Files
Bubberstation/code/game/objects/items/devices/table_clock.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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///Maximum amount of times a clock can be repaired until it's destroyed beyond repair.
#define MAX_CLOCK_REPAIRS 2
/obj/item/table_clock
name = "table clock"
desc = "An annoying clock that keeps you sane through tireless nights."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "table_clock"
inhand_icon_state = "table_clock"
base_icon_state = "table_clock"
w_class = WEIGHT_CLASS_TINY
///Soundloop we use of a clock ticking.
var/datum/looping_sound/clock/soundloop
///Boolean on whether the clock has been destroyed.
var/broken = FALSE
///Amount of times the clock has been destroyed. It becomes unrepairable the third time.
var/times_broken
/obj/item/table_clock/Initialize(mapload)
. = ..()
soundloop = new(src, TRUE)
/obj/item/table_clock/Destroy(force)
soundloop.stop()
return ..()
/obj/item/table_clock/examine(mob/user)
. = ..()
if(broken)
. += span_info("It appears to be currently broken. You can use it in-hand to repair it.")
else
. += span_info("The current CST (local) time is: [station_time_timestamp()].")
. += span_info("The current TCT (galactic) time is: [time2text(world.realtime, "hh:mm:ss")].")
/obj/item/table_clock/attackby(obj/item/attacking_item, mob/user, params)
. = ..()
if(attacking_item.force < 5 || broken)
return
if(break_clock(break_sound = 'sound/effects/magic/clockwork/ark_activation.ogg'))
user.visible_message(
span_warning("[user] smashes \the [src] so hard it stops breaking!"),
span_boldannounce("I can't stand this stupid machine anymore! Shut up already!"),
span_notice("You hear repeated smashing!"),
)
/obj/item/table_clock/throw_at(atom/target, range, speed, mob/thrower, spin, diagonals_first, datum/callback/callback, force, gentle, quickstart)
. = ..()
if(!.)
return
break_clock(break_sound = 'sound/effects/footstep/glass_step.ogg')
/obj/item/table_clock/interact(mob/user)
. = ..()
if(!broken)
to_chat(user, span_warning("Touch the clock? And risk breaking it? Are you crazy??"))
return
if(times_broken > MAX_CLOCK_REPAIRS)
user.balloon_alert(user, "clock unrepairable!")
return
user.balloon_alert(user, "fixing clock...")
if(!do_after(user, 10 SECONDS, src))
return
user.balloon_alert(user, "clock repaired!")
broken = FALSE
soundloop.start()
update_appearance(UPDATE_ICON)
/obj/item/table_clock/update_icon_state()
icon_state = "[base_icon_state][broken ? "_broken" : null]"
return ..()
/**
* Breaks the clock, turning off the soundloop.
* Returns TRUE if it successfully breaks, FALSE otherwise.
*/
/obj/item/table_clock/proc/break_clock(break_sound)
if(broken)
return FALSE
broken = TRUE
soundloop.stop()
playsound(src, break_sound, 40, FALSE)
times_broken++
update_appearance(UPDATE_ICON)
return TRUE
#undef MAX_CLOCK_REPAIRS