Files
Bubberstation/code/modules/wiremod/core/usb_cable.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

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/// A cable that can connect integrated circuits to anything with a USB port, such as computers and machines.
/obj/item/usb_cable
name = "usb cable"
desc = "A cable that can connect integrated circuits to anything with a USB port, such as computers and machines."
icon = 'icons/obj/science/circuits.dmi'
icon_state = "usb_cable"
inhand_icon_state = "coil_yellow"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
base_icon_state = "coil"
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.75)
/// The currently connected circuit
var/obj/item/integrated_circuit/attached_circuit
/obj/item/usb_cable/Destroy()
attached_circuit = null
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/usb_cable/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/obj/item/usb_cable/examine(mob/user)
. = ..()
if (!isnull(attached_circuit))
. += span_notice("It is attached to [attached_circuit.shell || attached_circuit].")
// Look, I'm not happy about this either, but moving an object doesn't call Moved if it's inside something else.
// There's good reason for this, but there's no element or similar yet to track it as far as I know.
// SSobj runs infrequently, this is only ran while there's an attached circuit, its performance cost is negligible.
/obj/item/usb_cable/process(seconds_per_tick)
if (!check_in_range())
return PROCESS_KILL
/obj/item/usb_cable/pre_attack(atom/target, mob/living/user, params)
. = ..()
if (.)
return
if (prob(1))
balloon_alert(user, "wrong way, god damnit")
return TRUE
var/signal_result = SEND_SIGNAL(target, COMSIG_ATOM_USB_CABLE_TRY_ATTACH, src, user)
var/last_attached_circuit = attached_circuit
if (signal_result & COMSIG_USB_CABLE_CONNECTED_TO_CIRCUIT)
if (isnull(attached_circuit))
CRASH("Producers of COMSIG_USB_CABLE_CONNECTED_TO_CIRCUIT must set attached_circuit")
balloon_alert(user, "connected to circuit\nconnect to a port")
playsound(src, 'sound/machines/pda_button/pda_button1.ogg', 20, TRUE)
if (last_attached_circuit != attached_circuit)
if (!isnull(last_attached_circuit))
unregister_circuit_signals(last_attached_circuit)
register_circuit_signals()
START_PROCESSING(SSobj, src)
return TRUE
if (signal_result & COMSIG_USB_CABLE_ATTACHED)
// Short messages are better to read
var/connection_description = "port"
if (istype(target, /obj/machinery/computer))
connection_description = "computer"
else if (ismachinery(target))
connection_description = "machine"
balloon_alert(user, "connected to [connection_description]")
playsound(src, 'sound/items/tools/screwdriver2.ogg', 20, TRUE)
return TRUE
if (signal_result & COMSIG_CANCEL_USB_CABLE_ATTACK)
return TRUE
return FALSE
/obj/item/usb_cable/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is wrapping [src] around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
/obj/item/usb_cable/proc/register_circuit_signals()
RegisterSignal(attached_circuit, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
RegisterSignal(attached_circuit, COMSIG_QDELETING, PROC_REF(on_circuit_qdeling))
RegisterSignal(attached_circuit.shell, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/obj/item/usb_cable/proc/unregister_circuit_signals(obj/item/integrated_circuit/old_circuit)
UnregisterSignal(attached_circuit, list(
COMSIG_MOVABLE_MOVED,
COMSIG_QDELETING,
))
UnregisterSignal(attached_circuit.shell, COMSIG_MOVABLE_MOVED)
/obj/item/usb_cable/proc/on_moved()
SIGNAL_HANDLER
check_in_range()
/obj/item/usb_cable/proc/check_in_range()
if (isnull(attached_circuit))
STOP_PROCESSING(SSobj, src)
return FALSE
if (!IN_GIVEN_RANGE(attached_circuit, src, USB_CABLE_MAX_RANGE))
balloon_alert_to_viewers("detached, too far away")
unregister_circuit_signals(attached_circuit)
attached_circuit = null
STOP_PROCESSING(SSobj, src)
return FALSE
return TRUE
/obj/item/usb_cable/proc/on_circuit_qdeling()
SIGNAL_HANDLER
attached_circuit = null
STOP_PROCESSING(SSobj, src)