Files
Bubberstation/code/datums/components/mob_harvest.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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6.0 KiB
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/**
* Harvesting component. Useful if you want to be able to harvest items from living mobs.
*
* Used currently on sheep.
*/
/datum/component/mob_harvest
///item used to harvest
var/obj/item/harvest_tool = /obj/item/razor
///item used to reduce wait between items
var/obj/item/fed_item = /obj/item/food/grown/grass
///typepath of the item you want to harvest
var/produced_item_typepath = /obj/item/food/bait
///stand-in name for the item
var/produced_item_desc = "funny worm"
///how much is ready to harvest
var/amount_ready = 1
///max amount that can be stored between harvests
var/max_ready = 1
///time between item creation
var/item_generation_wait = 10 SECONDS
///tracked time
var/item_generation_time = 0
///time to reduce when fed
var/item_reduction_time = 2 SECONDS
///how long it takes to harvest from the mob
var/item_harvest_time = 5 SECONDS
///typepath of harvest sound
var/item_harvest_sound = 'sound/items/tools/welder2.ogg'
//harvest_type, produced_item_typepath and speedup_type are typepaths, not reference
/datum/component/mob_harvest/Initialize(harvest_tool, fed_item, produced_item_typepath, produced_item_desc, max_ready, item_generation_wait, item_reduction_time, item_harvest_time, item_harvest_sound)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
src.harvest_tool = harvest_tool
src.fed_item = fed_item
src.produced_item_typepath = produced_item_typepath
src.produced_item_desc = produced_item_desc
src.max_ready = max_ready
src.item_generation_wait = item_generation_wait
src.item_reduction_time = item_reduction_time
src.item_harvest_time = item_harvest_time
item_generation_time = item_generation_wait
START_PROCESSING(SSobj, src)
/datum/component/mob_harvest/Destroy(force)
STOP_PROCESSING(SSobj, src)
return ..()
/datum/component/mob_harvest/vv_edit_var(var_name, var_value)
var/amount_changed
if(var_name == NAMEOF(src, max_ready))
var_value = max(0, var_value) //no negatives allowed
if(amount_ready != min(amount_ready, var_value)) //check to max sure max_ready isn't lower than the amount ready.
amount_ready = var_value
amount_changed = TRUE
if(var_name == NAMEOF(src, amount_ready) && var_value != amount_ready)
amount_changed = TRUE
. = ..()
if(amount_changed && !iscarbon(parent))
var/mob/living/living_parent = parent
living_parent.update_appearance(UPDATE_ICON_STATE)
/datum/component/mob_harvest/process(seconds_per_tick)
///only track time if we aren't dead and have room for more items
var/mob/living/harvest_mob = parent
if(harvest_mob.stat == DEAD || amount_ready >= max_ready)
return
item_generation_time -= seconds_per_tick
if(item_generation_time > 0)
return
item_generation_time = item_generation_wait
amount_ready++
if(iscarbon(parent))
return
var/mob/living/living_parent = parent
living_parent.update_appearance(UPDATE_ICON_STATE)
/datum/component/mob_harvest/RegisterWithParent()
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
// Only do update_icon_state business on non-carbon mobs
if(!iscarbon(parent))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
var/mob/living/living_parent = parent
living_parent.update_appearance(UPDATE_ICON_STATE)
/datum/component/mob_harvest/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ATOM_EXAMINE, COMSIG_ATOM_ATTACKBY, COMSIG_ATOM_UPDATE_ICON_STATE))
///signal called on parent being examined
/datum/component/mob_harvest/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(amount_ready < 1)
examine_list += span_notice("[parent] seems like they could use a bit more time.")
if(amount_ready > 1)
examine_list += span_notice("[parent] looks like they can be harvested about [amount_ready] times.")
if(amount_ready == 1)
examine_list += span_notice("[parent] looks ready to be harvested.")
///signal called on parent being attacked with an item
/datum/component/mob_harvest/proc/on_attackby(datum/source, obj/item/used_item, mob/user)
SIGNAL_HANDLER
if(istype(used_item, harvest_tool))
INVOKE_ASYNC(src, PROC_REF(harvest_item), user)
return COMPONENT_NO_AFTERATTACK
if(istype(used_item, fed_item))
remove_wait_time(user)
qdel(used_item)
return COMPONENT_NO_AFTERATTACK
/// Signal proc for [COMSIG_ATOM_UPDATE_ICON_STATE]
/datum/component/mob_harvest/proc/on_update_icon_state(datum/source)
SIGNAL_HANDLER
// If this is being used on a carbon or human, don't update any icon states, just leave it
if(iscarbon(parent))
return
var/mob/living/living_parent = parent
if(living_parent.stat == DEAD)
return
living_parent.icon_state = "[living_parent.base_icon_state || initial(living_parent.icon_state)][amount_ready < 1 ? "_harvested" : ""]"
/**
* Proc called from attacking the component parent with the correct item, reduces wait time between items
*
* Arguments:
* * mob/user - who is trying to do this
*/
/datum/component/mob_harvest/proc/remove_wait_time(mob/user)
if(amount_ready >= max_ready)
to_chat(user, span_warning("[parent] looks too full to keep feeding!"))
return
item_generation_time -= item_reduction_time
to_chat(user, span_notice("You feed [parent]."))
return
/**
* Proc called from attacking the component parent with the correct item, handles creating the item
*
* Arguments:
* * mob/user - who is trying to do this
*/
/datum/component/mob_harvest/proc/harvest_item(mob/user)
if(amount_ready < 1)
to_chat(user, span_warning("[parent] doesn't seem to have enough [produced_item_desc] to harvest."))
return
to_chat(user, span_notice("You start to harvest [produced_item_desc] from [parent]..."))
if(do_after(user, item_harvest_time, target = parent))
playsound(parent, item_harvest_sound, 20, TRUE)
to_chat(user, span_notice("You harvest some [produced_item_desc] from [parent]."))
amount_ready--
if(!iscarbon(parent))
var/mob/living/living_parent = parent
living_parent.update_appearance(UPDATE_ICON_STATE)
new produced_item_typepath(get_turf(parent))
return