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## 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 /🆑
83 lines
3.6 KiB
Plaintext
83 lines
3.6 KiB
Plaintext
/// Returned if we can rip up this target
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#define WALL_TEAR_ALLOWED TRUE
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/// Returned if we can't rip up this target
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#define WALL_TEAR_INVALID FALSE
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/// Returned if we can't rip up the target but still don't want to attack it
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#define WALL_TEAR_FAIL_CANCEL_CHAIN -1
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/**
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* Allows attached mobs to destroy walls over time, a little less unreasonable than the instant wall deletion of wall_smasher
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*/
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/datum/element/wall_tearer
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Whether we can break reinforced walls
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var/allow_reinforced
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/// How long it takes for us to destroy a wall completely (its a 3 step process so this will be divided by three)
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var/tear_time
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/// How much longer it takes to break reinforced walls
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var/reinforced_multiplier
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/// What interaction key do we use for our interaction
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var/do_after_key
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/datum/element/wall_tearer/Attach(datum/target, allow_reinforced = TRUE, tear_time = 2 SECONDS, reinforced_multiplier = 2, do_after_key = null)
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. = ..()
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if (!isliving(target))
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return ELEMENT_INCOMPATIBLE
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src.allow_reinforced = allow_reinforced
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src.tear_time = tear_time
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src.reinforced_multiplier = reinforced_multiplier
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src.do_after_key = do_after_key
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RegisterSignals(target, list(COMSIG_HOSTILE_PRE_ATTACKINGTARGET, COMSIG_LIVING_UNARMED_ATTACK), PROC_REF(on_attacked_wall))
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/datum/element/wall_tearer/Detach(datum/source)
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. = ..()
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UnregisterSignal(source, list(COMSIG_HOSTILE_PRE_ATTACKINGTARGET, COMSIG_LIVING_UNARMED_ATTACK))
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/// Try to tear up a wall
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/datum/element/wall_tearer/proc/on_attacked_wall(mob/living/tearer, atom/target, proximity_flag)
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SIGNAL_HANDLER
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if (DOING_INTERACTION_WITH_TARGET(tearer, target) || (!isnull(do_after_key) && DOING_INTERACTION(tearer, do_after_key)))
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tearer.balloon_alert(tearer, "busy!")
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return COMPONENT_HOSTILE_NO_ATTACK
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var/is_valid = validate_target(target, tearer)
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if (is_valid != WALL_TEAR_ALLOWED)
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return is_valid == WALL_TEAR_FAIL_CANCEL_CHAIN ? COMPONENT_HOSTILE_NO_ATTACK : NONE
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INVOKE_ASYNC(src, PROC_REF(rip_and_tear), tearer, target)
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return COMPONENT_HOSTILE_NO_ATTACK
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/datum/element/wall_tearer/proc/rip_and_tear(mob/living/tearer, atom/target)
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// We need to do this three times to actually destroy it
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var/rip_time = (istype(target, /turf/closed/wall/r_wall) ? tear_time * reinforced_multiplier : tear_time) / 3
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if (rip_time > 0)
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tearer.visible_message(span_warning("[tearer] begins tearing through [target]!"))
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playsound(tearer, 'sound/machines/airlock/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
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target.balloon_alert(tearer, "tearing...")
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if (!do_after(tearer, delay = rip_time, target = target, interaction_key = do_after_key))
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tearer.balloon_alert(tearer, "interrupted!")
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return
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// Might have been replaced, removed, or reinforced during our do_after
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var/is_valid = validate_target(target, tearer)
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if (is_valid != WALL_TEAR_ALLOWED)
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return
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tearer.do_attack_animation(target)
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target.AddComponent(/datum/component/torn_wall)
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is_valid = validate_target(target, tearer) // And now we might have just destroyed it
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if (is_valid == WALL_TEAR_ALLOWED)
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tearer.UnarmedAttack(target, proximity_flag = TRUE)
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/// Check if the target atom is a wall we can actually rip up
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/datum/element/wall_tearer/proc/validate_target(atom/target, mob/living/tearer)
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if (!isclosedturf(target) || isindestructiblewall(target))
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return WALL_TEAR_INVALID
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var/reinforced = istype(target, /turf/closed/wall/r_wall)
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if (!allow_reinforced && reinforced)
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target.balloon_alert(tearer, "it's too strong!")
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return WALL_TEAR_FAIL_CANCEL_CHAIN
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return WALL_TEAR_ALLOWED
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#undef WALL_TEAR_ALLOWED
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#undef WALL_TEAR_INVALID
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#undef WALL_TEAR_FAIL_CANCEL_CHAIN
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