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