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

668 lines
22 KiB
Plaintext

//Every time you got lost looking for keycards, increment: 2
//**************
//*****Keys*****
//**************
/obj/item/keycard
name = "security keycard"
desc = "This feels like it belongs to a door."
icon = 'icons/obj/fluff/puzzle_small.dmi'
icon_state = "keycard"
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 7
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
var/puzzle_id = null
/obj/item/keycard/get_save_vars()
return ..() + NAMEOF(src, puzzle_id)
//Two test keys for use alongside the two test doors.
/obj/item/keycard/yellow
name = "yellow keycard"
desc = "A yellow keycard. How fantastic. Looks like it belongs to a high security door."
color = "#f0da12"
puzzle_id = "yellow"
/obj/item/keycard/blue
name = "blue keycard"
desc = "A blue keycard. How terrific. Looks like it belongs to a high security door."
color = "#3bbbdb"
puzzle_id = "blue"
//***************
//*****Doors*****
//***************
/obj/machinery/door/puzzle
name = "locked door"
desc = "This door only opens under certain conditions. It looks virtually indestructible."
icon = 'icons/obj/doors/puzzledoor/default.dmi'
icon_state = "door_closed"
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor_type = /datum/armor/door_puzzle
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
move_resist = MOVE_FORCE_OVERPOWERING
damage_deflection = 70
can_open_with_hands = FALSE
/// Make sure that the puzzle has the same puzzle_id as the keycard door! (If this is null, queuelinks dont happen!)
var/puzzle_id = null
/// do we use queue_links?
var/uses_queuelinks = TRUE
/// Message that occurs when the door is opened
var/open_message = "The door beeps, and slides opens."
/obj/machinery/door/puzzle/get_save_vars()
return ..() + NAMEOF(src, puzzle_id)
//Standard Expressions to make keycard doors basically un-cheeseable
/datum/armor/door_puzzle
melee = 100
bullet = 100
laser = 100
energy = 100
bomb = 100
bio = 100
fire = 100
acid = 100
/obj/machinery/door/puzzle/Initialize(mapload)
. = ..()
if(!isnull(puzzle_id) && uses_queuelinks)
SSqueuelinks.add_to_queue(src, puzzle_id)
AddElement(/datum/element/empprotection, EMP_PROTECT_ALL)
/obj/machinery/door/puzzle/MatchedLinks(id, list/partners)
for(var/partner in partners)
RegisterSignal(partner, COMSIG_PUZZLE_COMPLETED, PROC_REF(try_signal))
/obj/machinery/door/puzzle/proc/try_signal(datum/source, try_id)
SIGNAL_HANDLER
puzzle_id = null //honestly these cant be closed anyway and im not fucking around with door code anymore
INVOKE_ASYNC(src, PROC_REF(try_puzzle_open), null)
/obj/machinery/door/puzzle/animation_length(animation)
switch(animation)
if(DOOR_OPENING_ANIMATION)
return 1.0 SECONDS
/obj/machinery/door/puzzle/animation_segment_delay(animation)
switch(animation)
if(DOOR_OPENING_PASSABLE)
return 0.8 SECONDS
if(DOOR_OPENING_FINISHED)
return 1.0 SECONDS
/obj/machinery/door/puzzle/Bumped(atom/movable/AM)
return !density && ..()
/obj/machinery/door/puzzle/ex_act(severity, target)
return FALSE
/obj/machinery/door/puzzle/try_to_activate_door(mob/user, access_bypass = FALSE)
add_fingerprint(user)
if(operating)
return
/obj/machinery/door/puzzle/proc/try_puzzle_open(try_id)
if(puzzle_id && puzzle_id != try_id)
return FALSE
if(!density)
visible_message(span_warning("The door can't seem to be closed."))
return TRUE
if(open_message)
visible_message(span_notice(open_message))
open()
return TRUE
/obj/machinery/door/puzzle/keycard
desc = "This door only opens when a keycard is swiped. It looks virtually indestructible."
uses_queuelinks = FALSE
/obj/machinery/door/puzzle/keycard/attackby(obj/item/attacking_item, mob/user, params)
. = ..()
if(!istype(attacking_item, /obj/item/keycard))
return
var/obj/item/keycard/key = attacking_item
if(!try_puzzle_open(key.puzzle_id))
to_chat(user, span_notice("[src] buzzes. This must not be the right key."))
//Test doors. Gives admins a few doors to use quickly should they so choose for events.
/obj/machinery/door/puzzle/keycard/yellow_required
name = "blue airlock"
desc = "It looks like it requires a yellow keycard."
puzzle_id = "yellow"
/obj/machinery/door/puzzle/keycard/blue_required
name = "blue airlock"
desc = "It looks like it requires a blue keycard."
puzzle_id = "blue"
/obj/machinery/door/puzzle/light
desc = "This door only opens when a linked mechanism is powered. It looks virtually indestructible."
//*************************
//***Box Pushing Puzzles***
//*************************
//We're working off a subtype of pressureplates, which should work just a BIT better now.
/obj/structure/holobox
name = "holobox"
desc = "A hard-light box, containing a secure decryption key."
icon = 'icons/obj/fluff/puzzle_small.dmi'
icon_state = "laserbox"
density = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
//Uses the pressure_plate settings for a pretty basic custom pattern that waits for a specific item to trigger. Easy enough to retool for mapping purposes or subtypes.
/obj/item/pressure_plate/hologrid
name = "hologrid"
desc = "A high power, electronic input port for a holobox, which can unlock the hologrid's storage compartment. Safe to stand on."
icon = 'icons/obj/fluff/puzzle_small.dmi'
icon_state = "lasergrid"
anchored = TRUE
trigger_mob = FALSE
trigger_item = TRUE
specific_item = /obj/structure/holobox
removable_signaller = FALSE //Being a pressure plate subtype, this can also use signals.
roundstart_signaller_freq = FREQ_HOLOGRID_SOLUTION //Frequency is kept on its own default channel however.
active = TRUE
trigger_delay = 10
protected = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
undertile_pressureplate = FALSE
var/reward = /obj/item/food/cookie
var/claimed = FALSE
/obj/item/pressure_plate/hologrid/get_save_vars()
return ..() + NAMEOF(src, reward)
/obj/item/pressure_plate/hologrid/Initialize(mapload)
. = ..()
if(undertile_pressureplate)
AddElement(/datum/element/undertile, tile_overlay = tile_overlay, use_anchor = FALSE) //we remove use_anchor here, so it ALWAYS stays anchored
/obj/item/pressure_plate/hologrid/examine(mob/user)
. = ..()
if(claimed)
. += span_notice("This one appears to be spent already.")
/obj/item/pressure_plate/hologrid/trigger()
if(!claimed)
new reward(loc)
flick("lasergrid_a",src)
icon_state = "lasergrid_full"
claimed = TRUE
/obj/item/pressure_plate/hologrid/on_entered(datum/source, atom/movable/AM)
. = ..()
if(trigger_item && istype(AM, specific_item) && !claimed)
AM.set_anchored(TRUE)
flick("laserbox_burn", AM)
trigger()
QDEL_IN(AM, 15)
//Light puzzle
/obj/structure/light_puzzle
name = "light mechanism"
desc = "It's a mechanism that seems to power something when all the lights are lit up. It looks virtually indestructible."
icon = 'icons/obj/fluff/puzzle_small.dmi'
icon_state = "light_puzzle"
anchored = TRUE
explosion_block = 3
armor_type = /datum/armor/structure_light_puzzle
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
light_range = MINIMUM_USEFUL_LIGHT_RANGE
light_power = 3
light_color = LIGHT_COLOR_ORANGE
var/powered = FALSE
var/puzzle_id = null
var/list/light_list = list(
0, 0, 0,
0, 0, 0,
0, 0, 0
)
/// Banned combinations of the list in decimal
var/static/list/banned_combinations = list(-1, 47, 95, 203, 311, 325, 422, 473, 488, 500, 511)
/// queue size, must match count of objects this activates!
var/queue_size = 2
/obj/structure/light_puzzle/get_save_vars()
return ..() + list(NAMEOF(src, queue_size), NAMEOF(src, puzzle_id))
/datum/armor/structure_light_puzzle
melee = 100
bullet = 100
laser = 100
energy = 100
bomb = 100
bio = 100
fire = 100
acid = 100
/obj/structure/light_puzzle/Initialize(mapload)
AddElement(/datum/element/blocks_explosives)
. = ..()
var/generated_board = -1
while(generated_board in banned_combinations)
generated_board = rand(0, 510)
for(var/i in 0 to 8)
var/position = !!(generated_board & (1<<i))
light_list[i+1] = position
update_icon(UPDATE_OVERLAYS)
if(!isnull(puzzle_id))
SSqueuelinks.add_to_queue(src, puzzle_id, queue_size)
/obj/structure/light_puzzle/update_overlays()
. = ..()
for(var/i in 1 to 9)
if(!light_list[i])
continue
var/mutable_appearance/lit_image = mutable_appearance('icons/obj/fluff/puzzle_small.dmi', "light_lit")
var/mutable_appearance/emissive_image = emissive_appearance('icons/obj/fluff/puzzle_small.dmi', "light_lit", src)
lit_image.pixel_x = 8 * ((i % 3 || 3 ) - 1)
lit_image.pixel_y = -8 * (ROUND_UP(i / 3) - 1)
emissive_image.pixel_x = lit_image.pixel_x
emissive_image.pixel_y = lit_image.pixel_y
. += lit_image
. += emissive_image
/obj/structure/light_puzzle/attack_hand(mob/living/user, list/modifiers)
if(!modifiers || powered)
return ..()
var/light_clicked
var/x_clicked = text2num(modifiers[ICON_X])
var/y_clicked = text2num(modifiers[ICON_Y])
if(x_clicked <= 4 || x_clicked >= 29 || y_clicked <= 4 || y_clicked >= 29)
return ..()
x_clicked = ROUND_UP((x_clicked - 4) / 8)
y_clicked = (-(ROUND_UP((y_clicked - 4) / 8) - 4) - 1) * 3
light_clicked = x_clicked + y_clicked
switch_light(light_clicked)
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
/obj/structure/light_puzzle/proc/switch_light(light)
var/list/updating_lights = list()
updating_lights += light
if(light % 3 != 0)
updating_lights += light + 1
if(light % 3 != 1)
updating_lights += light - 1
if(light + 3 <= 9)
updating_lights += light + 3
if(light - 3 > 0)
updating_lights += light - 3
for(var/updating_light in updating_lights)
light_list[updating_light] = !light_list[updating_light]
update_icon(UPDATE_OVERLAYS)
for(var/checking_light in light_list)
if(!checking_light)
return
visible_message(span_boldnotice("[src] becomes fully charged!"))
powered = TRUE
SEND_SIGNAL(src, COMSIG_PUZZLE_COMPLETED)
playsound(src, 'sound/machines/synth/synth_yes.ogg', 100, TRUE)
//
// literally just buttons
//
/obj/machinery/puzzle
name = "abstract puzzle gizmo"
icon = 'icons/obj/machines/wallmounts.dmi'
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
/// have we been pressed already?
var/used = FALSE
/// can we be pressed only once?
var/single_use = TRUE
/// puzzle id we send on press
var/id //null would literally open every puzzle door without an id
/// queue size, must match count of objects this activates!
var/queue_size = 2
/// should the puzzle machinery perform the final step of the queue link on LateInitialize? An alternative to queue size
var/late_initialize_pop = FALSE
/obj/machinery/puzzle/get_save_vars()
return ..() + list(NAMEOF(src, queue_size), NAMEOF(src, id))
/obj/machinery/puzzle/Initialize(mapload)
. = ..()
if(!isnull(id))
SSqueuelinks.add_to_queue(src, id, late_initialize_pop ? 0 : queue_size)
return late_initialize_pop ? INITIALIZE_HINT_LATELOAD : .
/obj/machinery/puzzle/post_machine_initialize()
. = ..()
if(late_initialize_pop && id && SSqueuelinks.queues[id])
SSqueuelinks.pop_link(id)
/obj/machinery/puzzle/proc/on_puzzle_complete() //incase someone wants to make this do something else for some reason
SEND_SIGNAL(src, COMSIG_PUZZLE_COMPLETED)
/obj/machinery/puzzle/update_icon_state()
icon_state = "[base_icon_state][used]"
return ..()
/obj/machinery/puzzle/button
name = "control panel"
desc = "A panel that controls something nearby. I'm sure it being covered in hazard stripes is fine."
icon = 'icons/obj/machines/wallmounts.dmi'
icon_state = "lockdown0"
base_icon_state = "lockdown"
/obj/machinery/puzzle/button/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(used && single_use)
return
used = single_use
update_icon_state()
visible_message(span_notice("[user] presses a button on [src]."), span_notice("You press a button on [src]."))
playsound(src, 'sound/machines/terminal/terminal_button07.ogg', 45, TRUE)
on_puzzle_complete()
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/puzzle/button, 32)
/obj/machinery/puzzle/keycardpad
name = "keycard panel"
desc = "A panel that controls something nearby. Accepts keycards."
icon_state = "keycardpad0"
base_icon_state = "keycardpad"
/obj/machinery/puzzle/keycardpad/attackby(obj/item/attacking_item, mob/user, params)
. = ..()
if(!istype(attacking_item, /obj/item/keycard) || used)
return
var/obj/item/keycard/key = attacking_item
var/correct_card = key.puzzle_id == id
balloon_alert_to_viewers("[correct_card ? "correct" : "incorrect"] card swiped[correct_card ? "" : "!"]")
playsound(src, 'sound/machines/card_slide.ogg', 45, TRUE)
if(!correct_card)
return
used = TRUE
update_icon_state()
playsound(src, 'sound/machines/beep/beep.ogg', 45, TRUE)
on_puzzle_complete()
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/puzzle/keycardpad, 32)
/obj/machinery/puzzle/password
name = "password panel"
desc = "A panel that controls something nearby. This one requires a (case-sensitive) password, and it's not \"Swordfish\"."
icon_state = "passpad0"
base_icon_state = "passpad"
///The password to this door.
var/password = ""
///The text shown in the tgui input popup
var/tgui_text = "Please enter the password."
///The title of the tgui input popup
var/tgui_title = "What's the password?"
///Decides whether the max length of the input is MAX_NAME_LEN or the length of the password.
var/input_max_len_is_pass = FALSE
/obj/machinery/puzzle/password/get_save_vars()
return ..() + list(NAMEOF(src, password), NAMEOF(src, tgui_text), NAMEOF(src, tgui_title), NAMEOF(src, input_max_len_is_pass))
/obj/machinery/puzzle/password/interact(mob/user, list/modifiers)
if(used && single_use)
return
if(!user.can_perform_action(src, ALLOW_SILICON_REACH) || !user.can_interact_with(src))
return
var/pass_input = tgui_input_text(user, tgui_text, tgui_title, max_length = input_max_len_is_pass ? length(password) : MAX_NAME_LEN)
if(isnull(pass_input) || !user.can_perform_action(src, ALLOW_SILICON_REACH) || !user.can_interact_with(src))
return
var/correct = pass_input == password
balloon_alert_to_viewers("[correct ? "correct" : "wrong"] password[correct ? "" : "!"]")
if(!correct)
playsound(src, 'sound/machines/buzz/buzz-sigh.ogg', 45, TRUE)
return
used = single_use
update_icon_state()
playsound(src, 'sound/machines/terminal/terminal_button07.ogg', 45, TRUE)
on_puzzle_complete()
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/puzzle/password, 32)
/obj/machinery/puzzle/password/pin
desc = "A panel that controls something nearby. This one requires a PIN password, so let's start by typing in 1234..."
tgui_text = "Please enter the PIN code."
tgui_title = "What's the PIN code?"
input_max_len_is_pass = TRUE
///The length of the PIN. Suggestion: something between 4 and 12.
var/pin_length = 6
///associate a color to each digit that may be found in the password.
var/list/digit_to_color = list()
/obj/machinery/puzzle/password/pin/get_save_vars()
return ..() + NAMEOF(src, pin_length)
/obj/machinery/puzzle/password/pin/Initialize(mapload)
. = ..()
for(var/iteration in 1 to pin_length)
password += "[rand(1, 9)]"
var/list/possible_colors = list(
"white",
"black",
"red",
"green",
"blue",
"yellow",
"orange",
"brown",
"gray",
)
for(var/digit in 0 to 9)
digit_to_color["[digit]"] = pick_n_take(possible_colors)
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/puzzle/password/pin, 32)
//
// blockade
//
///blockades destroy themselves if they receive COMSIG_GLOB_PUZZLE_COMPLETED with their ID
/obj/structure/puzzle_blockade
name = "shield gate"
desc = "A wall of solid light, likely defending something important. Virtually indestructible, must be a way around, or to disable it."
icon = 'icons/effects/effects.dmi'
icon_state = "wave2"
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
move_resist = MOVE_FORCE_OVERPOWERING
opacity = FALSE
density = TRUE
anchored = TRUE
/// if we receive a puzzle signal with this id we get destroyed
var/id
/obj/structure/puzzle_blockade/get_save_vars()
return ..() + NAMEOF(src, id)
/obj/structure/puzzle_blockade/Initialize(mapload)
. = ..()
if(!isnull(id))
SSqueuelinks.add_to_queue(src, id)
/obj/structure/puzzle_blockade/MatchedLinks(id, list/partners)
for(var/partner in partners)
RegisterSignal(partner, COMSIG_PUZZLE_COMPLETED, PROC_REF(try_signal))
/obj/structure/puzzle_blockade/proc/try_signal(datum/source)
SIGNAL_HANDLER
playsound(src, SFX_SPARKS, 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
do_sparks(3, cardinal_only = FALSE, source = src)
qdel(src)
/obj/structure/puzzle_blockade/oneway
name = "one-way gate"
desc = "A wall of solid light, likely defending something important. Virtually indestructible."
icon = 'icons/obj/structures.dmi'
icon_state = "oneway"
base_icon_state = "oneway"
light_color = COLOR_BIOLUMINESCENCE_BLUE
light_range = 1
density = FALSE
/obj/structure/puzzle_blockade/oneway/update_icon_state()
icon_state = "[base_icon_state][density ? "" : "-off"]"
return ..()
/obj/structure/puzzle_blockade/oneway/CanAllowThrough(atom/movable/mover, border_dir)
return ..() && (REVERSE_DIR(border_dir) == dir || get_turf(mover) == get_turf(src))
/obj/structure/puzzle_blockade/oneway/CanAStarPass(border_dir, datum/can_pass_info/pass_info)
return REVERSE_DIR(border_dir) == dir
/obj/structure/puzzle_blockade/oneway/try_signal(datum/source)
density = FALSE
update_appearance(UPDATE_ICON)
/obj/effect/puzzle_poddoor_open
name = "puzzle-poddoor relay"
desc = "activates poddoors if activated with a puzzle signal."
icon = 'icons/effects/mapping_helpers.dmi'
icon_state = ""
anchored = TRUE
invisibility = INVISIBILITY_MAXIMUM
/// if we receive a puzzle signal with this we do our thing
var/queue_id
/// door id
var/id
/obj/effect/puzzle_poddoor_open/get_save_vars()
return ..() + list(NAMEOF(src, queue_id), NAMEOF(src, id))
/obj/effect/puzzle_poddoor_open/Initialize(mapload)
. = ..()
if(isnull(id) || isnull(queue_id))
log_mapping("[src] id:[id] has no id or door id and has been deleted")
return INITIALIZE_HINT_QDEL
SSqueuelinks.add_to_queue(src, queue_id)
/obj/effect/puzzle_poddoor_open/MatchedLinks(id, list/partners)
for(var/partner in partners)
RegisterSignal(partner, COMSIG_PUZZLE_COMPLETED, PROC_REF(try_signal))
/obj/effect/puzzle_poddoor_open/proc/try_signal(datum/source)
SIGNAL_HANDLER
var/openclose
for(var/obj/machinery/door/poddoor/door as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor))
if(door.id != id)
continue
if(isnull(openclose))
openclose = door.density
INVOKE_ASYNC(door, openclose ? TYPE_PROC_REF(/obj/machinery/door/poddoor, open) : TYPE_PROC_REF(/obj/machinery/door/poddoor, close))
#define MAX_PUZZLE_DOTS_PER_ROW 4
#define PUZZLE_DOTS_VERTICAL_OFFSET 7
#define PUZZLE_DOTS_HORIZONTAL_OFFSET 7
///A dotted board that can be used as clue for PIN puzzle machinery
/obj/effect/decal/puzzle_dots
name = "dotted board"
desc = "A board filled with colored dots. What could this mean?"
icon = 'icons/obj/fluff/puzzle_small.dmi'
icon_state = "puzzle_dots"
layer = ABOVE_NORMAL_TURF_LAYER
plane = GAME_PLANE //visible over walls
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | UNACIDABLE | LAVA_PROOF
flags_1 = UNPAINTABLE_1
///The id of the puzzle we're linked to.
var/id
/obj/effect/decal/puzzle_dots/get_save_vars()
return ..() + NAMEOF(src, id)
/obj/effect/decal/puzzle_dots/Initialize(mapload)
. = ..()
if(id)
SSqueuelinks.add_to_queue(src, id)
/obj/effect/decal/puzzle_dots/MatchedLinks(id, partners)
var/obj/machinery/puzzle/password/pin/pad = locate() in partners
var/list/pass_digits = splittext(pad.password, "")
var/pass_len = length(pass_digits)
var/extra_rows = CEILING((pass_len/MAX_PUZZLE_DOTS_PER_ROW)-1, 1)
if(extra_rows)
pixel_y += round(extra_rows*(PUZZLE_DOTS_VERTICAL_OFFSET*0.5))
for(var/i in 1 to extra_rows)
var/mutable_appearance/row = mutable_appearance(icon, icon_state)
row.pixel_y = -i*PUZZLE_DOTS_VERTICAL_OFFSET
add_overlay(row)
for(var/i in 1 to pass_len)
var/mutable_appearance/colored_dot = mutable_appearance(icon, "puzzle_dot_single")
colored_dot.color = pad.digit_to_color[pass_digits[i]]
colored_dot.pixel_x = PUZZLE_DOTS_HORIZONTAL_OFFSET * ((i-1)%MAX_PUZZLE_DOTS_PER_ROW)
colored_dot.pixel_y -= CEILING((i/MAX_PUZZLE_DOTS_PER_ROW)-1, 1)*PUZZLE_DOTS_VERTICAL_OFFSET
add_overlay(colored_dot)
#undef MAX_PUZZLE_DOTS_PER_ROW
#undef PUZZLE_DOTS_VERTICAL_OFFSET
#undef PUZZLE_DOTS_HORIZONTAL_OFFSET
/obj/effect/decal/cleanable/crayon/puzzle
name = "Password character"
icon_state = "0"
///The id of the puzzle we're linked to.
var/puzzle_id
/obj/effect/decal/cleanable/crayon/puzzle/get_save_vars()
return ..() + NAMEOF(src, puzzle_id)
/obj/effect/decal/cleanable/crayon/puzzle/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
name = "number"
if(puzzle_id)
SSqueuelinks.add_to_queue(src, puzzle_id)
/obj/effect/decal/cleanable/crayon/puzzle/MatchedLinks(id, partners)
var/obj/machinery/puzzle/password/pad = locate() in partners
var/list/pass_character = splittext(pad.password, "")
var/chosen_character = icon_state
if(!findtext(chosen_character, GLOB.is_alphanumeric))
qdel(src)
return FALSE
icon_state = pick(pass_character)
if(!text2num(icon_state))
name = "letter"
desc = "A letter vandalizing the station."
return TRUE
/obj/effect/decal/cleanable/crayon/puzzle/pin
name = "PIN number"
/obj/effect/decal/cleanable/crayon/puzzle/pin/MatchedLinks(id, partners)
. = ..()
var/obj/machinery/puzzle/password/pin/pad = locate() in partners
add_atom_colour(pad.digit_to_color[icon_state], FIXED_COLOUR_PRIORITY)
/obj/item/paper/fluff/scrambled_pass
name = "gibberish note"
icon_state = "scrap"
///The ID associated to the puzzle we're part of.
var/puzzle_id
/obj/item/paper/fluff/scrambled_pass/get_save_vars()
return ..() + NAMEOF(src, puzzle_id)
/obj/item/paper/fluff/scrambled_pass/Initialize(mapload)
. = ..()
if(mapload && puzzle_id)
SSqueuelinks.add_to_queue(src, puzzle_id)
/obj/item/paper/fluff/scrambled_pass/MatchedLinks(id, partners)
var/obj/machinery/puzzle/password/pad = locate() in partners
var/scrambled_text = ""
var/list/pass_characters = splittext(pad.password, "")
for(var/i in 1 to rand(200, 300))
scrambled_text += pick(pass_characters)
add_raw_text(scrambled_text)