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https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
260 lines
9.0 KiB
Plaintext
260 lines
9.0 KiB
Plaintext
/obj/item/suspiciousphone
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name = "suspicious phone"
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desc = "This device raises pink levels to unknown highs."
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icon = 'icons/obj/antags/syndicate_tools.dmi'
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icon_state = "suspiciousphone"
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w_class = WEIGHT_CLASS_SMALL
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attack_verb_continuous = list("dumps")
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attack_verb_simple = list("dump")
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var/dumped = FALSE
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/obj/item/suspiciousphone/attack_self(mob/living/user)
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if(!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("This device is too advanced for you!"))
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return
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if(dumped)
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to_chat(user, span_warning("You already activated Protocol CRAB-17."))
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return FALSE
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if(tgui_alert(user, "Are you sure you want to crash this market with no survivors?", "Protocol CRAB-17", list("Yes", "No")) == "Yes")
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if(dumped || QDELETED(src)) //Prevents fuckers from cheesing alert
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return FALSE
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var/turf/targetturf = get_safe_random_station_turf()
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if (!targetturf)
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return FALSE
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var/list/accounts_to_rob = flatten_list(SSeconomy.bank_accounts_by_id)
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var/mob/living/L
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if(isliving(user))
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L = user
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accounts_to_rob -= L.get_bank_account()
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for(var/i in accounts_to_rob)
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var/datum/bank_account/B = i
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B.being_dumped = TRUE
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new /obj/effect/dumpeet_target(targetturf, L)
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to_chat(user, span_notice("You have activated Protocol CRAB-17."))
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message_admins("[ADMIN_LOOKUPFLW(user)] has activated Protocol CRAB-17.")
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user.log_message("activated Protocol CRAB-17.", LOG_GAME)
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dumped = TRUE
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/obj/structure/checkoutmachine
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name = "\improper Nanotrasen Space-Coin Market"
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desc = "This is good for spacecoin because"
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icon = 'icons/obj/machines/money_machine.dmi'
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icon_state = "bogdanoff"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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density = TRUE
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pixel_z = -8
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max_integrity = 5000
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var/list/accounts_to_rob
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var/mob/living/bogdanoff
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/// Are we able to start moving?
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var/canwalk = FALSE
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/obj/structure/checkoutmachine/examine(mob/living/user)
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. = ..()
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. += span_info("It has a flashing <b>ID card reader</b> for convenient cashing out.")
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/obj/structure/checkoutmachine/proc/check_if_finished()
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for(var/i in accounts_to_rob)
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var/datum/bank_account/B = i
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if (B.being_dumped)
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return FALSE
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return TRUE
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/obj/structure/checkoutmachine/attackby(obj/item/attacking_item, mob/user, params)
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if(!canwalk)
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balloon_alert(user, "not ready to accept transactions!")
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return
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if(check_if_finished())
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qdel(src)
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return
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var/obj/item/card/id/card = attacking_item.GetID()
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if(!card)
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balloon_alert(user, "your [attacking_item.name] gets repelled by the id card reader")
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var/throwtarget = get_step(user, get_dir(src, user))
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user.safe_throw_at(throwtarget, 1, 1, force = MOVE_FORCE_EXTREMELY_STRONG)
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playsound(get_turf(src),'sound/effects/magic/repulse.ogg', 100, TRUE)
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return
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if(!card.registered_account)
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balloon_alert(user, "card has no registered account!")
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return
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if(!card.registered_account.being_dumped)
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balloon_alert(user, "funds are already safe!")
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return
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to_chat(user, span_warning("You quickly cash out your funds to a more secure banking location. Funds are safu.")) // This is a reference and not a typo
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card.registered_account.being_dumped = FALSE
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if(check_if_finished())
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qdel(src)
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return
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/obj/structure/checkoutmachine/Initialize(mapload, mob/living/user)
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. = ..()
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if(QDELETED(src))
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return
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bogdanoff = user
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add_overlay("flaps")
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add_overlay("hatch")
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add_overlay("legs_retracted")
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addtimer(CALLBACK(src, PROC_REF(startUp)), 5 SECONDS)
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QDEL_IN(src, 8 MINUTES) //Self-destruct after 8 min
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ADD_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING, REF(src))
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/obj/structure/checkoutmachine/proc/startUp() //very VERY snowflake code that adds a neat animation when the pod lands.
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start_dumping() //The machine doesnt move during this time, giving people close by a small window to grab their funds before it starts running around
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sleep(1 SECONDS)
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if(QDELETED(src))
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return
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playsound(src, 'sound/machines/click.ogg', 15, TRUE, -3)
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cut_overlay("flaps")
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sleep(1 SECONDS)
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if(QDELETED(src))
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return
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playsound(src, 'sound/machines/click.ogg', 15, TRUE, -3)
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cut_overlay("hatch")
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sleep(3 SECONDS)
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if(QDELETED(src))
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return
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playsound(src,'sound/machines/beep/twobeep.ogg',50,FALSE)
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var/mutable_appearance/hologram = mutable_appearance(icon, "hologram")
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hologram.pixel_y = 16
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add_overlay(hologram)
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var/mutable_appearance/holosign = mutable_appearance(icon, "holosign")
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holosign.pixel_y = 16
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add_overlay(holosign)
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add_overlay("legs_extending")
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cut_overlay("legs_retracted")
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pixel_z += 4
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sleep(0.5 SECONDS)
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if(QDELETED(src))
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return
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add_overlay("legs_extended")
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cut_overlay("legs_extending")
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pixel_z += 4
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sleep(2 SECONDS)
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if(QDELETED(src))
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return
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add_overlay("screen_lines")
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sleep(0.5 SECONDS)
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if(QDELETED(src))
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return
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cut_overlay("screen_lines")
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sleep(0.5 SECONDS)
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if(QDELETED(src))
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return
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add_overlay("screen_lines")
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add_overlay("screen")
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sleep(0.5 SECONDS)
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if(QDELETED(src))
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return
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playsound(src,'sound/machines/beep/triple_beep.ogg',50,FALSE)
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add_overlay("text")
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sleep(1 SECONDS)
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if(QDELETED(src))
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return
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add_overlay("legs")
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cut_overlay("legs_extended")
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cut_overlay("screen")
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add_overlay("screen")
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cut_overlay("screen_lines")
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add_overlay("screen_lines")
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cut_overlay("text")
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add_overlay("text")
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START_PROCESSING(SSfastprocess, src) // we only start doing economy draining stuff once our machinery is initialized, thematically
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canwalk = TRUE
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/obj/structure/checkoutmachine/Destroy()
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stop_dumping()
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STOP_PROCESSING(SSfastprocess, src)
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priority_announce("The credit deposit machine at [get_area(src)] has been destroyed. Station funds have stopped draining!", sender_override = "CRAB-17 Protocol")
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explosion(src, light_impact_range = 1, flame_range = 2)
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REMOVE_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING, REF(src))
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return ..()
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/obj/structure/checkoutmachine/proc/start_dumping()
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accounts_to_rob = flatten_list(SSeconomy.bank_accounts_by_id)
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accounts_to_rob -= bogdanoff?.get_bank_account()
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for(var/i in accounts_to_rob)
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var/datum/bank_account/B = i
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B.dumpeet()
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dump()
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/obj/structure/checkoutmachine/proc/dump()
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var/percentage_lost = (rand(5, 15) / 100)
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for(var/i in accounts_to_rob)
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var/datum/bank_account/B = i
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if(!(B?.being_dumped))
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accounts_to_rob -= B
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continue
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var/amount = round(B.account_balance * percentage_lost) // We don't want fractions of a credit stolen. That's just agony for everyone.
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var/datum/bank_account/account = bogdanoff?.get_bank_account()
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if (account) // get_bank_account() may return FALSE
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account.transfer_money(B, amount, "?VIVA¿: !LA CRABBE¡")
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B.bank_card_talk("You have lost [percentage_lost * 100]% of your funds! A spacecoin credit deposit machine is located at: [get_area(src)].")
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addtimer(CALLBACK(src, PROC_REF(dump)), 15 SECONDS) //Drain every 15 seconds
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/obj/structure/checkoutmachine/process()
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var/anydir = pick(GLOB.cardinals)
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if(Process_Spacemove(anydir))
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Move(get_step(src, anydir), anydir)
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/obj/structure/checkoutmachine/proc/stop_dumping()
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for(var/i in accounts_to_rob)
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var/datum/bank_account/B = i
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if(B)
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B.being_dumped = FALSE
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/obj/effect/dumpeet_fall //Falling pod
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name = ""
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icon = 'icons/obj/machines/money_machine_64.dmi'
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pixel_z = 300
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desc = "Get out of the way!"
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layer = FLY_LAYER//that wasn't flying, that was falling with style!
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plane = ABOVE_GAME_PLANE
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icon_state = "missile_blur"
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/obj/effect/dumpeet_target
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name = "Landing Zone Indicator"
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desc = "A holographic projection designating the landing zone of something. It's probably best to stand back."
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icon = 'icons/mob/telegraphing/telegraph_holographic.dmi'
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icon_state = "target_circle"
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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light_range = 2
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var/obj/effect/dumpeet_fall/DF
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var/obj/structure/checkoutmachine/dump
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var/mob/living/bogdanoff
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/obj/effect/dumpeet_target/Initialize(mapload, user)
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. = ..()
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bogdanoff = user
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addtimer(CALLBACK(src, PROC_REF(startLaunch)), 10 SECONDS)
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sound_to_playing_players('sound/items/dump_it.ogg', 20)
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deadchat_broadcast("Protocol CRAB-17 has been activated. A space-coin market has been launched at the station!", turf_target = get_turf(src), message_type=DEADCHAT_ANNOUNCEMENT)
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/obj/effect/dumpeet_target/proc/startLaunch()
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DF = new /obj/effect/dumpeet_fall(drop_location())
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dump = new /obj/structure/checkoutmachine(null, bogdanoff)
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priority_announce("The spacecoin bubble has popped! Get to the credit deposit machine at [get_area(src)] and cash out before you lose all of your funds!", sender_override = "CRAB-17 Protocol")
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animate(DF, pixel_z = -8, time = 5, , easing = LINEAR_EASING)
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playsound(src, 'sound/items/weapons/mortar_whistle.ogg', 70, TRUE, 6)
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addtimer(CALLBACK(src, PROC_REF(endLaunch)), 5, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
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/obj/effect/dumpeet_target/proc/endLaunch()
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QDEL_NULL(DF) //Delete the falling machine effect, because at this point its animation is over. We dont use temp_visual because we want to manually delete it as soon as the pod appears
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playsound(src, SFX_EXPLOSION, 80, TRUE)
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dump.forceMove(get_turf(src))
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qdel(src) //The target's purpose is complete. It can rest easy now
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