Merge pull request #343 from Rykka-Stormheart/shep-dev-pawsteps!

Earlyport of Footstep sounds properly working!
This commit is contained in:
Razgriz
2020-05-10 14:26:27 -07:00
committed by GitHub
11 changed files with 168 additions and 184 deletions

View File

@@ -26,9 +26,10 @@ var/list/flooring_types
var/name = "floor"
var/desc
var/icon
var/icon_base
var/icon_base // initial base icon_state without edges or corners.
var/has_base_range
var/has_base_range // This will pick between a range of 0 - x. Number icon_states accordingly.
// Note that this will append a 0 - x number automatically to icon_base, but NOT the dmi. Do icon_base = "grass", but name grass0 inside the dmi. etc etc.
var/has_damage_range
var/has_burn_range
var/damage_temperature
@@ -42,17 +43,69 @@ var/list/flooring_types
var/descriptor = "tiles"
var/flags
var/can_paint
var/list/footstep_sounds = list() // key=species name, value = list of soundss
var/list/footstep_sounds = list() // key=species name, value = list of sounds,
// For instance, footstep_sounds = list("key" = list(sound.ogg))
/decl/flooring/grass
name = "grass"
desc = "Do they smoke grass out in space, Bowie? Or do they smoke AstroTurf?"
icon = 'icons/turf/flooring/grass.dmi'
icon_base = "grass"
has_base_range = 3
has_base_range = 1
damage_temperature = T0C+80
flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
build_type = /obj/item/stack/tile/grass
footstep_sounds = list("human" = list(
'sound/effects/footstep/grass1.ogg',
'sound/effects/footstep/grass2.ogg',
'sound/effects/footstep/grass3.ogg',
'sound/effects/footstep/grass4.ogg'))
/decl/flooring/grass/sif // Subtype for Sif's grass.
name = "growth"
desc = "A natural moss that has adapted to the sheer cold climate."
icon = 'icons/turf/outdoors.dmi'
icon_base = "grass_sif"
has_base_range = 1
/decl/flooring/water
name = "water"
desc = "Water is wet, gosh, who knew!"
icon = 'icons/turf/outdoors.dmi'
icon_base = "seashallow"
footstep_sounds = list("human" = list(
'sound/effects/footstep/water1.ogg',
'sound/effects/footstep/water2.ogg',
'sound/effects/footstep/water3.ogg',
'sound/effects/footstep/water4.ogg'))
/decl/flooring/sand
name = "sand"
desc = "I don't like sand. It's coarse and rough and irritating and it gets everywhere."
icon = 'icons/misc/beach.dmi'
icon_base = "sand"
footstep_sounds = list("human" = list(
'sound/effects/footstep/HeavySand1.ogg',
'sound/effects/footstep/HeavySand2.ogg',
'sound/effects/footstep/HeavySand3.ogg',
'sound/effects/footstep/HeavySand4.ogg'))
/decl/flooring/sand/desert // Subtype of sand, desert.
name = "desert"
desc = "I don't like sand. It's coarse and rough and irritating and it gets everywhere."
icon = 'icons/turf/desert.dmi'
icon_base = "desert"
/decl/flooring/mud
name = "mud"
desc = "STICKY AND WET!"
icon = 'icons/turf/outdoors.dmi'
icon_base = "mud_dark"
footstep_sounds = list("human" = list(
'sound/effects/footstep/mud1.ogg',
'sound/effects/footstep/mud2.ogg',
'sound/effects/footstep/mud3.ogg',
'sound/effects/footstep/mud4.ogg'))
/decl/flooring/asteroid
name = "coarse sand"
@@ -61,6 +114,30 @@ var/list/flooring_types
icon_base = "asteroid"
flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
build_type = null
footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg',
'sound/effects/footstep/asteroid2.ogg',
'sound/effects/footstep/asteroid3.ogg',
'sound/effects/footstep/asteroid4.ogg',
'sound/effects/footstep/asteroid5.ogg'))
/decl/flooring/dirt
name = "dirt"
desc = "Gritty and unpleasant, just like dirt."
icon = 'icons/turf/outdoors.dmi'
icon_base = "dirt-dark"
flags = TURF_HAS_EDGES | TURF_REMOVE_SHOVEL
build_type = null
footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg',
'sound/effects/footstep/asteroid2.ogg',
'sound/effects/footstep/asteroid3.ogg',
'sound/effects/footstep/asteroid4.ogg',
'sound/effects/footstep/asteroid5.ogg',
'sound/effects/footstep/MedDirt1.ogg',
'sound/effects/footstep/MedDirt2.ogg',
'sound/effects/footstep/MedDirt3.ogg',
'sound/effects/footstep/MedDirt4.ogg',))
/decl/flooring/snow
name = "snow"
@@ -100,7 +177,7 @@ var/list/flooring_types
icon_base = "snowyplayingdrift"
/decl/flooring/carpet
name = "red carpet" //CHOMPEDIT renamed to red carpet
name = "red carpet" //CHOMPEDIT renamed to red carpet
desc = "Imported and comfy."
icon = 'icons/turf/flooring/carpet.dmi'
icon_base = "carpet"
@@ -125,7 +202,7 @@ var/list/flooring_types
build_type = /obj/item/stack/tile/carpet/blucarpet
/decl/flooring/carpet/turcarpet
name = "turquoise carpet" //CHOMPstation edit: changing name to turquoise
name = "turquoise carpet" //CHOMPstation edit: changing name to turquoise
icon_base = "turcarpet"
build_type = /obj/item/stack/tile/carpet/turcarpet
@@ -315,6 +392,12 @@ var/list/flooring_types
apply_thermal_conductivity = 0.025
apply_heat_capacity = 325000
can_paint = 1
footstep_sounds = list("human" = list(
'sound/effects/footstep/hull1.ogg',
'sound/effects/footstep/hull2.ogg',
'sound/effects/footstep/hull3.ogg',
'sound/effects/footstep/hull4.ogg',
'sound/effects/footstep/hull5.ogg'))
/decl/flooring/reinforced/circuit
name = "processing strata"
@@ -337,3 +420,13 @@ var/list/flooring_types
has_damage_range = 6
flags = TURF_ACID_IMMUNE | TURF_CAN_BREAK
can_paint = null
/decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
name = "lava"
desc = "Lava. Y'know. Sets you on fire. AAAAAAAAAAA"
icon = 'icons/turf/outdoors.dmi'
icon_base = "lava"
footstep_sounds = list("human" = list(
'sound/effects/footstep/lava1.ogg',
'sound/effects/footstep/lava2.ogg',
'sound/effects/footstep/lava3.ogg'))

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@@ -389,13 +389,8 @@
icon_state = "snow"
outdoors = TRUE
movement_cost = 8
initial_flooring = /decl/flooring/snow
var/list/crossed_dirs = list()
footstep_sounds = list("human" = list( //YW edit: Should provide proper snow stepping!
'sound/effects/footstep/snow1.ogg',
'sound/effects/footstep/snow2.ogg',
'sound/effects/footstep/snow3.ogg',
'sound/effects/footstep/snow4.ogg',
'sound/effects/footstep/snow5.ogg'))
/turf/simulated/floor/outdoors/snow/snow
name = "snow"
@@ -445,3 +440,4 @@
for(var/i in 1 to amt)
add_overlay(image(icon, "footprint[i]", text2num(d)))
//**** Here ends snow ****

View File

@@ -13,6 +13,7 @@
movement_cost = 2
can_build_into_floor = TRUE
can_dirty = FALSE
initial_flooring = /decl/flooring/lava // Defining this in case someone DOES step on lava and survive. Somehow.
/turf/simulated/floor/lava/outdoors
outdoors = TRUE

View File

@@ -3,4 +3,5 @@
desc = "Quite dirty!"
icon_state = "dirt-dark"
edge_blending_priority = 2
turf_layers = list(/turf/simulated/floor/outdoors/rocks)
turf_layers = list(/turf/simulated/floor/outdoors/rocks)
initial_flooring = /decl/flooring/asteroid

View File

@@ -4,14 +4,24 @@ var/list/grass_types = list(
/turf/simulated/floor/outdoors/grass
name = "grass"
icon_state = "grass"
icon_state = "grass0"
edge_blending_priority = 4
initial_flooring = /decl/flooring/grass
turf_layers = list(
/turf/simulated/floor/outdoors/rocks,
/turf/simulated/floor/outdoors/dirt
)
var/grass_chance = 20
/* // Commenting out animal spawns until it's added from upstream via merge.
var/animal_chance = 1
// Weighted spawn list.
var/list/animal_types = list(
/mob/living/simple_mob/animal/passive/tindalos = 1
)
*/
var/list/grass_types = list(
/obj/structure/flora/ausbushes/sparsegrass,
/obj/structure/flora/ausbushes/fullgrass
@@ -27,11 +37,24 @@ var/list/grass_types = list(
/turf/simulated/floor/outdoors/grass/sif
name = "growth"
icon_state = "grass_sif"
icon_state = "grass_sif0"
initial_flooring = /decl/flooring/grass/sif
edge_blending_priority = 4
grass_chance = 5
var/tree_chance = 2
/*
animal_chance = 0 //VOREStation Edit // Commenting out animal spawns until it's added from upstream via merge.
animal_types = list(
/mob/living/simple_mob/animal/sif/diyaab = 10,
/mob/living/simple_mob/animal/sif/glitterfly = 2,
/mob/living/simple_mob/animal/sif/duck = 2,
/mob/living/simple_mob/animal/sif/shantak/retaliate = 2,
/obj/random/mob/multiple/sifmobs = 1
)
*/
grass_types = list(
/obj/structure/flora/sif/eyes = 1,
/obj/structure/flora/sif/tendrils = 10
@@ -46,25 +69,28 @@ var/list/grass_types = list(
. = ..()
/turf/simulated/floor/outdoors/grass/Initialize()
if(prob(50))
icon_state = "[initial(icon_state)]2"
//edge_blending_priority++
if(grass_chance && prob(grass_chance) && !check_density())
var/grass_type = pickweight(grass_types)
new grass_type(src)
/* // Commenting out animal spawns until it's added from upstream via merge.
if(animal_chance && prob(animal_chance) && !check_density())
var/animal_type = pickweight(animal_types)
new animal_type(src)
*/
. = ..()
/turf/simulated/floor/outdoors/grass/forest
name = "thick grass"
icon_state = "grass-dark"
icon_state = "grass-dark0"
grass_chance = 80
//tree_chance = 20
edge_blending_priority = 5
/turf/simulated/floor/outdoors/grass/sif/forest
name = "thick growth"
icon_state = "grass_sif_dark"
icon_state = "grass_sif_dark0"
edge_blending_priority = 5
tree_chance = 10
grass_chance = 0

View File

@@ -81,6 +81,7 @@ var/list/turf_edge_cache = list()
name = "mud"
icon_state = "mud_dark"
edge_blending_priority = 3
initial_flooring = /decl/flooring/mud
/turf/simulated/floor/outdoors/rocks
name = "rocks"

View File

@@ -20,6 +20,8 @@
/turf/simulated/floor/water/Initialize()
. = ..()
var/decl/flooring/F = get_flooring_data(/decl/flooring/water)
footstep_sounds = F?.footstep_sounds
update_icon()
handle_fish()

View File

@@ -13,156 +13,5 @@
'sound/vore/walkslosh9.ogg',
'sound/vore/walkslosh10.ogg'))
//CHOMPstation floor sound-effects. You need to modify New() because flooring initilization sets footstep_sounds = base_footstep_sounds.
//The out-of-order numbering on the .ogg files is intentional so I don't mix up the source files. -Nadyr
/turf/simulated/floor/outdoors/dirt/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg',
'sound/effects/footstep/asteroid2.ogg',
'sound/effects/footstep/asteroid3.ogg',
'sound/effects/footstep/asteroid4.ogg',
'sound/effects/footstep/asteroid5.ogg',
'sound/effects/footstep/MedDirt1.ogg',
'sound/effects/footstep/MedDirt2.ogg',
'sound/effects/footstep/MedDirt3.ogg',
'sound/effects/footstep/MedDirt4.ogg'))
/turf/simulated/floor/outdoors/grass/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/grassy-footstep-1.ogg',
'sound/effects/footstep/grassy-footstep-2.ogg',
'sound/effects/footstep/grassy-footstep-3.ogg'))
/turf/simulated/floor/outdoors/grass/sif/forest/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/grass1.ogg',
'sound/effects/footstep/grass2.ogg',
'sound/effects/footstep/grass3.ogg',
'sound/effects/footstep/grass4.ogg'))
/turf/simulated/floor/water/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/water1.ogg',
'sound/effects/footstep/water2.ogg',
'sound/effects/footstep/water3.ogg',
'sound/effects/footstep/water4.ogg'))
/turf/simulated/floor/water/deep/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/bubbles3.ogg',
'sound/effects/footstep/bubbles4.ogg',
'sound/effects/footstep/bubbles5.ogg'))
/turf/simulated/floor/outdoors/rocks/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/LightStone1.ogg',
'sound/effects/footstep/LightStone2.ogg',
'sound/effects/footstep/LightStone3.ogg',
'sound/effects/footstep/LightStone4.ogg'))
/turf/simulated/floor/outdoors/mud/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/mud1.ogg',
'sound/effects/footstep/mud2.ogg',
'sound/effects/footstep/mud3.ogg',
'sound/effects/footstep/mud4.ogg'))
/turf/simulated/mineral/floor/New()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/HeavySand1.ogg',
'sound/effects/footstep/HeavySand2.ogg',
'sound/effects/footstep/HeavySand3.ogg',
'sound/effects/footstep/HeavySand4.ogg',
'sound/effects/footstep/LightDirt2.ogg',
'sound/effects/footstep/LightDirt4.ogg'))
//Changes to how turfs start means I have to do this for Initialize too or mapgen turfs will sound like metal.
/turf/simulated/floor/outdoors/dirt/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/asteroid1.ogg',
'sound/effects/footstep/asteroid2.ogg',
'sound/effects/footstep/asteroid3.ogg',
'sound/effects/footstep/asteroid4.ogg',
'sound/effects/footstep/asteroid5.ogg',
'sound/effects/footstep/MedDirt1.ogg',
'sound/effects/footstep/MedDirt2.ogg',
'sound/effects/footstep/MedDirt3.ogg',
'sound/effects/footstep/MedDirt4.ogg'))
/turf/simulated/floor/outdoors/grass/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/grassy-footstep-1.ogg',
'sound/effects/footstep/grassy-footstep-2.ogg',
'sound/effects/footstep/grassy-footstep-3.ogg'))
/turf/simulated/floor/outdoors/grass/sif/forest/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/grass1.ogg',
'sound/effects/footstep/grass2.ogg',
'sound/effects/footstep/grass3.ogg',
'sound/effects/footstep/grass4.ogg'))
/turf/simulated/floor/water/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/water1.ogg',
'sound/effects/footstep/water2.ogg',
'sound/effects/footstep/water3.ogg',
'sound/effects/footstep/water4.ogg'))
/turf/simulated/floor/water/deep/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/bubbles3.ogg',
'sound/effects/footstep/bubbles4.ogg',
'sound/effects/footstep/bubbles5.ogg'))
/turf/simulated/floor/outdoors/rocks/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/LightStone1.ogg',
'sound/effects/footstep/LightStone2.ogg',
'sound/effects/footstep/LightStone3.ogg',
'sound/effects/footstep/LightStone4.ogg'))
/turf/simulated/floor/outdoors/mud/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/mud1.ogg',
'sound/effects/footstep/mud2.ogg',
'sound/effects/footstep/mud3.ogg',
'sound/effects/footstep/mud4.ogg'))
/turf/simulated/mineral/floor/Initialize()
..()
footstep_sounds = list("human" = list(
'sound/effects/footstep/HeavySand1.ogg',
'sound/effects/footstep/HeavySand2.ogg',
'sound/effects/footstep/HeavySand3.ogg',
'sound/effects/footstep/HeavySand4.ogg',
'sound/effects/footstep/LightDirt2.ogg',
'sound/effects/footstep/LightDirt4.ogg'))
//Flooring (code-wise, the part of the floor that goes on top of plating) sound-effects
/decl/flooring/grass
footstep_sounds = list("human" = list(
'sound/effects/footstep/grassy-footstep-1.ogg',
'sound/effects/footstep/grassy-footstep-2.ogg',
'sound/effects/footstep/grassy-footstep-3.ogg'))
// Removal of older code - this isn't necessary anymore as /decl/flooring/floortype and initial_flooring = /decl/flooring/floortype
// can handle this. If you're not sure how to do it, refer to flooring.dm, and read things over. It's explained there. Rykka <3

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@@ -15,6 +15,7 @@
name = "Water"
icon_state = "water"
initialized = FALSE
movement_cost = 4 // Water should slow you down, just like simulated turf.
/turf/unsimulated/beach/water/Initialize()
. = ..()
@@ -23,20 +24,17 @@
/turf/simulated/floor/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
footstep_sounds = list("human" = list(
'sound/effects/footstep/carpet1.ogg',
'sound/effects/footstep/carpet2.ogg',
'sound/effects/footstep/carpet3.ogg',
'sound/effects/footstep/carpet4.ogg',
'sound/effects/footstep/carpet5.ogg'))
initial_flooring = /decl/flooring/sand
/turf/simulated/floor/beach/sand
name = "Sand"
icon_state = "sand"
initial_flooring = /decl/flooring/sand
/turf/simulated/floor/beach/sand/desert
icon = 'icons/turf/desert.dmi'
icon_state = "desert"
initial_flooring = /decl/flooring/sand/desert
/turf/simulated/floor/beach/sand/desert/Initialize()
. = ..()
@@ -51,10 +49,24 @@
/turf/simulated/floor/beach/water
name = "Water"
icon_state = "water"
movement_cost = 4 // Water should slow you down, just like the original simulated turf.
initial_flooring = /decl/flooring/water
/turf/simulated/floor/beach/water/ocean
icon_state = "seadeep"
movement_cost = 8 // Deep water should be difficult to wade through.
initial_flooring = /decl/flooring/water/beach/deep
/turf/simulated/floor/beach/water/Initialize()
. = ..()
add_overlay(image("icon"='icons/misc/beach.dmi',"icon_state"="water5","layer"=MOB_LAYER+0.1))
/decl/flooring/water/beach/deep // We're custom-defining a 'deep' water turf for the beach.
name = "deep water"
desc = "Deep Ocean Water"
icon = 'icons/misc/beach.dmi'
icon_base = "seadeep"
footstep_sounds = list("human" = list(
'sound/effects/footstep/bubbles3.ogg', // No I don't get why it's named 3/4/5 either. Whatever.
'sound/effects/footstep/bubbles4.ogg',
'sound/effects/footstep/bubbles5.ogg'))

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@@ -10,7 +10,7 @@ var/list/mining_overlay_cache = list()
/turf/unsimulated/mineral/ice
name = "Ice wall"
desc = "Frigid Ice that seems to be stronger then most manmade structures"
desc = "Frigid Ice that seems to be stronger than most manmade structures."
icon = 'icons/turf/snow_new.dmi'
icon_state = "Icerock"
@@ -62,7 +62,8 @@ var/list/mining_overlay_cache = list()
"carbon" = /obj/item/weapon/ore/coal,
"verdantium" = /obj/item/weapon/ore/verdantium,
"marble" = /obj/item/weapon/ore/marble,
"lead" = /obj/item/weapon/ore/lead
"lead" = /obj/item/weapon/ore/lead,
// "rutile" = /obj/item/weapon/ore/rutile //VOREStation Add // CHOMP - Rykka commenting this out until it's brought in from upstream.
)
has_resources = 1
@@ -162,6 +163,8 @@ turf/simulated/mineral/floor/light_corner
if(random_icon)
dir = pick(alldirs)
. = INITIALIZE_HINT_LATELOAD
var/decl/flooring/F = get_flooring_data(/decl/flooring/sand)
footstep_sounds = F?.footstep_sounds
/turf/simulated/mineral/LateInitialize()
if(density && mineral)
@@ -649,10 +652,10 @@ turf/simulated/mineral/floor/light_corner
var/mineral_name
if(rare_ore)
mineral_name = pickweight(list("marble" = 5, "uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 5, "verdantium" = 1))
mineral_name = pickweight(list("marble" = 5, "uranium" = 10, "platinum" = 10, "hematite" = 20, "carbon" = 20, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 5, "verdantium" = 1)) // "rutile" = 4)) //VOREStation Edit // CHOMP - Rykka commenting this out until it's brought in from upstream.
else
mineral_name = pickweight(list("marble" = 3, "uranium" = 10, "platinum" = 10, "hematite" = 70, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 2, "verdantium" = 1))
mineral_name = pickweight(list("marble" = 3, "uranium" = 10, "platinum" = 10, "hematite" = 70, "carbon" = 70, "diamond" = 2, "gold" = 10, "silver" = 10, "phoron" = 20, "lead" = 2, "verdantium" = 1)) // "rutile" = 4)) //VOREStation Edit // CHOMP - Rykka commenting this out until it's brought in from upstream.
if(mineral_name && (mineral_name in ore_data))
mineral = ore_data[mineral_name]

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