Files
Bubberstation/code/game/objects/items/janitor_key.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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3.7 KiB
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///The time limit on the keys before the access it's been given clears itself.
#define ACCESS_TIMER_LIMIT (10 MINUTES)
/obj/item/access_key
name = "access key ring"
desc = "A key ring with a beeper, allowing the keys to change shape depending on which department it has access to."
icon_state = "access_key"
inhand_icon_state = "access_key"
icon = 'icons/obj/service/janitor.dmi'
lefthand_file = 'icons/mob/inhands/items/keys_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/keys_righthand.dmi'
hitsound = 'sound/items/rattling_keys_attack.ogg'
force = 2
verb_say = "beeps" //it has a beeper
verb_ask = "questionably beeps"
verb_exclaim = "beeps loudly"
w_class = WEIGHT_CLASS_TINY
///The departmental access given to the key.
var/list/department_access
/obj/item/access_key/Initialize(mapload)
. = ..()
RegisterSignal(SSdcs, COMSIG_ON_DEPARTMENT_ACCESS, PROC_REF(department_access_given))
GLOB.janitor_devices += src
/obj/item/access_key/Destroy()
GLOB.janitor_devices -= src
return ..()
/obj/item/access_key/examine(mob/user)
. = ..()
if(department_access)
. += "It currently holds access to the [department_access] region."
/obj/item/access_key/examine_more(mob/user)
. = ..()
. += span_notice("Access can be granted through a Keycard Authentication Device.")
. += span_notice("This access is limited to one department at a time.")
/**
* Called when attempting to open an airlock.
* Checks if the keys have access, returns try_to_activate_door if it does, returns FALSE otherwise.
* Args:
* user - The person attempting to open the door
* airlock - The door we're attempting to open
*/
/obj/item/access_key/proc/attempt_open_door(mob/living/user, obj/machinery/door/airlock)
if(DOING_INTERACTION_WITH_TARGET(user, airlock))
return
user.balloon_alert_to_viewers("fumbles with keys...", "finding key...")
user.playsound_local(src, 'sound/items/rattling_keys.ogg', 25, TRUE)
if(!do_after(user, 3 SECONDS, airlock))
return FALSE
if(!department_access || !airlock.check_access_list(SSid_access.accesses_by_region[department_access]))
airlock.balloon_alert(user, "no access!")
return FALSE
return airlock.try_to_activate_door(user, access_bypass = TRUE)
/**
* Called when a keycard authenticator sends region access
* Stores it on the key to use for access, then sets a timer to clear it.
* Args:
* source - the keycard authenticator giving us the access
* region_access - the list of access we're being sent, we only take the first entry in the list as there should only have one department at a time.
*/
/obj/item/access_key/proc/department_access_given(obj/machinery/keycard_auth/source, list/region_access)
SIGNAL_HANDLER
department_access = region_access[1]
say("Access granted to [department_access] area.")
playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
addtimer(CALLBACK(src, PROC_REF(clear_access)), ACCESS_TIMER_LIMIT, TIMER_UNIQUE|TIMER_OVERRIDE)
log_game("Access to the [department_access] department was given to [src] [(ismob(loc)) ? "held by [loc]" : "which is not being held"]")
investigate_log("Access to the [department_access] department was given to [src] [(ismob(loc)) ? "held by [loc]" : "which is not being held"]", INVESTIGATE_ACCESSCHANGES)
/**
* Called when a keycard authenticator runs out of time
* Clears the department access and alerts nearby people of such.
*/
/obj/item/access_key/proc/clear_access()
log_game("Access to the [department_access] department on [src] has expired.")
investigate_log("Access to the [department_access] department on [src] has expired.]", INVESTIGATE_ACCESSCHANGES)
department_access = null
say("Access revoked, time ran out.")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE)
#undef ACCESS_TIMER_LIMIT