

141 lines
5.4 KiB
Plaintext

/obj/item/forcefield_projector
name = "forcefield projector"
desc = "An experimental device that can create several forcefields at a distance."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "signmaker_forcefield"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5)
var/max_shield_integrity = 250
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 7
/// Time it takes to materialize a forcefield.
var/creation_time = 1 SECONDS
/// Checks to make sure the projector isn't busy with making another forcefield.
var/force_proj_busy = FALSE
/obj/item/forcefield_projector/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/forcefield_projector/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!check_allowed_items(interacting_with, not_inside = TRUE))
return NONE
if(istype(interacting_with, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = interacting_with
if(F.generator == src)
to_chat(user, span_notice("You deactivate [F]."))
qdel(F)
return ITEM_INTERACT_BLOCKING
var/turf/T = get_turf(interacting_with)
var/obj/structure/projected_forcefield/found_field = locate() in T
if(found_field)
to_chat(user, span_warning("There is already a forcefield in that location!"))
return ITEM_INTERACT_BLOCKING
if(T.density)
return ITEM_INTERACT_BLOCKING
if(get_dist(T,src) > field_distance_limit)
return ITEM_INTERACT_BLOCKING
if(get_turf(src) == T)
to_chat(user, span_warning("Target is too close, aborting!"))
return ITEM_INTERACT_BLOCKING
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, span_warning("[src] cannot sustain any more forcefields!"))
return ITEM_INTERACT_BLOCKING
if(force_proj_busy)
to_chat(user, span_notice("[src] is busy creating a forcefield."))
return ITEM_INTERACT_BLOCKING
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
if(creation_time)
force_proj_busy = TRUE
if(!do_after(user, creation_time, target = interacting_with))
force_proj_busy = FALSE
return ITEM_INTERACT_BLOCKING
force_proj_busy = FALSE
playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
user.visible_message(span_warning("[user] projects a forcefield!"),span_notice("You project a forcefield."))
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
return ITEM_INTERACT_SUCCESS
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, span_notice("You deactivate [src], disabling all active forcefields."))
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
. = ..()
. += span_notice("It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [round((shield_integrity/max_shield_integrity)*100)]% charged.")
/obj/item/forcefield_projector/Initialize(mapload)
. = ..()
current_fields = list()
START_PROCESSING(SSobj, src)
/obj/item/forcefield_projector/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/forcefield_projector/process(seconds_per_tick)
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + seconds_per_tick * 2, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields) * seconds_per_tick * 0.5, 0) //fields degrade slowly over time
for(var/obj/structure/projected_forcefield/F in current_fields)
if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
qdel(F)
/obj/structure/projected_forcefield
name = "forcefield"
desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
icon = 'icons/effects/effects.dmi'
icon_state = "forcefield"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
pass_flags_self = PASSGLASS
density = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
can_atmos_pass = ATMOS_PASS_DENSITY
armor_type = /datum/armor/structure_projected_forcefield
var/obj/item/forcefield_projector/generator
/datum/armor/structure_projected_forcefield
bullet = 25
laser = 50
energy = 50
bomb = 25
fire = 100
acid = 100
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message(span_warning("[src] flickers and disappears!"))
playsound(src,'sound/items/weapons/resonator_blast.ogg',25,TRUE)
if(generator)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/items/weapons/egloves.ogg', 80, TRUE)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
if(generator)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)