Files
Bubberstation/code/modules/power/rtg.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

160 lines
5.3 KiB
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// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/machines/engine/other.dmi'
icon_state = "rtg"
density = TRUE
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/rtg
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = 0
buckle_requires_restraints = TRUE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
/obj/machinery/power/rtg/Initialize(mapload)
. = ..()
connect_to_network()
/obj/machinery/power/rtg/process()
add_avail(power_to_energy(power_gen))
/obj/machinery/power/rtg/RefreshParts()
. = ..()
var/part_level = 0
for(var/datum/stock_part/stock_part in component_parts)
part_level += stock_part.tier
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads: Power generation at <b>[display_power(power_gen, convert = FALSE)]</b>.")
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
return
else if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/power/rtg/advanced
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
power_gen = 1250 // 2500 on T1, 10000 on T4.
circuit = /obj/item/circuitboard/machine/rtg/advanced
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon = 'icons/obj/antags/abductor.dmi'
icon_state = "core"
desc = "An alien power source that produces energy seemingly out of nowhere."
circuit = /obj/item/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
/obj/machinery/power/rtg/abductor/proc/overload()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message(span_danger("\The [src] lets out a shower of sparks as it starts to lose stability!"),\
span_hear("You hear a loud electrical crack!"))
playsound(src.loc, 'sound/effects/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
tesla_zap(source = src, zap_range = 5, power = power_gen * 20)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(explosion), src, 2, 3, 4, null, 8), 10 SECONDS) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/projectile/Proj)
. = ..()
if(!going_kaboom && istype(Proj) && Proj.damage > 0 && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
log_bomber(Proj.firer, "triggered a", src, "explosion via projectile")
overload()
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
overload()
return TRUE
/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
overload()
/obj/machinery/power/rtg/abductor/zap_act(power, zap_flags)
. = ..() //extend the zap
if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
overload()
/obj/machinery/power/rtg/debug
name = "Debug RTG"
desc = "You really shouldn't be seeing this if you're not a coder or jannie."
power_gen = 20000
circuit = null
/obj/machinery/power/rtg/debug/RefreshParts()
SHOULD_CALL_PARENT(FALSE)
return
/obj/machinery/power/rtg/lavaland
name = "Lava powered RTG"
desc = "This device only works when exposed to the toxic fumes of Lavaland"
circuit = null
power_gen = 1500
anchored = TRUE
resistance_flags = LAVA_PROOF
/obj/machinery/power/rtg/lavaland/Initialize(mapload)
. = ..()
var/turf/our_turf = get_turf(src)
if(!islava(our_turf))
power_gen = 0
if(!is_mining_level(z))
power_gen = 0
/obj/machinery/power/rtg/lavaland/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
var/turf/our_turf = get_turf(src)
if(!islava(our_turf))
power_gen = 0
return
if(!is_mining_level(z))
power_gen = 0
return
power_gen = initial(power_gen)
/obj/machinery/power/rtg/old_station
name = "Old RTG"
desc = "A very old RTG, it seems on the verge of being destroyed"
circuit = null
power_gen = 750
anchored = TRUE
/obj/machinery/power/rtg/old_station/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
to_chat(user,span_warning("You feel it crumbling under your hands!"))
return
else if(default_deconstruction_crowbar(I, user = user))
return
return ..()
/obj/machinery/power/rtg/old_station/default_deconstruction_crowbar(obj/item/crowbar, ignore_panel, custom_deconstruct, mob/user)
to_chat(user,span_warning("It's starting to fall off!"))
if(!do_after(user, 3 SECONDS, src))
return TRUE
to_chat(user,span_notice("You feel like you made a mistake"))
new /obj/effect/decal/cleanable/ash/large(loc)
qdel(src)