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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 /🆑
106 lines
4.4 KiB
Plaintext
106 lines
4.4 KiB
Plaintext
/**
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* # deliver first element!
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*
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* bespoke element (1 per set of specific arguments in existence) that makes crates unable to be sold UNTIL they are opened once (to where this element, and the block, are removed)
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* Used for non-cargo orders to not get turned into a quick buck
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*
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* for the future coders or just me: please convert this into a component to allow for more feedback on the crate's status (clicking when unlocked, overlays, etc)
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*/
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#define DENY_SOUND_COOLDOWN (2 SECONDS)
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/datum/element/deliver_first
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///typepath of the area we will be allowed to be opened in
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var/goal_area_type
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///how much is earned on delivery of the crate
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var/payment
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///cooldown for the deny sound
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COOLDOWN_DECLARE(deny_cooldown)
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/datum/element/deliver_first/Attach(datum/target, goal_area_type, payment)
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. = ..()
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if(!istype(target, /obj/structure/closet))
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return ELEMENT_INCOMPATIBLE
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src.goal_area_type = goal_area_type
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src.payment = payment
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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RegisterSignal(target, COMSIG_ATOM_EMAG_ACT, PROC_REF(on_emag))
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RegisterSignal(target, COMSIG_CLOSET_POST_OPEN, PROC_REF(on_post_open))
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ADD_TRAIT(target, TRAIT_BANNED_FROM_CARGO_SHUTTLE, REF(src))
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//registers pre_open when appropriate
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area_check(target)
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/datum/element/deliver_first/Detach(datum/target)
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. = ..()
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REMOVE_TRAIT(target, TRAIT_BANNED_FROM_CARGO_SHUTTLE, REF(src))
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UnregisterSignal(target, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_MOVABLE_MOVED,
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COMSIG_ATOM_EMAG_ACT,
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COMSIG_CLOSET_PRE_OPEN,
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COMSIG_CLOSET_POST_OPEN,
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))
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///signal sent from examining target
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/datum/element/deliver_first/proc/on_examine(obj/structure/closet/target, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_warning("An electronic delivery lock prevents this from opening until it reaches its destination, [GLOB.areas_by_type[goal_area_type]].")
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examine_list += span_warning("This crate cannot be sold until it is opened.")
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///registers the signal that blocks target from opening when outside of the valid area, returns if it is now unlocked
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/datum/element/deliver_first/proc/area_check(obj/structure/closet/target)
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var/area/target_area = get_area(target)
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if(target_area.type == goal_area_type)
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UnregisterSignal(target, COMSIG_CLOSET_PRE_OPEN)
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return TRUE
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else
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RegisterSignal(target, COMSIG_CLOSET_PRE_OPEN, PROC_REF(on_pre_open), override = TRUE) //very purposefully overriding
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return FALSE
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/datum/element/deliver_first/proc/on_moved(obj/structure/closet/target, atom/oldloc, direction)
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SIGNAL_HANDLER
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area_check(target)
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/datum/element/deliver_first/proc/on_emag(obj/structure/closet/target, mob/emagger)
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SIGNAL_HANDLER
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emagger.balloon_alert(emagger, "delivery lock bypassed")
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remove_lock(target)
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///signal called before opening target, blocks opening
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/datum/element/deliver_first/proc/on_pre_open(obj/structure/closet/target, mob/living/user, force)
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SIGNAL_HANDLER
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if(force)
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return
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if(istype(target, /obj/structure/closet/crate))
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var/obj/structure/closet/crate/opening_crate = target
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if(opening_crate.manifest) //we don't want to send feedback if they're just tearing off the manifest
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return BLOCK_OPEN
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if(user)
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target.balloon_alert(user, "access denied until delivery!")
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if(COOLDOWN_FINISHED(src, deny_cooldown))
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playsound(target, 'sound/machines/buzz/buzz-two.ogg', 30, TRUE)
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COOLDOWN_START(src, deny_cooldown, DENY_SOUND_COOLDOWN)
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return BLOCK_OPEN
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///signal called by successfully opening target
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/datum/element/deliver_first/proc/on_post_open(obj/structure/closet/target, mob/living/user, force)
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SIGNAL_HANDLER
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if(area_check(target))
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//noice, delivered!
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var/datum/bank_account/cargo_account = SSeconomy.get_dep_account(ACCOUNT_CAR)
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cargo_account.adjust_money(payment)
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remove_lock(target)
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///called to remove the element in a flavorful way, either from delivery or from emagging/breaking open the crate
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/datum/element/deliver_first/proc/remove_lock(obj/structure/closet/target)
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target.visible_message(span_notice("[target]'s delivery lock self destructs, spewing sparks from the mechanism!"))
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var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
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spark_system.set_up(4, 0, target.loc)
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spark_system.start()
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playsound(src, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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target.RemoveElement(/datum/element/deliver_first, goal_area_type, payment)
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#undef DENY_SOUND_COOLDOWN
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