Files
Bubberstation/code/datums/components/interaction_booby_trap.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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4.0 KiB
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/**
* Attached to an atom, creates an explosion when it is interacted with
*/
/datum/component/interaction_booby_trap
/// Explosion radius of light damage
var/explosion_light_range
/// Explosion radius of heavy damage
var/explosion_heavy_range
/// Sound to play when triggered
var/triggered_sound
/// Time to wait between being triggered and blowing up
var/trigger_delay
/// Looping sound to clue people in that something is up
var/datum/looping_sound/active_sound_loop
/// Using this tool on the atom will defuse the explosive
var/defuse_tool
/// List of additional signals which should make this explode
var/list/additional_triggers
/// Callback to run when we're going to explode
var/datum/callback/on_triggered_callback
/// Callback to run when we've been defused
var/datum/callback/on_defused_callback
/// Time until we explode
var/explode_timer
/datum/component/interaction_booby_trap/Initialize(
explosion_light_range = 3,
explosion_heavy_range = 1, // So we destroy some machine components
triggered_sound = 'sound/machines/beep/triple_beep.ogg',
trigger_delay = 0.5 SECONDS,
sound_loop_type = /datum/looping_sound/trapped_machine_beep,
defuse_tool = TOOL_SCREWDRIVER,
additional_triggers = list(),
datum/callback/on_triggered_callback = null,
datum/callback/on_defused_callback = null,
)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.explosion_light_range = explosion_light_range
src.explosion_heavy_range = explosion_heavy_range
src.triggered_sound = triggered_sound
src.trigger_delay = trigger_delay
src.defuse_tool = defuse_tool
src.additional_triggers = additional_triggers
src.on_triggered_callback = on_triggered_callback
src.on_defused_callback = on_defused_callback
if (sound_loop_type)
active_sound_loop = new sound_loop_type(parent)
active_sound_loop.start()
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_touched))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_examine))
if (defuse_tool)
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(defuse_tool), PROC_REF(on_defused))
if (length(additional_triggers))
RegisterSignals(parent, additional_triggers, PROC_REF(trigger_explosive))
/datum/component/interaction_booby_trap/Destroy(force)
UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_TOOL_ACT(defuse_tool), COMSIG_ATOM_EXAMINE_MORE) + additional_triggers)
QDEL_NULL(active_sound_loop)
on_triggered_callback = null
on_defused_callback = null
return ..()
/// Called when someone touches the parent atom with their hands, we want to blow up
/datum/component/interaction_booby_trap/proc/on_touched(atom/source)
SIGNAL_HANDLER
trigger_explosive(source)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Start a countdown until destruction
/datum/component/interaction_booby_trap/proc/trigger_explosive(atom/source)
SIGNAL_HANDLER
if (explode_timer)
return
explode_timer = addtimer(CALLBACK(src, PROC_REF(explode), source), 0.5 SECONDS)
source.balloon_alert_to_viewers("beep")
playsound(parent, triggered_sound, 50, FALSE)
return
/// Blow up the parent atom and delete ourselves
/datum/component/interaction_booby_trap/proc/explode(atom/source)
on_triggered_callback?.Invoke(source)
var/turf/origin_turf = get_turf(source)
new /obj/effect/temp_visual/explosion/fast(origin_turf)
EX_ACT(source, EXPLODE_HEAVY, source)
explosion(origin = origin_turf, light_impact_range = explosion_light_range, heavy_impact_range = explosion_heavy_range, explosion_cause = src)
qdel(src)
/// Defuse the bomb and delete ourselves
/datum/component/interaction_booby_trap/proc/on_defused(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
on_defused_callback?.Invoke(source, user, tool)
qdel(src)
return ITEM_INTERACT_BLOCKING
/// Give people a little hint
/datum/component/interaction_booby_trap/proc/on_examine(atom/source, mob/examiner, list/examine_list)
SIGNAL_HANDLER
var/defuse_hint = (defuse_tool) ? "Perhaps [tool_behaviour_name(defuse_tool)] could help..." : ""
examine_list += span_warning("There's a light flashing red inside the maintenance panel. [defuse_hint]")