Files
Bubberstation/code/modules/bitrunning/server/_parent.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

181 lines
5.8 KiB
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/**
* The base object for the quantum server
*/
/obj/machinery/quantum_server
name = "quantum server"
circuit = /obj/item/circuitboard/machine/quantum_server
density = TRUE
desc = "A hulking computational machine designed to fabricate virtual domains."
icon = 'icons/obj/machines/bitrunning.dmi'
base_icon_state = "qserver"
icon_state = "qserver"
/// Affects server cooldown efficiency
var/capacitor_coefficient = 1
/// The loaded map template, map_template/virtual_domain
var/datum/lazy_template/virtual_domain/generated_domain
/// If the current domain was a random selection
var/domain_randomized = FALSE
/// Prevents multiple user actions. Handled by loading domains and cooldowns
var/is_ready = TRUE
/// Chance multipled by threat to spawn a glitch
var/glitch_chance = 0.2
/// Current plugged in users
var/list/datum/weakref/avatar_connection_refs = list()
/// Cached list of mutable mobs in zone for cybercops
var/list/datum/weakref/mutation_candidate_refs = list()
/// Any ghosts that have spawned in
var/list/datum/weakref/spawned_threat_refs = list()
/// Scales loot with extra players
var/multiplayer_bonus = 1.1
///The radio the console can speak into
var/obj/item/radio/radio
/// The amount of points in the system, used to purchase maps
var/points = 0
/// Keeps track of the number of times someone has built a hololadder
var/retries_spent = 0
/// Changes how much info is available on the domain
var/scanner_tier = 1
/// Length of time it takes for the server to cool down after resetting. Here to give runners downtime so their faces don't get stuck like that
var/server_cooldown_time = 2 MINUTES
/// Applies bonuses to rewards etc
var/servo_bonus = 0
/// Determines the glitches available to spawn, builds with completion
var/threat = 0
/// Maximum rate at which a glitch can spawn
var/threat_prob_max = 15
/// The turfs we can place a hololadder on.
var/turf/exit_turfs = list()
/// Determines if we broadcast to entertainment monitors or not
var/broadcasting = FALSE
/// Cooldown between being able to toggle broadcasting
COOLDOWN_DECLARE(broadcast_toggle_cd)
/obj/machinery/quantum_server/post_machine_initialize()
. = ..()
radio = new(src)
radio.keyslot = new /obj/item/encryptionkey/headset_cargo()
radio.set_listening(FALSE)
radio.recalculateChannels()
RegisterSignals(src, list(COMSIG_MACHINERY_BROKEN, COMSIG_MACHINERY_POWER_LOST), PROC_REF(on_broken))
RegisterSignal(src, COMSIG_QDELETING, PROC_REF(on_delete))
/obj/machinery/quantum_server/Destroy(force)
. = ..()
mutation_candidate_refs.Cut()
avatar_connection_refs.Cut()
spawned_threat_refs.Cut()
QDEL_NULL(exit_turfs)
QDEL_NULL(generated_domain)
QDEL_NULL(radio)
/obj/machinery/quantum_server/examine(mob/user)
. = ..()
. += span_infoplain("Can be resource intensive to run. Ensure adequate power supply.")
var/upgraded = FALSE
if(capacitor_coefficient < 1)
. += span_infoplain("- Its coolant capacity reduces cooldown time by [(1 - capacitor_coefficient) * 100]%.")
upgraded = TRUE
if(servo_bonus > 0.2)
. += span_infoplain("- Its manipulation potential is increasing rewards by [servo_bonus]x.")
. += span_infoplain("- Injury from unsafe ejection reduced [servo_bonus * 100]%.")
upgraded = TRUE
if(!upgraded)
. += span_notice("Its output is suboptimal. Improved components will grant domain information, reduce cooldowns and increase rewards.")
if(!is_ready)
. += span_notice("It is currently cooling down. Give it a few moments.")
if(isobserver(user) && (obj_flags & EMAGGED))
. += span_notice("Ominous warning lights are blinking red. This server has been tampered with.")
/obj/machinery/quantum_server/emag_act(mob/user, obj/item/card/emag/emag_card)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
glitch_chance *= 2
threat_prob_max *= 2
add_overlay(mutable_appearance('icons/obj/machines/bitrunning.dmi', "emag_overlay"))
balloon_alert(user, "system jailbroken...")
playsound(src, 'sound/effects/sparks/sparks1.ogg', 35, vary = TRUE)
/obj/machinery/quantum_server/update_appearance(updates)
if(isnull(generated_domain) || !is_operational)
set_light(l_on = FALSE)
return ..()
set_light(l_range = 2, l_power = 1.5, l_color = is_ready ? LIGHT_COLOR_BABY_BLUE : LIGHT_COLOR_FIRE, l_on = TRUE)
return ..()
/obj/machinery/quantum_server/update_icon_state()
if(isnull(generated_domain) || !is_operational)
icon_state = base_icon_state
return ..()
icon_state = "[base_icon_state]_[is_ready ? "on" : "off"]"
return ..()
/obj/machinery/quantum_server/attackby(obj/item/weapon, mob/user, params)
. = ..()
if(!istype(weapon, /obj/item/bitrunning_debug))
return
obj_flags |= EMAGGED
glitch_chance = 0.5
capacitor_coefficient = 0.1
points = 100
/obj/machinery/quantum_server/crowbar_act(mob/living/user, obj/item/crowbar)
. = ..()
if(!is_ready)
balloon_alert(user, "it's scalding hot!")
return TRUE
if(length(avatar_connection_refs))
balloon_alert(user, "all clients must disconnect!")
return TRUE
if(default_deconstruction_crowbar(crowbar))
return TRUE
return FALSE
/obj/machinery/quantum_server/screwdriver_act(mob/living/user, obj/item/screwdriver)
. = ..()
if(!is_ready)
balloon_alert(user, "it's scalding hot!")
return TRUE
if(default_deconstruction_screwdriver(user, "[base_icon_state]_panel", icon_state, screwdriver))
return TRUE
return FALSE
/obj/machinery/quantum_server/RefreshParts()
var/capacitor_rating = 1.15
var/datum/stock_part/capacitor/cap = locate() in component_parts
capacitor_rating -= cap.tier * 0.15
capacitor_coefficient = capacitor_rating
var/datum/stock_part/scanning_module/scanner = locate() in component_parts
if(scanner)
scanner_tier = scanner.tier
var/servo_rating = 0
for(var/datum/stock_part/servo/servo in component_parts)
servo_rating += servo.tier * 0.1
servo_bonus = servo_rating
return ..()