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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 /🆑
317 lines
10 KiB
Plaintext
317 lines
10 KiB
Plaintext
///Sound played when boulders are teleported manually by hand
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#define MANUAL_TELEPORT_SOUND 'sound/machines/mining/manual_teleport.ogg'
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///Sound played when boulders are teleported automatically in process()
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#define AUTO_TELEPORT_SOUND 'sound/machines/mining/auto_teleport.ogg'
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///Time taken to spawn a boulder, also the cooldown applied before the next manual teleportation
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#define TELEPORTATION_TIME (1.5 SECONDS)
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///Cooldown for automatic teleportation after processing boulders_processing_max number of boulders
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#define BATCH_COOLDOWN (3 SECONDS)
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///Special case when we are trying to teleport a boulder but there is already another boulder in our loc
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#define TURF_BLOCKED_BY_BOULDER -1
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/obj/machinery/brm
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name = "boulder retrieval matrix"
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desc = "A teleportation matrix used to retrieve boulders excavated by mining NODEs from ore vents."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "brm"
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.5
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circuit = /obj/item/circuitboard/machine/brm
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processing_flags = START_PROCESSING_MANUALLY
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anchored = TRUE
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density = TRUE
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/// How many boulders can we process maximum per loop?
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var/boulders_processing_max = 1
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/// Are we trying to actively collect boulders automatically?
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var/toggled_on = FALSE
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///Have we finished processing a full batch of boulders
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var/batch_processing = FALSE
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/// Cooldown used for left click teleportation.
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COOLDOWN_DECLARE(manual_teleport_cooldown)
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/// Cooldown used for automatic teleportation after processing boulders_processing_max number of boulders.
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COOLDOWN_DECLARE(batch_start_cooldown)
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/obj/machinery/brm/Initialize(mapload)
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. = ..()
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register_context()
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/obj/machinery/brm/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = NONE
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Teleport single boulder"
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context[SCREENTIP_CONTEXT_RMB] = "Toggle [toggled_on ? "Off" : "On"] automatic boulder retrieval"
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return CONTEXTUAL_SCREENTIP_SET
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if(!isnull(held_item))
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "Un" : ""]Anchor"
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return CONTEXTUAL_SCREENTIP_SET
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else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] panel"
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return CONTEXTUAL_SCREENTIP_SET
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else if(panel_open && held_item.tool_behaviour == TOOL_CROWBAR)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/brm/examine(mob/user)
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. = ..()
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. += span_notice("The small screen reads there are [span_boldnotice("[SSore_generation.available_boulders.len] boulders")] available to teleport.")
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. += span_notice("Can collect up to <b>[boulders_processing_max] boulders</b> at a time.")
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. += span_notice("Automatic boulder retrieval can be toggled [EXAMINE_HINT("[toggled_on ? "Off" : "On"]")] with [EXAMINE_HINT("Right Click")].")
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if(anchored)
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. += span_notice("It's [EXAMINE_HINT("anchored")] in place.")
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else
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. += span_warning("It needs to be [EXAMINE_HINT("anchored")] to start operations.")
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. += span_notice("Its maintenance panel can be [EXAMINE_HINT("screwed")] [panel_open ? "closed" : "open"].")
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if(panel_open)
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. += span_notice("The whole machine can be [EXAMINE_HINT("pried")] apart.")
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/obj/machinery/brm/update_icon_state()
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icon_state = initial(icon_state)
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if(!anchored || !is_operational || machine_stat & (BROKEN | NOPOWER) || panel_open)
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icon_state = "[icon_state]-off"
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return
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if(toggled_on)
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icon_state = "[icon_state]-toggled"
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return
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return ..()
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/obj/machinery/brm/wrench_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
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update_appearance(UPDATE_ICON_STATE)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/brm/screwdriver_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-off", initial(icon_state), tool))
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update_appearance(UPDATE_ICON_STATE)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/brm/crowbar_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_deconstruction_crowbar(tool))
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return ITEM_INTERACT_SUCCESS
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///To allow boulders on a conveyor belt to move unobstructed if multiple machines are made on a single line
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/obj/machinery/brm/CanAllowThrough(atom/movable/mover, border_dir)
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if(!anchored)
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return FALSE
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if(istype(mover, /obj/item/boulder))
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return TRUE
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return ..()
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/obj/machinery/brm/RefreshParts()
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. = ..()
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boulders_processing_max = 0
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for(var/datum/stock_part/part in component_parts)
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boulders_processing_max += part.tier
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boulders_processing_max = ROUND_UP((boulders_processing_max / 12) * 7)
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/obj/machinery/brm/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(. || panel_open)
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return
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if(!handle_teleport_conditions(user))
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return
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var/result = pre_collect_boulder()
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if(result == TURF_BLOCKED_BY_BOULDER)
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balloon_alert(user, "no space!")
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else if(result)
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balloon_alert(user, "teleporting...")
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COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
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return TRUE
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/**
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* Handles qualifiers for enabling teleportation of boulders.
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* Returns TRUE if the teleportation can proceed, FALSE otherwise.
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* Arguments
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*
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* * mob/user - the mob to inform if conditions aren't met
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*/
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/obj/machinery/brm/proc/handle_teleport_conditions(mob/user)
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PRIVATE_PROC(TRUE)
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if(!COOLDOWN_FINISHED(src, manual_teleport_cooldown))
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return FALSE
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if(panel_open)
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balloon_alert(user, "close panel first!")
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return FALSE
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if(batch_processing)
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balloon_alert(user, "batch still processing!")
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return FALSE
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playsound(src, MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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/obj/machinery/brm/attack_ai(mob/user)
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. = ..()
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if(. || panel_open)
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return
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if(!handle_teleport_conditions(user))
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return
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var/result = pre_collect_boulder()
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if(result == TURF_BLOCKED_BY_BOULDER)
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balloon_alert(user, "no space!")
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else if(result)
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balloon_alert(user, "teleporting...")
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COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
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return TRUE
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/obj/machinery/brm/attack_robot(mob/user)
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. = ..()
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if(. || panel_open)
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return
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if(!handle_teleport_conditions(user))
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return
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var/result = pre_collect_boulder()
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if(result == TURF_BLOCKED_BY_BOULDER)
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balloon_alert(user, "no space!")
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else if(result)
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balloon_alert(user, "teleporting...")
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COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
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return TRUE
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/obj/machinery/brm/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
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return
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if(!anchored)
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balloon_alert(user, "anchor it first!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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toggle_auto_on(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/**
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* Toggles automatic boulder retrieval on.
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* Adjusts the teleportation sound, icon state, and begins processing.
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* Arguments
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*
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* * mob/user - the player who has toggled us
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*/
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/obj/machinery/brm/proc/toggle_auto_on(mob/user)
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PRIVATE_PROC(TRUE)
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if(panel_open)
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balloon_alert(user, "close panel first!")
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return
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if(!anchored)
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balloon_alert(user, "anchor it first!")
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return
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if(!is_operational || machine_stat & (BROKEN | NOPOWER))
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return
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toggled_on = ! toggled_on
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if(toggled_on)
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begin_processing()
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else
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end_processing()
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update_appearance(UPDATE_ICON_STATE)
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/obj/machinery/brm/attack_ai_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
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return
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if(!anchored)
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balloon_alert(user, "unanchored!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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toggle_auto_on(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/machinery/brm/attack_robot_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
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return
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if(!anchored)
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balloon_alert(user, "unanchored!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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toggle_auto_on(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/machinery/brm/process()
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if(!toggled_on)
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return PROCESS_KILL
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//have some cooldown after processing the previous batch of boulders
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if(batch_processing || !COOLDOWN_FINISHED(src, batch_start_cooldown))
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return
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pre_collect_boulder(FALSE, boulders_processing_max)
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/**
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* Begins to collect a boulder from the available boulders list in SSore_generation.
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* Boulders must be in the available boulders list.
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* A selected boulder is picked randomly.
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* Arguments
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*
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* * feedback - should we play sound and display allert if now boulders are available
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* * boulders_remaining - how many boulders we want to try & collect spawning a boulder every TELEPORTATION_TIME seconds
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*/
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/obj/machinery/brm/proc/pre_collect_boulder(feedback = TRUE, boulders_remaining = 1)
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PRIVATE_PROC(TRUE)
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batch_processing = TRUE
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//not within operation parameters
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if(!anchored || panel_open || !is_operational || machine_stat & (BROKEN | NOPOWER))
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batch_processing = FALSE
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return FALSE
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//There is an boulder in our loc. it has be removed so we don't clog up our loc with even more boulders
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if(locate(/obj/item/boulder) in loc)
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batch_processing = FALSE
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return TURF_BLOCKED_BY_BOULDER
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//no more boulders
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if(!SSore_generation.available_boulders.len)
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if(feedback)
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playsound(loc, 'sound/machines/synth/synth_no.ogg', 30 , TRUE)
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balloon_alert_to_viewers("no boulders to collect!")
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batch_processing = FALSE
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return FALSE
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//pick & spawn the boulder
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flick("brm-flash", src)
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playsound(src, toggled_on ? AUTO_TELEPORT_SOUND : MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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var/obj/item/boulder/random_boulder = pick(SSore_generation.available_boulders)
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SSore_generation.available_boulders -= random_boulder
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random_boulder.forceMove(drop_location())
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random_boulder.pixel_x = rand(-2, 2)
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random_boulder.pixel_y = rand(-2, 2)
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balloon_alert_to_viewers("boulder appears!")
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use_energy(active_power_usage)
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//try again if we have more boulders to work with
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boulders_remaining -= 1
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if(boulders_remaining <= 0)
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COOLDOWN_START(src, batch_start_cooldown, BATCH_COOLDOWN)
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batch_processing = FALSE
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return TRUE
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else
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addtimer(CALLBACK(src, PROC_REF(pre_collect_boulder), feedback, boulders_remaining, FALSE), TELEPORTATION_TIME)
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#undef MANUAL_TELEPORT_SOUND
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#undef AUTO_TELEPORT_SOUND
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#undef TELEPORTATION_TIME
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#undef BATCH_COOLDOWN
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#undef TURF_BLOCKED_BY_BOULDER
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