Files
Bubberstation/code/game/objects/items/stacks/sheets/glass.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

446 lines
18 KiB
Plaintext

/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
GLOBAL_LIST_INIT(glass_recipes, list ( \
new/datum/stack_recipe("directional window", /obj/structure/window/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
new/datum/stack_recipe("fulltile window", /obj/structure/window/fulltile/unanchored, 2, time = 1 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("glass shard", /obj/item/shard, time = 0, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
new/datum/stack_recipe("glass tile", /obj/item/stack/tile/glass, 1, 4, 20, category = CAT_TILES) \
))
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
inhand_icon_state = "sheet-glass"
mats_per_unit = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT)
armor_type = /datum/armor/sheet_glass
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
material_type = /datum/material/glass
tableVariant = /obj/structure/table/glass
matter_amount = 4
cost = SHEET_MATERIAL_AMOUNT
source = /datum/robot_energy_storage/material/glass
sniffable = TRUE
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/datum/armor/sheet_glass
fire = 50
acid = 100
/obj/item/stack/sheet/glass/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] begins to slice [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/stack/sheet/glass/fifty
amount = 50
/obj/item/stack/sheet/glass/get_main_recipes()
. = ..()
. += GLOB.glass_recipes
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/lightreplacer))
var/obj/item/lightreplacer/lightreplacer = W
lightreplacer.attackby(src, user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, span_warning("You need five lengths of coil and one sheet of glass to make wired glass!"))
return
CC.use(5)
use(1)
to_chat(user, span_notice("You attach wire to the [name]."))
var/obj/item/stack/light_w/new_tile = new(user.loc)
if (!QDELETED(new_tile))
new_tile.add_fingerprint(user)
return
if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && get_amount() >= 1)
var/obj/item/stack/sheet/rglass/RG = new (get_turf(user))
if(!QDELETED(RG))
RG.add_fingerprint(user)
var/replace = user.get_inactive_held_item() == src
V.use(1)
use(1)
if(QDELETED(src) && replace && !QDELETED(RG))
user.put_in_hands(RG)
else
to_chat(user, span_warning("You need one rod and one sheet of glass to make reinforced glass!"))
return
return ..()
GLOBAL_LIST_INIT(pglass_recipes, list ( \
new/datum/stack_recipe("directional window", /obj/structure/window/plasma/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
new/datum/stack_recipe("fulltile window", /obj/structure/window/plasma/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("plasma glass shard", /obj/item/shard/plasma, time = 20, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
new/datum/stack_recipe("plasma glass tile", /obj/item/stack/tile/glass/plasma, 1, 4, 20, category = CAT_TILES) \
))
/obj/item/stack/sheet/plasmaglass
name = "plasma glass"
desc = "A glass sheet made out of a plasma-silicate alloy. It looks extremely tough and heavily fire resistant."
singular_name = "plasma glass sheet"
icon_state = "sheet-pglass"
inhand_icon_state = "sheet-pglass"
mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/plasmaglass
armor_type = /datum/armor/sheet_plasmaglass
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
material_flags = NONE
tableVariant = /obj/structure/table/glass/plasmaglass
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/obj/item/stack/sheet/plasmaglass/fifty
amount = 50
/datum/armor/sheet_plasmaglass
fire = 75
acid = 100
/obj/item/stack/sheet/plasmaglass/get_main_recipes()
. = ..()
. += GLOB.pglass_recipes
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && get_amount() >= 1)
var/obj/item/stack/sheet/plasmarglass/RG = new (get_turf(user))
if (!QDELETED(RG))
RG.add_fingerprint(user)
var/replace = user.get_inactive_held_item() == src
V.use(1)
use(1)
if(QDELETED(src) && replace)
user.put_in_hands(RG)
else
to_chat(user, span_warning("You need one rod and one sheet of plasma glass to make reinforced plasma glass!"))
return
else
return ..()
/*
* Reinforced glass sheets
*/
GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
null, \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("glass shard", /obj/item/shard, time = 10, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
new/datum/stack_recipe("reinforced glass tile", /obj/item/stack/tile/rglass, 1, 4, 20, category = CAT_TILES) \
))
/obj/item/stack/sheet/rglass
name = "reinforced glass"
desc = "Glass which seems to have rods or something stuck in them."
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
inhand_icon_state = "sheet-rglass"
mats_per_unit = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT * 0.5, /datum/material/glass=SHEET_MATERIAL_AMOUNT)
armor_type = /datum/armor/sheet_rglass
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
matter_amount = 6
tableVariant = /obj/structure/table/reinforced/rglass
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/obj/item/stack/sheet/rglass/fifty
amount = 50
/datum/armor/sheet_rglass
fire = 70
acid = 100
/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
..()
/obj/item/stack/sheet/rglass/get_main_recipes()
. = ..()
. += GLOB.reinforced_glass_recipes
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/plasma/unanchored, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION, category = CAT_WINDOWS), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/plasma/fulltile/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("plasma glass shard", /obj/item/shard/plasma, time = 40, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC), \
new/datum/stack_recipe("reinforced plasma glass tile", /obj/item/stack/tile/rglass/plasma, 1, 4, 20, category = CAT_TILES) \
))
/obj/item/stack/sheet/plasmarglass
name = "reinforced plasma glass"
desc = "A glass sheet made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough and nearly fire-proof!"
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-prglass"
inhand_icon_state = "sheet-prglass"
mats_per_unit = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 0.5)
armor_type = /datum/armor/sheet_plasmarglass
resistance_flags = ACID_PROOF
material_flags = NONE
merge_type = /obj/item/stack/sheet/plasmarglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
gulag_valid = TRUE
matter_amount = 8
tableVariant = /obj/structure/table/reinforced/plasmarglass
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/datum/armor/sheet_plasmarglass
melee = 20
fire = 80
acid = 100
/obj/item/stack/sheet/plasmarglass/fifty
amount = 50
/obj/item/stack/sheet/plasmarglass/get_main_recipes()
. = ..()
. += GLOB.prglass_recipes
GLOBAL_LIST_INIT(titaniumglass_recipes, list(
new/datum/stack_recipe("shuttle window", /obj/structure/window/reinforced/shuttle/unanchored, 2, time = 0.5 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_CHECK_DIRECTION | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("titanium glass shard", /obj/item/shard/titanium, time = 40, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC) \
))
/obj/item/stack/sheet/titaniumglass
name = "titanium glass"
desc = "A glass sheet made out of a titanium-silicate alloy."
singular_name = "titanium glass sheet"
icon_state = "sheet-titaniumglass"
inhand_icon_state = "sheet-titaniumglass"
mats_per_unit = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/titaniumglass
armor_type = /datum/armor/sheet_titaniumglass
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
tableVariant = /obj/structure/table/reinforced/titaniumglass
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/obj/item/stack/sheet/titaniumglass/fifty
amount = 50
/datum/armor/sheet_titaniumglass
fire = 80
acid = 100
/obj/item/stack/sheet/titaniumglass/get_main_recipes()
. = ..()
. += GLOB.titaniumglass_recipes
GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
new/datum/stack_recipe("plastitanium window", /obj/structure/window/reinforced/plasma/plastitanium/unanchored, 2, time = 2 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND | CRAFT_IS_FULLTILE, category = CAT_WINDOWS), \
new/datum/stack_recipe("plastitanium glass shard", /obj/item/shard/plastitanium, time = 60, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ON_SOLID_GROUND, category = CAT_MISC) \
))
/obj/item/stack/sheet/plastitaniumglass
name = "plastitanium glass"
desc = "A glass sheet made out of a plasma-titanium-silicate alloy."
singular_name = "plastitanium glass sheet"
icon_state = "sheet-plastitaniumglass"
inhand_icon_state = "sheet-plastitaniumglass"
mats_per_unit = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/plastitaniumglass
armor_type = /datum/armor/sheet_plastitaniumglass
material_flags = NONE
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
tableVariant = /obj/structure/table/reinforced/plastitaniumglass
pickup_sound = 'sound/items/handling/materials/glass_pick_up.ogg'
drop_sound = 'sound/items/handling/materials/glass_drop.ogg'
/obj/item/stack/sheet/plastitaniumglass/fifty
amount = 50
/datum/armor/sheet_plastitaniumglass
fire = 80
acid = 100
/obj/item/stack/sheet/plastitaniumglass/get_main_recipes()
. = ..()
. += GLOB.plastitaniumglass_recipes
/obj/item/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/debris.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
force = 5
throwforce = 10
inhand_icon_state = "shard-glass"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
custom_materials = list(/datum/material/glass=SHEET_MATERIAL_AMOUNT)
attack_verb_continuous = list("stabs", "slashes", "slices", "cuts")
attack_verb_simple = list("stab", "slash", "slice", "cut")
hitsound = 'sound/items/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor_type = /datum/armor/item_shard
max_integrity = 40
sharpness = SHARP_EDGED
var/icon_prefix
var/shiv_type = /obj/item/knife/shiv
var/craft_time = 3.5 SECONDS
var/obj/item/stack/sheet/weld_material = /obj/item/stack/sheet/glass
embed_type = /datum/embed_data/shard
/datum/embed_data/shard
embed_chance = 65
/datum/embed_data/glass_candy
embed_chance = 100
ignore_throwspeed_threshold = TRUE
impact_pain_mult = 1
pain_chance = 5
/datum/armor/item_shard
melee = 100
energy = 100
fire = 50
acid = 100
/obj/item/shard/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide."))
return BRUTELOSS
/obj/item/shard/Initialize(mapload)
. = ..()
AddComponent(/datum/component/caltrop, min_damage = force)
AddComponent(/datum/component/butchering, \
speed = 15 SECONDS, \
effectiveness = 65, \
)
icon_state = pick("large", "medium", "small")
switch(icon_state)
if("small")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("medium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if (icon_prefix)
icon_state = "[icon_prefix][icon_state]"
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/shard/Destroy()
. = ..()
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
/obj/item/shard/afterattack(atom/target, mob/user, click_parameters)
if(!iscarbon(user) || !user.is_holding(src))
return
var/mob/living/carbon/jab = user
if(jab.get_all_covered_flags() & HANDS)
return
to_chat(user, span_warning("[src] cuts into your hand!"))
jab.apply_damage(force * 0.5, BRUTE, user.get_active_hand(), attacking_item = src)
/obj/item/shard/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/lightreplacer))
var/obj/item/lightreplacer/lightreplacer = item
lightreplacer.attackby(src, user)
else if(istype(item, /obj/item/stack/sheet/cloth))
var/obj/item/stack/sheet/cloth/cloth = item
to_chat(user, span_notice("You begin to wrap the [cloth] around the [src]..."))
if(do_after(user, craft_time, target = src))
var/obj/item/knife/shiv/shiv = new shiv_type
cloth.use(1)
to_chat(user, span_notice("You wrap the [cloth] around the [src], forming a makeshift weapon."))
remove_item_from_storage(src, user)
qdel(src)
user.put_in_hands(shiv)
else
return ..()
/obj/item/shard/welder_act(mob/living/user, obj/item/I)
if(I.use_tool(src, user, 0, volume=50))
var/obj/item/stack/sheet/new_glass = new weld_material
to_chat(user, span_notice("You melt [src] down into [new_glass.name]."))
new_glass.forceMove((Adjacent(user) ? user.drop_location() : loc)) //stack merging is handled automatically.
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/item/shard/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(isliving(AM))
var/mob/living/L = AM
if(!(L.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || L.buckled)
playsound(src, 'sound/effects/footstep/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE)
/obj/item/shard/plasma
name = "purple shard"
desc = "A nasty looking shard of plasma glass."
force = 6
throwforce = 11
icon_state = "plasmalarge"
inhand_icon_state = "shard-plasma"
custom_materials = list(/datum/material/alloy/plasmaglass=SHEET_MATERIAL_AMOUNT)
icon_prefix = "plasma"
weld_material = /obj/item/stack/sheet/plasmaglass
shiv_type = /obj/item/knife/shiv/plasma
craft_time = 7 SECONDS
/obj/item/shard/titanium
name = "bright shard"
desc = "A nasty looking shard of titanium infused glass."
throwforce = 12
icon_state = "titaniumlarge"
inhand_icon_state = "shard-titanium"
custom_materials = list(/datum/material/alloy/titaniumglass=SHEET_MATERIAL_AMOUNT)
icon_prefix = "titanium"
weld_material = /obj/item/stack/sheet/titaniumglass
shiv_type = /obj/item/knife/shiv/titanium
craft_time = 7 SECONDS
/obj/item/shard/plastitanium
name = "dark shard"
desc = "A nasty looking shard of titanium infused plasma glass."
force = 7
throwforce = 12
icon_state = "plastitaniumlarge"
inhand_icon_state = "shard-plastitanium"
custom_materials = list(/datum/material/alloy/plastitaniumglass=SHEET_MATERIAL_AMOUNT)
icon_prefix = "plastitanium"
weld_material = /obj/item/stack/sheet/plastitaniumglass
shiv_type = /obj/item/knife/shiv/plastitanium
craft_time = 14 SECONDS