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Bubberstation/code/modules/bitrunning/objects/byteforge.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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/obj/machinery/byteforge
name = "byteforge"
circuit = /obj/item/circuitboard/machine/byteforge
desc = "A machine used by the quantum server. Quantum code converges here, materializing decrypted assets from the virtual abyss."
icon = 'icons/obj/machines/bitrunning.dmi'
icon_state = "byteforge"
obj_flags = BLOCKS_CONSTRUCTION | CAN_BE_HIT
/// Idle particles
var/mutable_appearance/byteforge_particles
/obj/machinery/byteforge/Initialize(mapload)
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/byteforge/post_machine_initialize()
. = ..()
setup_particles()
/obj/machinery/byteforge/update_appearance(updates)
. = ..()
setup_particles()
/// Does some sparks after it's done
/obj/machinery/byteforge/proc/flash(atom/movable/thing)
playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
var/datum/effect_system/spark_spread/quantum/sparks = new()
sparks.set_up(5, 1, loc)
sparks.start()
set_light(l_on = FALSE)
/// Forge begins to process
/obj/machinery/byteforge/proc/flicker(angry = FALSE)
var/mutable_appearance/lighting = mutable_appearance(initial(icon), "on_overlay[angry ? "_angry" : ""]")
flick_overlay_view(lighting, 1 SECONDS)
set_light(l_range = 2, l_power = 1.5, l_color = angry ? LIGHT_COLOR_BUBBLEGUM : LIGHT_COLOR_BABY_BLUE, l_on = TRUE)
/// Adds the particle overlays to the byteforge
/obj/machinery/byteforge/proc/setup_particles(angry = FALSE)
cut_overlay(byteforge_particles)
byteforge_particles = mutable_appearance(initial(icon), "on_particles[angry ? "_angry" : ""]", ABOVE_MOB_LAYER)
if(is_operational)
add_overlay(byteforge_particles)
/// Forge is done processing
/obj/machinery/byteforge/proc/spawn_cache(obj/cache)
if(QDELETED(cache))
return
flash()
cache.forceMove(loc)
/// Timed flash
/obj/machinery/byteforge/proc/start_to_spawn(obj/cache)
flicker()
addtimer(CALLBACK(src, PROC_REF(spawn_cache), cache), 1 SECONDS)