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imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight. This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound". Co-authored-by: ff <ff>
268 lines
7.8 KiB
Plaintext
268 lines
7.8 KiB
Plaintext
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// Light Replacer (LR)
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//
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// ABOUT THE DEVICE
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//
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// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
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// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
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// they don't have hands or a way to replace lightbulbs.
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//
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// HOW IT WORKS
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//
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// You attack a light fixture with it, if the light fixture is broken it will replace the
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// light fixture with a working light; the broken light is then placed on the floor for the
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// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
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//
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// HOW TO REFILL THE DEVICE
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//
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// It will need to be manually refilled with lights.
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// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
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//
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// EMAGGED FEATURES
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//
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// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
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//
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// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
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//
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// When emagged it will rig every light it replaces, which will explode when the light is on.
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// This is VERY noticable, even the device's name changes when you emag it so if anyone
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// examines you when you're holding it in your hand, you will be discovered.
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// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
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// access to them, and only one of them can emag their device.
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//
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// The explosion cannot insta-kill anyone with 30% or more health.
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "lightreplacer0"
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inhand_icon_state = "electronic"
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worn_icon_state = "light_replacer"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 8
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var/max_uses = 20
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var/uses = 10
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// How much to increase per each glass?
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charge = 1
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// Eating used bulbs gives us bulb shards
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var/bulb_shards = 0
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// when we get this many shards, we get a free bulb.
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var/shards_required = 4
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/obj/item/lightreplacer/examine(mob/user)
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. = ..()
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. += status_string()
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/obj/item/lightreplacer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>[src.name] is full.</span>")
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return
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else if(G.use(decrement))
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AddUses(increment)
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to_chat(user, "<span class='notice'>You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining.</span>")
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return
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else
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to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
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if(istype(W, /obj/item/shard))
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>\The [src] is full.</span>")
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return
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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AddUses(round(increment*0.75))
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to_chat(user, "<span class='notice'>You insert a shard of glass into \the [src]. You have [uses] light\s remaining.</span>")
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qdel(W)
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return
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if(istype(W, /obj/item/light))
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var/obj/item/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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AddUses(1)
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qdel(L)
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else
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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to_chat(user, "<span class='notice'>You insert [L] into \the [src].</span>")
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AddShards(1, user)
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qdel(L)
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return
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if(istype(W, /obj/item/storage))
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var/obj/item/storage/S = W
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I, /obj/item/light))
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var/obj/item/light/L = I
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found_lightbulbs = TRUE
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if(src.uses >= max_uses)
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break
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if(L.status == LIGHT_OK)
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replaced_something = TRUE
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AddUses(1)
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qdel(L)
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else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
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replaced_something = TRUE
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AddShards(1, user)
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qdel(L)
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if(!found_lightbulbs)
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to_chat(user, "<span class='warning'>\The [S] contains no bulbs.</span>")
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return
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if(!replaced_something && src.uses == max_uses)
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to_chat(user, "<span class='warning'>\The [src] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You fill \the [src] with lights from \the [S]. " + status_string() + "</span>")
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/obj/item/lightreplacer/emag_act()
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if(obj_flags & EMAGGED)
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return
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Emag()
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/obj/item/lightreplacer/attack_self(mob/user)
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for(var/obj/machinery/light/target in user.loc)
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ReplaceLight(target, user)
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to_chat(user, status_string())
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/obj/item/lightreplacer/update_icon_state()
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icon_state = "lightreplacer[(obj_flags & EMAGGED ? 1 : 0)]"
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/obj/item/lightreplacer/proc/status_string()
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return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
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/obj/item/lightreplacer/proc/Use(mob/user)
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/lightreplacer/proc/AddUses(amount = 1)
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uses = clamp(uses + amount, 0, max_uses)
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/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
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bulb_shards += amount
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var/new_bulbs = round(bulb_shards / shards_required)
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if(new_bulbs > 0)
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AddUses(new_bulbs)
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bulb_shards = bulb_shards % shards_required
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if(new_bulbs != 0)
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to_chat(user, "<span class='notice'>\The [src] fabricates a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
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playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE)
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return new_bulbs
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/obj/item/lightreplacer/proc/Charge(mob/user)
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charge += 1
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if(charge > 3)
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AddUses(1)
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charge = 1
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/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U))
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return
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to_chat(U, "<span class='notice'>You replace \the [target.fitting] with \the [src].</span>")
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if(target.status != LIGHT_EMPTY)
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AddShards(1, U)
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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target.rigged = (obj_flags & EMAGGED ? 1 : 0)
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target.brightness = L2.brightness
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target.on = target.has_power()
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target.update()
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qdel(L2)
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if(target.on && target.rigged)
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target.explode()
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return
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else
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to_chat(U, "<span class='warning'>\The [src]'s refill light blinks red.</span>")
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return
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else
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to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
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return
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/obj/item/lightreplacer/proc/Emag()
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obj_flags ^= EMAGGED
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playsound(src.loc, "sparks", 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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if(obj_flags & EMAGGED)
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name = "shortcircuited [initial(name)]"
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else
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name = initial(name)
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update_icon()
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/obj/item/lightreplacer/proc/CanUse(mob/living/user)
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src.add_fingerprint(user)
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
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. = ..()
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if(!proximity)
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return
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if(!isturf(T))
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return
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var/used = FALSE
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for(var/atom/A in T)
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if(!CanUse(U))
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break
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used = TRUE
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if(istype(A, /obj/machinery/light))
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ReplaceLight(A, U)
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if(!used)
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to_chat(U, "<span class='warning'>\The [src]'s refill light blinks red.</span>")
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/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.myreplacer = src
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J.update_icon()
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/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED
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