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

186 lines
5.8 KiB
Plaintext

#define PROXIMITY_NONE ""
#define PROXIMITY_ON_SCREEN "_red"
#define PROXIMITY_NEAR "_yellow"
/**
* Multitool -- A multitool is used for hacking electronic devices.
*
*/
/obj/item/multitool
name = "multitool"
desc = "Used for pulsing wires to test which to cut. Not recommended by doctors. You can activate it in-hand to locate the nearest APC."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "multitool"
inhand_icon_state = "multitool"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
force = 5
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_MULTITOOL
throwforce = 0
throw_range = 7
throw_speed = 3
drop_sound = 'sound/items/handling/tools/multitool_drop.ogg'
pickup_sound = 'sound/items/handling/tools/multitool_pickup.ogg'
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
custom_premium_price = PAYCHECK_COMMAND * 3
toolspeed = 1
usesound = 'sound/items/weapons/empty.ogg'
var/datum/buffer // simple machine buffer for device linkage
var/mode = 0
var/apc_scanner = TRUE
COOLDOWN_DECLARE(next_apc_scan)
/obj/item/multitool/Destroy()
if(buffer)
remove_buffer(buffer)
return ..()
/obj/item/multitool/examine(mob/user)
. = ..()
. += span_notice("Its buffer [buffer ? "contains [buffer]." : "is empty."]")
/obj/item/multitool/attack_self(mob/user, list/modifiers)
. = ..()
if(. || !apc_scanner)
return
if(!COOLDOWN_FINISHED(src, next_apc_scan))
return
COOLDOWN_START(src, next_apc_scan, 1 SECONDS)
var/area/local_area = get_area(src)
var/power_controller = local_area.apc
if(power_controller)
user.balloon_alert(user, "[get_dist(src, power_controller)]m [dir2text(get_dir(src, power_controller))]")
else
user.balloon_alert(user, "couldn't find apc!")
/obj/item/multitool/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] puts the [src] to [user.p_their()] chest. It looks like [user.p_theyre()] trying to pulse [user.p_their()] heart off!"))
return OXYLOSS//there's a reason it wasn't recommended by doctors
/**
* Sets the multitool internal object buffer
*
* Arguments:
* * buffer - the new object to assign to the multitool's buffer
*/
/obj/item/multitool/proc/set_buffer(datum/buffer)
if(src.buffer)
UnregisterSignal(src.buffer, COMSIG_QDELETING)
remove_buffer(src.buffer)
src.buffer = buffer
if(!QDELETED(buffer))
RegisterSignal(buffer, COMSIG_QDELETING, PROC_REF(remove_buffer))
/**
* Called when the buffer's stored object is deleted
*
* This proc does not clear the buffer of the multitool, it is here to
* handle the deletion of the object the buffer references
*/
/obj/item/multitool/proc/remove_buffer(datum/source)
SIGNAL_HANDLER
SEND_SIGNAL(src, COMSIG_MULTITOOL_REMOVE_BUFFER, source)
buffer = null
// Syndicate device disguised as a multitool; it will turn red when an AI camera is nearby.
/obj/item/multitool/ai_detect
actions_types = list(/datum/action/item_action/toggle_multitool)
var/detect_state = PROXIMITY_NONE
var/rangealert = 8 //Glows red when inside
var/rangewarning = 20 //Glows yellow when inside
var/hud_type = DATA_HUD_AI_DETECT
var/detecting = FALSE
/obj/item/multitool/ai_detect/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/multitool/ai_detect/ui_action_click()
return
/obj/item/multitool/ai_detect/update_icon_state()
. = ..()
icon_state = "[initial(icon_state)][detect_state]"
/obj/item/multitool/ai_detect/process()
var/old_detect_state = detect_state
multitool_detect()
if(detect_state != old_detect_state)
update_appearance()
/obj/item/multitool/ai_detect/proc/toggle_detect(mob/user)
detecting = !detecting
if(user)
to_chat(user, span_notice("You toggle the ai detection feature on [src] [detecting ? "on" : "off"]."))
if(!detecting)
detect_state = PROXIMITY_NONE
update_appearance()
STOP_PROCESSING(SSfastprocess, src)
return
if(detecting)
START_PROCESSING(SSfastprocess, src)
/obj/item/multitool/ai_detect/proc/multitool_detect()
var/turf/our_turf = get_turf(src)
detect_state = PROXIMITY_NONE
for(var/mob/camera/ai_eye/AI_eye as anything in GLOB.aiEyes)
if(!AI_eye.ai_detector_visible)
continue
var/distance = get_dist(our_turf, get_turf(AI_eye))
if(distance == -1) //get_dist() returns -1 for distances greater than 127 (and for errors, so assume -1 is just max range)
if(our_turf == get_turf(AI_eye)) // EXCEPT if the AI is on our TURF(ITS RIGHT ONTOP OF US!!!!)
detect_state = PROXIMITY_ON_SCREEN
break
continue
if(distance < rangealert) //ai should be able to see us
detect_state = PROXIMITY_ON_SCREEN
break
if(distance < rangewarning) //ai can't see us but is close
detect_state = PROXIMITY_NEAR
/datum/action/item_action/toggle_multitool
name = "Toggle AI detecting mode"
check_flags = NONE
/datum/action/item_action/toggle_multitool/Trigger(trigger_flags)
if(!..())
return FALSE
if(target)
var/obj/item/multitool/ai_detect/M = target
M.toggle_detect(owner)
return TRUE
/obj/item/multitool/abductor
name = "alien multitool"
desc = "An omni-technological interface."
icon = 'icons/obj/antags/abductor.dmi'
icon_state = "multitool"
belt_icon_state = "multitool_alien"
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT)
toolspeed = 0.1
/obj/item/multitool/cyborg
name = "electronic multitool"
desc = "Optimised version of a regular multitool. Streamlines processes handled by its internal microchip."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "toolkit_engiborg_multitool"
toolspeed = 0.5
#undef PROXIMITY_NEAR
#undef PROXIMITY_NONE
#undef PROXIMITY_ON_SCREEN