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