Files
Bubberstation/code/datums/wires/syndicatebomb.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

113 lines
4.3 KiB
Plaintext

/datum/wires/syndicatebomb
holder_type = /obj/machinery/syndicatebomb
proper_name = "Syndicate Explosive Device"
randomize = TRUE
/datum/wires/syndicatebomb/New(atom/holder)
wires = list(
WIRE_BOOM, WIRE_BOOM2, WIRE_UNBOLT,
WIRE_ACTIVATE, WIRE_DELAY, WIRE_PROCEED
)
..()
/datum/wires/syndicatebomb/interactable(mob/user)
if(!..())
return FALSE
var/obj/machinery/syndicatebomb/P = holder
if(P.open_panel)
return TRUE
/datum/wires/syndicatebomb/on_pulse(wire)
var/obj/machinery/syndicatebomb/B = holder
switch(wire)
if(WIRE_BOOM,WIRE_BOOM2)
if(B.active)
holder.visible_message(span_danger("[icon2html(B, viewers(holder))] An alarm sounds! It's go-"))
B.explode_now = TRUE
if(!istype(B.payload, /obj/machinery/syndicatebomb/training))
tell_admins(B)
// Cursed usr use but no easy way to get the pulser
if(isliving(usr))
add_memory_in_range(B, 7, /datum/memory/bomb_defuse_failure, protagonist = usr, antagonist = B)
else
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] Nothing happens."))
if(WIRE_UNBOLT)
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] The bolts spin in place for a moment."))
if(WIRE_DELAY)
if(B.delayedbig)
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] Nothing happens."))
else
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] The bomb chirps."))
playsound(B, 'sound/machines/chime.ogg', 30, TRUE)
B.detonation_timer += 300
if(B.active)
B.delayedbig = TRUE
if(WIRE_PROCEED)
holder.visible_message(span_danger("[icon2html(B, viewers(holder))] The bomb buzzes ominously!"))
playsound(B, 'sound/machines/buzz/buzz-sigh.ogg', 30, TRUE)
var/seconds = B.seconds_remaining()
if(seconds >= 61) // Long fuse bombs can suddenly become more dangerous if you tinker with them.
B.detonation_timer = world.time + 600
else if(seconds >= 21)
B.detonation_timer -= 100
else if(seconds >= 11) // Both to prevent negative timers and to have a little mercy.
B.detonation_timer = world.time + 100
if(WIRE_ACTIVATE)
if(!B.active)
holder.visible_message(span_danger("[icon2html(B, viewers(holder))] You hear the bomb start ticking!"))
B.activate()
B.update_appearance()
else if(B.delayedlittle)
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] Nothing happens."))
else
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] The bomb seems to hesitate for a moment."))
B.detonation_timer += 100
B.delayedlittle = TRUE
/datum/wires/syndicatebomb/on_cut(wire, mend, source)
var/obj/machinery/syndicatebomb/B = holder
switch(wire)
if(WIRE_BOOM,WIRE_BOOM2)
if(!mend && B.active)
holder.visible_message(span_danger("[icon2html(B, viewers(holder))] An alarm sounds! It's go-"))
B.explode_now = TRUE
if(!istype(B.payload, /obj/machinery/syndicatebomb/training))
tell_admins(B)
if(isliving(source))
log_combat(source, holder, "cut the detonation wire for")
add_memory_in_range(B, 7, /datum/memory/bomb_defuse_failure, protagonist = source, antagonist = B)
if(WIRE_UNBOLT)
if(!mend && B.anchored)
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] The bolts lift out of the ground!"))
playsound(B, 'sound/effects/stealthoff.ogg', 30, TRUE)
B.set_anchored(FALSE)
if(WIRE_PROCEED)
if(!mend && B.active)
holder.visible_message(span_danger("[icon2html(B, viewers(holder))] The digital display on the device deactivates."))
B.examinable_countdown = FALSE
if(WIRE_ACTIVATE)
if(!mend && B.active)
var/bomb_time_left = B.seconds_remaining()
holder.visible_message(span_notice("[icon2html(B, viewers(holder))] The timer stops! The bomb has been defused!"))
B.active = FALSE
B.delayedlittle = FALSE
B.delayedbig = FALSE
B.examinable_countdown = TRUE
B.update_appearance()
if(isliving(usr))
add_memory_in_range(B, 7, /datum/memory/bomb_defuse_success, protagonist = usr, antagonist = B, bomb_time_left = bomb_time_left)
/datum/wires/syndicatebomb/proc/tell_admins(obj/machinery/syndicatebomb/B)
var/turf/T = get_turf(B)
log_game("\A [B] was detonated via boom wire at [AREACOORD(T)].")
message_admins("A [B.name] was detonated via boom wire at [ADMIN_VERBOSEJMP(T)].")