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

491 lines
15 KiB
Plaintext

/*
Miscellaneous traitor devices
BATTERER
RADIOACTIVE MICROLASER
*/
/*
The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
effective or pretty fucking useless.
*/
/obj/item/batterer
name = "mind batterer"
desc = "A strange device with twin antennas."
icon = 'icons/obj/devices/syndie_gadget.dmi'
icon_state = "batterer"
throwforce = 5
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
obj_flags = CONDUCTS_ELECTRICITY
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
var/times_used = 0 //Number of times it's been used.
var/max_uses = 2
/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user) return
if(times_used >= max_uses)
to_chat(user, span_danger("The mind batterer has been burnt out!"))
return
log_combat(user, null, "knocked down people in the area", src)
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Paralyze(rand(200,400))
to_chat(M, span_userdanger("You feel a tremendous, paralyzing wave flood your mind."))
else
to_chat(M, span_userdanger("You feel a sudden, electric jolt travel through your head."))
playsound(src.loc, 'sound/misc/interference.ogg', 50, TRUE)
to_chat(user, span_notice("You trigger [src]."))
times_used += 1
if(times_used >= max_uses)
icon_state = "battererburnt"
/*
The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
The strength of the radiation is determined by the 'intensity' setting, while the delay between
the scan and the irradiation kicking in is determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
the cooldown, while higher wavelength will decrease it.
Wavelength is also slightly increased by the intensity as well.
*/
/obj/item/healthanalyzer/rad_laser
var/irradiate = TRUE
var/stealth = FALSE
var/used = FALSE // is it cooling down?
var/intensity = 10 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
/obj/item/healthanalyzer/rad_laser/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!stealth || !irradiate)
. = ..()
if(!ishuman(interacting_with) || !irradiate)
return .
var/mob/living/carbon/human/human_target = interacting_with
if(istype(human_target) && !used && SSradiation.wearing_rad_protected_clothing(human_target)) //intentionally not checking for TRAIT_RADIMMUNE here so that tatortot can still fuck up and waste their cooldown.
to_chat(user, span_warning("[interacting_with]'s clothing is fully protecting [interacting_with.p_them()] from irradiation!"))
return . | ITEM_INTERACT_BLOCKING
if(!used)
log_combat(user, interacting_with, "irradiated", src)
var/cooldown = get_cooldown()
used = TRUE
icon_state = "health1"
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
to_chat(user, span_warning("Successfully irradiated [interacting_with]."))
addtimer(CALLBACK(src, PROC_REF(radiation_aftereffect), interacting_with, intensity), (wavelength+(intensity*4))*5)
return . | ITEM_INTERACT_SUCCESS
to_chat(user, span_warning("The radioactive microlaser is still recharging."))
return . | ITEM_INTERACT_BLOCKING
/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
return
if(passed_intensity >= 5)
M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
interact(user)
/obj/item/healthanalyzer/rad_laser/interact(mob/user)
ui_interact(user)
/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
return GLOB.hands_state
/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RadioactiveMicrolaser")
ui.open()
/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
var/list/data = list()
data["irradiate"] = irradiate
data["stealth"] = stealth
data["scanmode"] = scanmode
data["intensity"] = intensity
data["wavelength"] = wavelength
data["on_cooldown"] = used
data["cooldown"] = DisplayTimeText(get_cooldown())
return data
/obj/item/healthanalyzer/rad_laser/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("irradiate")
irradiate = !irradiate
. = TRUE
if("stealth")
stealth = !stealth
. = TRUE
if("scanmode")
scanmode = !scanmode
. = TRUE
if("radintensity")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 1
. = TRUE
else if(target == "max")
target = 20
. = TRUE
else if(adjust)
target = intensity + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
intensity = clamp(target, 1, 20)
if("radwavelength")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 0
. = TRUE
else if(target == "max")
target = 120
. = TRUE
else if(adjust)
target = wavelength + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
wavelength = clamp(target, 0, 120)
/datum/action/item_action/stealth_mode
name = "Toggle Stealth"
desc = "Makes you invisible to the naked eye."
button_icon = 'icons/mob/actions/actions_minor_antag.dmi'
button_icon_state = "ninja_cloak"
/// Whether stealth is active or not
var/stealth_engaged = FALSE
/// The amount of time the stealth mode can be active for, drains to 0 when active
var/charge = 30 SECONDS
/// The maximum amount of time the stealth mode can be active for
var/max_charge = 30 SECONDS
/// The minimum alpha value for the stealth mode
var/min_alpha = 0
/// Whether the stealth mode recharges while active
/// if TRUE standing in darkness will recharge even while active
/// if FALSE it will not uncharge, but not recharge while in darkness
var/recharge_while_active = TRUE
/datum/action/item_action/stealth_mode/is_action_active(atom/movable/screen/movable/action_button/current_button)
return stealth_engaged
/datum/action/item_action/stealth_mode/Grant(mob/grant_to)
. = ..()
START_PROCESSING(SSobj, src)
build_all_button_icons(UPDATE_BUTTON_STATUS)
/datum/action/item_action/stealth_mode/Remove(mob/remove_from)
if(!isnull(owner) && stealth_engaged)
stealth_off()
STOP_PROCESSING(SSobj, src)
return ..()
/datum/action/item_action/stealth_mode/Trigger(trigger_flags)
. = ..()
if(!.)
return
if(stealth_engaged)
stealth_off()
else
stealth_on()
/datum/action/item_action/stealth_mode/proc/stealth_on()
animate(owner, alpha = get_alpha(), time = 0.5 SECONDS)
apply_wibbly_filters(owner)
stealth_engaged = TRUE
build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
owner.balloon_alert(owner, "stealth mode engaged")
/datum/action/item_action/stealth_mode/proc/stealth_off()
owner.alpha = initial(owner.alpha)
remove_wibbly_filters(owner)
stealth_engaged = FALSE
build_all_button_icons(UPDATE_BUTTON_STATUS|UPDATE_BUTTON_BACKGROUND)
owner.balloon_alert(owner, "stealth mode disengaged")
/datum/action/item_action/stealth_mode/proc/get_alpha()
return clamp(255 - (255 * charge / max_charge), min_alpha, 255)
/datum/action/item_action/stealth_mode/process(seconds_per_tick)
if(!stealth_engaged)
// Recharge over time
charge = min(max_charge, charge + (max_charge * 0.04) * seconds_per_tick)
build_all_button_icons(UPDATE_BUTTON_STATUS)
return
if(charge <= 0)
stealth_off()
return
var/turf/our_turf = get_turf(owner)
var/lumcount = our_turf?.get_lumcount() || 0
if(lumcount > 0.3)
// Decay charge while invisible+ in the light
charge = max(0, charge - (max_charge * 0.05) * seconds_per_tick)
build_all_button_icons(UPDATE_BUTTON_STATUS)
else if(recharge_while_active)
// Return charage while invisible + in the darkness + recharge_while_active
charge = min(max_charge, charge + (max_charge * 0.1) * seconds_per_tick)
build_all_button_icons(UPDATE_BUTTON_STATUS)
animate(owner, alpha = get_alpha(), time = 1 SECONDS, flags = ANIMATION_PARALLEL)
/datum/action/item_action/stealth_mode/update_button_status(atom/movable/screen/movable/action_button/current_button, force)
. = ..()
current_button.maptext_x = 9
current_button.maptext = MAPTEXT_TINY_UNICODE("[round(charge / max_charge * 100, 0.01)]%")
/datum/action/item_action/stealth_mode/weaker
charge = 15 SECONDS
max_charge = 15 SECONDS
min_alpha = 20
recharge_while_active = FALSE
/obj/item/shadowcloak
name = "cloaker belt"
desc = "Makes you invisible for short periods of time. Recharges in darkness, even while active."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "utility"
inhand_icon_state = "utility"
lefthand_file = 'icons/mob/inhands/equipment/belt_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/belt_righthand.dmi'
worn_icon_state = "utility"
slot_flags = ITEM_SLOT_BELT
attack_verb_continuous = list("whips", "lashes", "disciplines")
attack_verb_simple = list("whip", "lash", "discipline")
actions_types = list(/datum/action/item_action/stealth_mode)
/obj/item/shadowcloak/item_action_slot_check(slot, mob/user)
return slot & slot_flags
/obj/item/shadowcloak/weaker
name = "stealth belt"
desc = "Makes you nigh-invisible to the naked eye for a short period of time. \
Lasts indefinitely in darkness, but will not recharge unless inactive."
actions_types = list(/datum/action/item_action/stealth_mode/weaker)
/// Checks if a given atom is in range of a radio jammer, returns TRUE if it is.
/proc/is_within_radio_jammer_range(atom/source)
for(var/obj/item/jammer/jammer as anything in GLOB.active_jammers)
if(IN_GIVEN_RANGE(source, jammer, jammer.range))
return TRUE
return FALSE
/obj/item/jammer
name = "radio jammer"
desc = "Device used to disrupt nearby radio communication."
icon = 'icons/obj/devices/syndie_gadget.dmi'
icon_state = "jammer"
var/active = FALSE
var/range = 12
/obj/item/jammer/attack_self(mob/user)
to_chat(user,span_notice("You [active ? "deactivate" : "activate"] [src]."))
active = !active
if(active)
GLOB.active_jammers |= src
else
GLOB.active_jammers -= src
update_appearance()
/obj/item/jammer/Destroy()
GLOB.active_jammers -= src
return ..()
/obj/item/storage/toolbox/emergency/turret
desc = "You feel a strange urge to hit this with a wrench."
/obj/item/storage/toolbox/emergency/turret/PopulateContents()
new /obj/item/screwdriver(src)
new /obj/item/wrench/combat(src)
new /obj/item/weldingtool(src)
new /obj/item/crowbar(src)
new /obj/item/analyzer(src)
new /obj/item/wirecutters(src)
/obj/item/storage/toolbox/emergency/turret/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/wrench/combat))
return NONE
if(!user.combat_mode)
return NONE
if(!tool.toolspeed)
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "constructing...")
if(!tool.use_tool(src, user, 2 SECONDS, volume = 20))
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "constructed!")
user.visible_message(
span_danger("[user] bashes [src] with [tool]!"),
span_danger("You bash [src] with [tool]!"),
null,
COMBAT_MESSAGE_RANGE,
)
playsound(src, 'sound/items/tools/drill_use.ogg', 80, TRUE, -1)
var/obj/machinery/porta_turret/syndicate/toolbox/turret = new(get_turf(loc))
set_faction(turret, user)
turret.toolbox = src
forceMove(turret)
return ITEM_INTERACT_SUCCESS
/obj/item/storage/toolbox/emergency/turret/proc/set_faction(obj/machinery/porta_turret/turret, mob/user)
turret.faction = list("[REF(user)]")
/obj/item/storage/toolbox/emergency/turret/nukie/set_faction(obj/machinery/porta_turret/turret, mob/user)
turret.faction = list(ROLE_SYNDICATE)
/obj/machinery/porta_turret/syndicate/toolbox
icon_state = "toolbox_off"
base_icon_state = "toolbox"
/obj/machinery/porta_turret/syndicate/toolbox/Initialize(mapload)
. = ..()
underlays += image(icon = icon, icon_state = "[base_icon_state]_frame")
/obj/machinery/porta_turret/syndicate/toolbox
integrity_failure = 0
max_integrity = 100
shot_delay = 0.5 SECONDS
stun_projectile = /obj/projectile/bullet/toolbox_turret
lethal_projectile = /obj/projectile/bullet/toolbox_turret
subsystem_type = /datum/controller/subsystem/processing/projectiles
ignore_faction = TRUE
/// The toolbox we store.
var/obj/item/toolbox
/obj/machinery/porta_turret/syndicate/toolbox/examine(mob/user)
. = ..()
if(faction_check(faction, user.faction))
. += span_notice("You can repair it by <b>left-clicking</b> with a combat wrench.")
. += span_notice("You can fold it by <b>right-clicking</b> with a combat wrench.")
/obj/machinery/porta_turret/syndicate/toolbox/target(atom/movable/target)
if(!target)
return
if(shootAt(target))
setDir(get_dir(base, target))
return TRUE
/obj/machinery/porta_turret/syndicate/toolbox/attackby(obj/item/attacking_item, mob/living/user, params)
if(!istype(attacking_item, /obj/item/wrench/combat))
return ..()
if(!attacking_item.toolspeed)
return
if(user.combat_mode)
balloon_alert(user, "deconstructing...")
if(!attacking_item.use_tool(src, user, 5 SECONDS, volume = 20))
return
deconstruct(TRUE)
attacking_item.play_tool_sound(src, 50)
balloon_alert(user, "deconstructed!")
else
if(atom_integrity == max_integrity)
balloon_alert(user, "already repaired!")
return
balloon_alert(user, "repairing...")
while(atom_integrity != max_integrity)
if(!attacking_item.use_tool(src, user, 2 SECONDS, volume = 20))
return
repair_damage(10)
balloon_alert(user, "repaired!")
/obj/machinery/porta_turret/syndicate/toolbox/on_deconstruction(disassembled)
if(disassembled)
var/atom/movable/old_toolbox = toolbox
toolbox = null
old_toolbox.forceMove(drop_location())
else
new /obj/effect/gibspawner/robot(drop_location())
return ..()
/obj/machinery/porta_turret/syndicate/toolbox/Destroy()
toolbox = null
return ..()
/obj/machinery/porta_turret/syndicate/toolbox/Exited(atom/movable/gone, direction)
. = ..()
if(gone == toolbox)
toolbox = null
qdel(src)
/obj/machinery/porta_turret/syndicate/toolbox/ui_status(mob/user, datum/ui_state/state)
if(faction_check(user.faction, faction))
return ..()
return UI_CLOSE
/obj/projectile/bullet/toolbox_turret
damage = 10
speed = 0.6