Files
Bubberstation/code/game/objects/effects/mines.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

292 lines
9.6 KiB
Plaintext

/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = FALSE
anchored = TRUE
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "landmine"
base_icon_state = "landmine"
/// We manually check to see if we've been triggered in case multiple atoms cross us in the time between the mine being triggered and it actually deleting, to avoid a race condition with multiple detonations
var/triggered = FALSE
/// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage
var/armed = TRUE
/// If set, we default armed to FALSE and set it to TRUE after this long from initializing
var/arm_delay
/// Who's got their foot on the mine's pressure plate
/// Stepping on the mine will set this to the first mob who stepped over it
/// The mine will not detonate via movement unless the first mob steps off of it
var/datum/weakref/foot_on_mine
/obj/effect/mine/Initialize(mapload)
. = ..()
if(arm_delay)
armed = FALSE
update_appearance(UPDATE_ICON_STATE)
addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_exited),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/mine/examine(mob/user)
. = ..()
if(!armed)
. += span_info("It appears to be inactive...")
var/atom/movable/unlucky_sod = foot_on_mine?.resolve()
if(user == unlucky_sod)
. += span_bolddanger("The pressure plate is depressed. Any movement you make will set it off now.")
else if(!isnull(unlucky_sod))
. += span_danger("The pressure plate is depressed by [unlucky_sod]. Any move they make'll set it off now.")
/obj/effect/mine/update_icon_state()
. = ..()
if(armed)
icon_state = base_icon_state
else
icon_state = "[base_icon_state]-inactive"
/// The effect of the mine
/obj/effect/mine/proc/mineEffect(mob/victim)
return
/// If the landmine was previously inactive, this beeps and displays a message marking it active
/obj/effect/mine/proc/now_armed()
armed = TRUE
update_appearance(UPDATE_ICON_STATE)
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2)
visible_message(span_danger("\The [src] beeps softly, indicating it is now active."), vision_distance = COMBAT_MESSAGE_RANGE)
/// Can this mine trigger on the passed movable?
/obj/effect/mine/proc/can_trigger(atom/movable/on_who)
if(triggered || !isturf(loc) || iseffect(on_who) || !armed)
return FALSE
var/mob/living/living_mob
if(ismob(on_who))
if(!isliving(on_who)) //no ghosties.
return FALSE
living_mob = on_who
if(living_mob?.incorporeal_move || (on_who.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
return foot_on_mine ? IS_WEAKREF_OF(on_who, foot_on_mine) : FALSE //Only go boom if their foot was on the mine PRIOR to flying/phasing. You fucked up, you live with the consequences.
return TRUE
/obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc)
SIGNAL_HANDLER
if(!can_trigger(arrived))
return
// Someone already on it
if(foot_on_mine?.resolve())
return
var/gonna_blow
if(arrived.flags_1 & ON_BORDER_1)
if(arrived.dir == get_dir(old_loc, src)) //see if a partial tile atom has passed the mine
gonna_blow = TRUE
else
return //it didn't actually touch the mine, don't blow
visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
if(gonna_blow)
RegisterSignal(arrived, COMSIG_MOVABLE_MOVED, PROC_REF(triggermine)) //wait for it to finish the movement before blowing so it takes proper damage
return
foot_on_mine = WEAKREF(arrived)
/obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone, direction)
SIGNAL_HANDLER
if(!can_trigger(gone))
return
if(!foot_on_mine && gone.flags_1 & ON_BORDER_1)
if(gone.dir == REVERSE_DIR(direction)) //see if a north facing border atom (ie window) travels south (and other directions as needed)
visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
triggermine() //it "passed" over the mine briefly, triggering it in the process
return //either it blew up the mine, or it didn't and we don't have to worry about anything else.
// Check that the guy who's on it is stepping off
if(foot_on_mine && !IS_WEAKREF_OF(gone, foot_on_mine))
return
triggermine(gone)
foot_on_mine = null
/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
. = ..()
triggermine()
/// When something sets off a mine
/obj/effect/mine/proc/triggermine(atom/movable/triggerer)
SIGNAL_HANDLER
if(triggered) //too busy detonating to detonate again
return
if(triggerer)
visible_message(span_danger("[triggerer] sets off [icon2html(src, viewers(src))] [src]!"))
else
visible_message(span_danger("[icon2html(src, viewers(src))] [src] detonates!"))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(triggerer)
triggered = TRUE
SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer)
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
/// The devastation range of the resulting explosion.
var/range_devastation = 0
/// The heavy impact range of the resulting explosion.
var/range_heavy = 1
/// The light impact range of the resulting explosion.
var/range_light = 2
/// The flame range of the resulting explosion.
var/range_flame = 0
/// The flash range of the resulting explosion.
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
explosion(src, range_devastation, range_heavy, range_light, range_flame, range_flash)
/obj/effect/mine/explosive/light
name = "low-yield explosive mine"
range_heavy = 0
range_light = 3
range_flash = 2
/obj/effect/mine/explosive/flame
name = "incendiary explosive mine"
range_heavy = 0
range_light = 1
range_flame = 3
/obj/effect/mine/explosive/flash
name = "blinding explosive mine"
range_heavy = 0
range_light = 1
range_flash = 6
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 80
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim) && Adjacent(victim))
victim.Paralyze(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client && Adjacent(victim))
to_chat(victim, span_userdanger("You have been kicked FOR NO REISIN!"))
qdel(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = GAS_O2
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air("[gas_type]=[gas_amount]")
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = GAS_PLASMA
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = GAS_N2O
/obj/effect/mine/gas/water_vapor
name = "chilled vapor mine"
gas_amount = 500
gas_type = GAS_WATER_VAPOR
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, TRUE)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/// These mines spawn pellet_clouds around them when triggered
/obj/effect/mine/shrapnel
name = "shrapnel mine"
/// The type of projectiles we're shooting out of this
var/shrapnel_type = /obj/projectile/bullet/shrapnel
/// Broadly, how many pellets we're spawning, the total is n! - (n-1)! pellets, so don't set it too high. For reference, 15 is probably pushing it at MAX
var/shrapnel_magnitude = 3
/// If TRUE, we spawn extra pellets to eviscerate the person who stepped on it, otherwise it just spawns a ring of pellets around the tile we're on (making setting it off an offensive move)
var/shred_triggerer = FALSE
/obj/effect/mine/shrapnel/mineEffect(mob/victim)
return
/obj/effect/mine/shrapnel/triggermine(atom/movable/AM)
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
return ..()
/obj/effect/mine/shrapnel/sting
name = "stinger mine"
shrapnel_type = /obj/projectile/bullet/pellet/stingball
/obj/effect/mine/shrapnel/capspawn
name = "\improper AP mine"
desc = "A defensive landmine filled with 'AP shrapnel', good for defending cramped spaces without breaching hulls. The AP stands for 'Asset Protection', though it's still plenty nasty against any fool who sets it off."
shrapnel_type = /obj/projectile/bullet/pellet/capmine
shrapnel_magnitude = 4
shred_triggerer = TRUE
arm_delay = 3 SECONDS
light_range = 1.6
light_power = 2
light_color = COLOR_VIVID_RED
/obj/effect/mine/shrapnel/capspawn/now_armed()
. = ..()
set_light_on(TRUE)
/obj/item/minespawner
name = "landmine deployment device"
desc = "When activated, will deploy an Asset Protection landmine after 3 seconds passes, perfect for high ranking NT officers looking to cover their assets from afar."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "beacon"
var/mine_type = /obj/effect/mine/shrapnel/capspawn
var/active = FALSE
/obj/item/minespawner/attack_self(mob/user)
. = ..()
if(active)
return
playsound(src, 'sound/items/weapons/armbomb.ogg', 70, TRUE)
to_chat(user, span_warning("You arm \the [src], causing it to shake! It will deploy in 3 seconds."))
active = TRUE
addtimer(CALLBACK(src, PROC_REF(deploy_mine)), 3 SECONDS)
/// Deploys the mine and deletes itself
/obj/item/minespawner/proc/deploy_mine()
do_alert_animation()
playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3)
var/obj/effect/mine/new_mine = new mine_type(get_turf(src))
visible_message(span_danger("\The [src] releases a puff of smoke, revealing \a [new_mine]!"))
var/obj/effect/particle_effect/fluid/smoke/poof = new (get_turf(src))
poof.lifetime = 3
qdel(src)