From c879ead4f7d2ce637ce05ad8083df3f73899f746 Mon Sep 17 00:00:00 2001 From: Fox-McCloud Date: Fri, 31 Oct 2014 21:55:25 -0400 Subject: [PATCH] Music Updates --- code/game/atoms.dm | 6 + code/game/objects/items/devices/violin.dm | 400 +- code/game/objects/structures/musician.dm | 611 +- maps/RandomZLevels/backup/clown3.dmm | 2 +- maps/RandomZLevels/clown3.dmm | 4 +- maps/backup/cyberiad.dmm | 26830 ++++++++++---------- maps/cyberiad.dmm | 4 +- sound/piano/A#1.ogg | Bin 10766 -> 0 bytes sound/piano/A#2.ogg | Bin 11040 -> 0 bytes sound/piano/A#3.ogg | Bin 11385 -> 0 bytes sound/piano/A#4.ogg | Bin 11731 -> 0 bytes sound/piano/A#5.ogg | Bin 11388 -> 0 bytes sound/piano/A#6.ogg | Bin 11086 -> 0 bytes sound/piano/A#7.ogg | Bin 11104 -> 0 bytes sound/piano/A#8.ogg | Bin 11103 -> 0 bytes sound/piano/B#1.ogg | Bin 10613 -> 0 bytes sound/piano/B#2.ogg | Bin 10946 -> 0 bytes sound/piano/B#3.ogg | Bin 11379 -> 0 bytes sound/piano/B#4.ogg | Bin 11811 -> 0 bytes sound/piano/B#5.ogg | Bin 11407 -> 0 bytes sound/piano/B#6.ogg | Bin 11154 -> 0 bytes sound/piano/B#7.ogg | Bin 10987 -> 0 bytes sound/piano/B#8.ogg | Bin 11040 -> 0 bytes sound/piano/C#1.ogg | Bin 10102 -> 0 bytes sound/piano/C#2.ogg | Bin 10457 -> 0 bytes sound/piano/C#3.ogg | Bin 10779 -> 0 bytes sound/piano/C#4.ogg | Bin 11267 -> 0 bytes sound/piano/C#5.ogg | Bin 11576 -> 0 bytes sound/piano/C#6.ogg | Bin 11066 -> 0 bytes sound/piano/C#7.ogg | Bin 10980 -> 0 bytes sound/piano/C#8.ogg | Bin 10946 -> 0 bytes sound/piano/Cb2.ogg | Bin 10831 -> 0 bytes sound/piano/Cb3.ogg | Bin 10947 -> 0 bytes sound/piano/Cb4.ogg | Bin 11334 -> 0 bytes sound/piano/Cb5.ogg | Bin 11725 -> 0 bytes sound/piano/Cb6.ogg | Bin 11406 -> 0 bytes sound/piano/Cb7.ogg | Bin 11131 -> 0 bytes sound/piano/Cb8.ogg | Bin 10917 -> 0 bytes sound/piano/Cb9.ogg | Bin 10970 -> 0 bytes sound/piano/D#1.ogg | Bin 10109 -> 0 bytes sound/piano/D#2.ogg | Bin 10636 -> 0 bytes sound/piano/D#3.ogg | Bin 11170 -> 0 bytes sound/piano/D#4.ogg | Bin 11613 -> 0 bytes sound/piano/D#5.ogg | Bin 11788 -> 0 bytes sound/piano/D#6.ogg | Bin 11882 -> 0 bytes sound/piano/D#7.ogg | Bin 11128 -> 0 bytes sound/piano/D#8.ogg | Bin 10967 -> 0 bytes sound/piano/E#1.ogg | Bin 10028 -> 0 bytes sound/piano/E#2.ogg | Bin 10719 -> 0 bytes sound/piano/E#3.ogg | Bin 11018 -> 0 bytes sound/piano/E#4.ogg | Bin 10937 -> 0 bytes sound/piano/E#5.ogg | Bin 11719 -> 0 bytes sound/piano/E#6.ogg | Bin 11676 -> 0 bytes sound/piano/E#7.ogg | Bin 10977 -> 0 bytes sound/piano/E#8.ogg | Bin 10940 -> 0 bytes sound/piano/F#1.ogg | Bin 10885 -> 0 bytes sound/piano/F#2.ogg | Bin 10670 -> 0 bytes sound/piano/F#3.ogg | Bin 11040 -> 0 bytes sound/piano/F#4.ogg | Bin 10956 -> 0 bytes sound/piano/F#5.ogg | Bin 11558 -> 0 bytes sound/piano/F#6.ogg | Bin 11888 -> 0 bytes sound/piano/F#7.ogg | Bin 11185 -> 0 bytes sound/piano/F#8.ogg | Bin 11094 -> 0 bytes sound/piano/Fb1.ogg | Bin 10011 -> 0 bytes sound/piano/Fb2.ogg | Bin 10888 -> 0 bytes sound/piano/Fb3.ogg | Bin 11032 -> 0 bytes sound/piano/Fb4.ogg | Bin 10923 -> 0 bytes sound/piano/Fb5.ogg | Bin 11809 -> 0 bytes sound/piano/Fb6.ogg | Bin 11818 -> 0 bytes sound/piano/Fb7.ogg | Bin 11045 -> 0 bytes sound/piano/Fb8.ogg | Bin 11003 -> 0 bytes sound/piano/G#1.ogg | Bin 10787 -> 0 bytes sound/piano/G#2.ogg | Bin 10908 -> 0 bytes sound/piano/G#3.ogg | Bin 11189 -> 0 bytes sound/piano/G#4.ogg | Bin 11026 -> 0 bytes sound/piano/G#5.ogg | Bin 11659 -> 0 bytes sound/piano/G#6.ogg | Bin 11509 -> 0 bytes sound/piano/G#7.ogg | Bin 10907 -> 0 bytes sound/piano/G#8.ogg | Bin 10853 -> 0 bytes sound/violin/A#1.mid | Bin 194 -> 0 bytes sound/violin/A#2.mid | Bin 494 -> 0 bytes sound/violin/A#3.mid | Bin 494 -> 0 bytes sound/violin/A#4.mid | Bin 494 -> 0 bytes sound/violin/A#5.mid | Bin 494 -> 0 bytes sound/violin/A#6.mid | Bin 494 -> 0 bytes sound/violin/A#7.mid | Bin 494 -> 0 bytes sound/violin/A#8.mid | Bin 494 -> 0 bytes sound/violin/Ab1.mid | Bin 194 -> 0 bytes sound/violin/Ab2.mid | Bin 494 -> 0 bytes sound/violin/Ab3.mid | Bin 494 -> 0 bytes sound/violin/Ab3.ogg | Bin 0 -> 14341 bytes sound/violin/Ab4.mid | Bin 494 -> 0 bytes sound/violin/Ab4.ogg | Bin 0 -> 15295 bytes sound/violin/Ab5.mid | Bin 494 -> 0 bytes sound/violin/Ab5.ogg | Bin 0 -> 13017 bytes sound/violin/Ab6.mid | Bin 494 -> 0 bytes sound/violin/Ab6.ogg | Bin 0 -> 13791 bytes sound/violin/Ab7.mid | Bin 494 -> 0 bytes sound/violin/Ab8.mid | Bin 494 -> 0 bytes sound/violin/An1.mid | Bin 194 -> 0 bytes sound/violin/An2.mid | Bin 494 -> 0 bytes sound/violin/An3.mid | Bin 494 -> 0 bytes sound/violin/An3.ogg | Bin 0 -> 14734 bytes sound/violin/An4.mid | Bin 494 -> 0 bytes sound/violin/An4.ogg | Bin 0 -> 15055 bytes sound/violin/An5.mid | Bin 494 -> 0 bytes sound/violin/An5.ogg | Bin 0 -> 13641 bytes sound/violin/An6.mid | Bin 494 -> 0 bytes sound/violin/An6.ogg | Bin 0 -> 12498 bytes sound/violin/An7.mid | Bin 494 -> 0 bytes sound/violin/An8.mid | Bin 494 -> 0 bytes sound/violin/B#1.mid | Bin 194 -> 0 bytes sound/violin/B#2.mid | Bin 494 -> 0 bytes sound/violin/B#3.mid | Bin 494 -> 0 bytes sound/violin/B#4.mid | Bin 494 -> 0 bytes sound/violin/B#5.mid | Bin 494 -> 0 bytes sound/violin/B#6.mid | Bin 494 -> 0 bytes sound/violin/B#7.mid | Bin 494 -> 0 bytes sound/violin/B#8.mid | Bin 494 -> 0 bytes sound/violin/Bb1.mid | Bin 194 -> 0 bytes sound/violin/Bb2.mid | Bin 494 -> 0 bytes sound/violin/Bb3.mid | Bin 494 -> 0 bytes sound/violin/Bb3.ogg | Bin 0 -> 15195 bytes sound/violin/Bb4.mid | Bin 494 -> 0 bytes sound/violin/Bb4.ogg | Bin 0 -> 14468 bytes sound/violin/Bb5.mid | Bin 494 -> 0 bytes sound/violin/Bb5.ogg | Bin 0 -> 14092 bytes sound/violin/Bb6.mid | Bin 494 -> 0 bytes sound/violin/Bb6.ogg | Bin 0 -> 12150 bytes sound/violin/Bb7.mid | Bin 494 -> 0 bytes sound/violin/Bb8.mid | Bin 494 -> 0 bytes sound/violin/Bn1.mid | Bin 194 -> 0 bytes sound/violin/Bn2.mid | Bin 494 -> 0 bytes sound/violin/Bn3.mid | Bin 494 -> 0 bytes sound/violin/Bn3.ogg | Bin 0 -> 14427 bytes sound/violin/Bn4.mid | Bin 494 -> 0 bytes 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494 -> 0 bytes sound/violin/Cn1.mid | Bin 194 -> 0 bytes sound/violin/Cn2.mid | Bin 494 -> 0 bytes sound/violin/Cn3.mid | Bin 494 -> 0 bytes sound/violin/Cn4.mid | Bin 494 -> 0 bytes sound/violin/Cn4.ogg | Bin 0 -> 13973 bytes sound/violin/Cn5.mid | Bin 494 -> 0 bytes sound/violin/Cn5.ogg | Bin 0 -> 15005 bytes sound/violin/Cn6.mid | Bin 494 -> 0 bytes sound/violin/Cn6.ogg | Bin 0 -> 12817 bytes sound/violin/Cn7.mid | Bin 494 -> 0 bytes sound/violin/Cn7.ogg | Bin 0 -> 14145 bytes sound/violin/Cn8.mid | Bin 494 -> 0 bytes sound/violin/Cn9.mid | Bin 503 -> 0 bytes sound/violin/D#1.mid | Bin 194 -> 0 bytes sound/violin/D#2.mid | Bin 494 -> 0 bytes sound/violin/D#3.mid | Bin 494 -> 0 bytes sound/violin/D#4.mid | Bin 494 -> 0 bytes sound/violin/D#5.mid | Bin 494 -> 0 bytes sound/violin/D#6.mid | Bin 494 -> 0 bytes sound/violin/D#7.mid | Bin 494 -> 0 bytes sound/violin/D#8.mid | Bin 494 -> 0 bytes sound/violin/Db1.mid | Bin 194 -> 0 bytes sound/violin/Db2.mid | Bin 494 -> 0 bytes sound/violin/Db3.mid | Bin 494 -> 0 bytes sound/violin/Db4.mid | Bin 494 -> 0 bytes sound/violin/Db4.ogg | Bin 0 -> 14697 bytes sound/violin/Db5.mid | Bin 494 -> 0 bytes sound/violin/Db5.ogg | Bin 0 -> 14887 bytes sound/violin/Db6.mid | Bin 494 -> 0 bytes sound/violin/Db6.ogg | Bin 0 -> 13961 bytes sound/violin/Db7.mid | Bin 494 -> 0 bytes sound/violin/Db7.ogg | Bin 0 -> 14545 bytes sound/violin/Db8.mid | Bin 494 -> 0 bytes sound/violin/Dn1.mid | Bin 194 -> 0 bytes sound/violin/Dn2.mid | Bin 494 -> 0 bytes sound/violin/Dn3.mid | Bin 494 -> 0 bytes sound/violin/Dn4.mid | Bin 494 -> 0 bytes sound/violin/Dn4.ogg | Bin 0 -> 14918 bytes sound/violin/Dn5.mid | Bin 494 -> 0 bytes sound/violin/Dn5.ogg | Bin 0 -> 13570 bytes sound/violin/Dn6.mid | Bin 494 -> 0 bytes sound/violin/Dn6.ogg | Bin 0 -> 13046 bytes sound/violin/Dn7.mid | Bin 494 -> 0 bytes sound/violin/Dn7.ogg | Bin 0 -> 14013 bytes sound/violin/Dn8.mid | Bin 494 -> 0 bytes sound/violin/E#1.mid | Bin 494 -> 0 bytes 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sound/violin/Fn3.mid | Bin 494 -> 0 bytes sound/violin/Fn4.mid | Bin 494 -> 0 bytes sound/violin/Fn4.ogg | Bin 0 -> 15613 bytes sound/violin/Fn5.mid | Bin 494 -> 0 bytes sound/violin/Fn5.ogg | Bin 0 -> 14716 bytes sound/violin/Fn6.mid | Bin 494 -> 0 bytes sound/violin/Fn6.ogg | Bin 0 -> 13800 bytes sound/violin/Fn7.mid | Bin 494 -> 0 bytes sound/violin/Fn8.mid | Bin 494 -> 0 bytes sound/violin/G#1.mid | Bin 494 -> 0 bytes sound/violin/G#2.mid | Bin 494 -> 0 bytes sound/violin/G#3.mid | Bin 494 -> 0 bytes sound/violin/G#4.mid | Bin 494 -> 0 bytes sound/violin/G#5.mid | Bin 494 -> 0 bytes sound/violin/G#6.mid | Bin 494 -> 0 bytes sound/violin/G#7.mid | Bin 494 -> 0 bytes sound/violin/G#8.mid | Bin 494 -> 0 bytes sound/violin/Gb1.mid | Bin 494 -> 0 bytes sound/violin/Gb2.mid | Bin 494 -> 0 bytes sound/violin/Gb3.mid | Bin 494 -> 0 bytes sound/violin/Gb4.mid | Bin 494 -> 0 bytes sound/violin/Gb4.ogg | Bin 0 -> 15801 bytes sound/violin/Gb5.mid | Bin 494 -> 0 bytes sound/violin/Gb5.ogg | Bin 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100644 sound/violin/F#5.mid delete mode 100644 sound/violin/F#6.mid delete mode 100644 sound/violin/F#7.mid delete mode 100644 sound/violin/F#8.mid delete mode 100644 sound/violin/Fb1.mid delete mode 100644 sound/violin/Fb2.mid delete mode 100644 sound/violin/Fb3.mid delete mode 100644 sound/violin/Fb4.mid delete mode 100644 sound/violin/Fb5.mid delete mode 100644 sound/violin/Fb6.mid delete mode 100644 sound/violin/Fb7.mid delete mode 100644 sound/violin/Fb8.mid delete mode 100644 sound/violin/Fn1.mid delete mode 100644 sound/violin/Fn2.mid delete mode 100644 sound/violin/Fn3.mid delete mode 100644 sound/violin/Fn4.mid create mode 100644 sound/violin/Fn4.ogg delete mode 100644 sound/violin/Fn5.mid create mode 100644 sound/violin/Fn5.ogg delete mode 100644 sound/violin/Fn6.mid create mode 100644 sound/violin/Fn6.ogg delete mode 100644 sound/violin/Fn7.mid delete mode 100644 sound/violin/Fn8.mid delete mode 100644 sound/violin/G#1.mid delete mode 100644 sound/violin/G#2.mid delete mode 100644 sound/violin/G#3.mid delete mode 100644 sound/violin/G#4.mid delete mode 100644 sound/violin/G#5.mid delete mode 100644 sound/violin/G#6.mid delete mode 100644 sound/violin/G#7.mid delete mode 100644 sound/violin/G#8.mid delete mode 100644 sound/violin/Gb1.mid delete mode 100644 sound/violin/Gb2.mid delete mode 100644 sound/violin/Gb3.mid delete mode 100644 sound/violin/Gb4.mid create mode 100644 sound/violin/Gb4.ogg delete mode 100644 sound/violin/Gb5.mid create mode 100644 sound/violin/Gb5.ogg delete mode 100644 sound/violin/Gb6.mid create mode 100644 sound/violin/Gb6.ogg delete mode 100644 sound/violin/Gb7.mid delete mode 100644 sound/violin/Gb8.mid delete mode 100644 sound/violin/Gn1.mid delete mode 100644 sound/violin/Gn2.mid delete mode 100644 sound/violin/Gn3.mid create mode 100644 sound/violin/Gn3.ogg delete mode 100644 sound/violin/Gn4.mid create mode 100644 sound/violin/Gn4.ogg delete mode 100644 sound/violin/Gn5.mid create mode 100644 sound/violin/Gn5.ogg delete mode 100644 sound/violin/Gn6.mid create mode 100644 sound/violin/Gn6.ogg delete mode 100644 sound/violin/Gn7.mid delete mode 100644 sound/violin/Gn8.mid diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 3d95c217060..8f742df8cef 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -463,3 +463,9 @@ its easier to just keep the beam vertical. /atom/proc/checkpass(passflag) return pass_flags&passflag + +/atom/proc/isinspace() + if(istype(get_turf(src), /turf/space)) + return 1 + else + return 0 diff --git a/code/game/objects/items/devices/violin.dm b/code/game/objects/items/devices/violin.dm index b44c99faf3f..47acfb7c132 100644 --- a/code/game/objects/items/devices/violin.dm +++ b/code/game/objects/items/devices/violin.dm @@ -7,396 +7,26 @@ icon_state = "violin" item_state = "violin" force = 10 - var/datum/song/song - var/playing = 0 - var/help = 0 - var/edit = 1 - var/repeat = 0 + var/datum/song/handheld/song -/obj/item/device/violin/proc/playnote(var/note as text) - //world << "Note: [note]" - var/soundfile - /*BYOND loads resource files at compile time if they are ''. This means you can't really manipulate them dynamically. - Tried doing it dynamically at first but its more trouble than its worth. Would have saved many lines tho.*/ - switch(note) - if("Cn1") soundfile = 'sound/violin/Cn1.mid' - if("C#1") soundfile = 'sound/violin/C#1.mid' - if("Db1") soundfile = 'sound/violin/Db1.mid' - if("Dn1") soundfile = 'sound/violin/Dn1.mid' - if("D#1") soundfile = 'sound/violin/D#1.mid' - if("Eb1") soundfile = 'sound/violin/Eb1.mid' - if("En1") soundfile = 'sound/violin/En1.mid' - if("E#1") soundfile = 'sound/violin/E#1.mid' - if("Fb1") soundfile = 'sound/violin/Fb1.mid' - if("Fn1") soundfile = 'sound/violin/Fn1.mid' - if("F#1") soundfile = 'sound/violin/F#1.mid' - if("Gb1") soundfile = 'sound/violin/Gb1.mid' - if("Gn1") soundfile = 'sound/violin/Gn1.mid' - if("G#1") soundfile = 'sound/violin/G#1.mid' - if("Ab1") soundfile = 'sound/violin/Ab1.mid' - if("An1") soundfile = 'sound/violin/An1.mid' - if("A#1") soundfile = 'sound/violin/A#1.mid' - if("Bb1") soundfile = 'sound/violin/Bb1.mid' - if("Bn1") soundfile = 'sound/violin/Bn1.mid' - if("B#1") soundfile = 'sound/violin/B#1.mid' - if("Cb2") soundfile = 'sound/violin/Cb2.mid' - if("Cn2") soundfile = 'sound/violin/Cn2.mid' - if("C#2") soundfile = 'sound/violin/C#2.mid' - if("Db2") soundfile = 'sound/violin/Db2.mid' - if("Dn2") soundfile = 'sound/violin/Dn2.mid' - if("D#2") soundfile = 'sound/violin/D#2.mid' - if("Eb2") soundfile = 'sound/violin/Eb2.mid' - if("En2") soundfile = 'sound/violin/En2.mid' - if("E#2") soundfile = 'sound/violin/E#2.mid' - if("Fb2") soundfile = 'sound/violin/Fb2.mid' - if("Fn2") soundfile = 'sound/violin/Fn2.mid' - if("F#2") soundfile = 'sound/violin/F#2.mid' - if("Gb2") soundfile = 'sound/violin/Gb2.mid' - if("Gn2") soundfile = 'sound/violin/Gn2.mid' - if("G#2") soundfile = 'sound/violin/G#2.mid' - if("Ab2") soundfile = 'sound/violin/Ab2.mid' - if("An2") soundfile = 'sound/violin/An2.mid' - if("A#2") soundfile = 'sound/violin/A#2.mid' - if("Bb2") soundfile = 'sound/violin/Bb2.mid' - if("Bn2") soundfile = 'sound/violin/Bn2.mid' - if("B#2") soundfile = 'sound/violin/B#2.mid' - if("Cb3") soundfile = 'sound/violin/Cb3.mid' - if("Cn3") soundfile = 'sound/violin/Cn3.mid' - if("C#3") soundfile = 'sound/violin/C#3.mid' - if("Db3") soundfile = 'sound/violin/Db3.mid' - if("Dn3") soundfile = 'sound/violin/Dn3.mid' - if("D#3") soundfile = 'sound/violin/D#3.mid' - if("Eb3") soundfile = 'sound/violin/Eb3.mid' - if("En3") soundfile = 'sound/violin/En3.mid' - if("E#3") soundfile = 'sound/violin/E#3.mid' - if("Fb3") soundfile = 'sound/violin/Fb3.mid' - if("Fn3") soundfile = 'sound/violin/Fn3.mid' - if("F#3") soundfile = 'sound/violin/F#3.mid' - if("Gb3") soundfile = 'sound/violin/Gb3.mid' - if("Gn3") soundfile = 'sound/violin/Gn3.mid' - if("G#3") soundfile = 'sound/violin/G#3.mid' - if("Ab3") soundfile = 'sound/violin/Ab3.mid' - if("An3") soundfile = 'sound/violin/An3.mid' - if("A#3") soundfile = 'sound/violin/A#3.mid' - if("Bb3") soundfile = 'sound/violin/Bb3.mid' - if("Bn3") soundfile = 'sound/violin/Bn3.mid' - if("B#3") soundfile = 'sound/violin/B#3.mid' - if("Cb4") soundfile = 'sound/violin/Cb4.mid' - if("Cn4") soundfile = 'sound/violin/Cn4.mid' - if("C#4") soundfile = 'sound/violin/C#4.mid' - if("Db4") soundfile = 'sound/violin/Db4.mid' - if("Dn4") soundfile = 'sound/violin/Dn4.mid' - if("D#4") soundfile = 'sound/violin/D#4.mid' - if("Eb4") soundfile = 'sound/violin/Eb4.mid' - if("En4") soundfile = 'sound/violin/En4.mid' - if("E#4") soundfile = 'sound/violin/E#4.mid' - if("Fb4") soundfile = 'sound/violin/Fb4.mid' - if("Fn4") soundfile = 'sound/violin/Fn4.mid' - if("F#4") soundfile = 'sound/violin/F#4.mid' - if("Gb4") soundfile = 'sound/violin/Gb4.mid' - if("Gn4") soundfile = 'sound/violin/Gn4.mid' - if("G#4") soundfile = 'sound/violin/G#4.mid' - if("Ab4") soundfile = 'sound/violin/Ab4.mid' - if("An4") soundfile = 'sound/violin/An4.mid' - if("A#4") soundfile = 'sound/violin/A#4.mid' - if("Bb4") soundfile = 'sound/violin/Bb4.mid' - if("Bn4") soundfile = 'sound/violin/Bn4.mid' - if("B#4") soundfile = 'sound/violin/B#4.mid' - if("Cb5") soundfile = 'sound/violin/Cb5.mid' - if("Cn5") soundfile = 'sound/violin/Cn5.mid' - if("C#5") soundfile = 'sound/violin/C#5.mid' - if("Db5") soundfile = 'sound/violin/Db5.mid' - if("Dn5") soundfile = 'sound/violin/Dn5.mid' - if("D#5") soundfile = 'sound/violin/D#5.mid' - if("Eb5") soundfile = 'sound/violin/Eb5.mid' - if("En5") soundfile = 'sound/violin/En5.mid' - if("E#5") soundfile = 'sound/violin/E#5.mid' - if("Fb5") soundfile = 'sound/violin/Fb5.mid' - if("Fn5") soundfile = 'sound/violin/Fn5.mid' - if("F#5") soundfile = 'sound/violin/F#5.mid' - if("Gb5") soundfile = 'sound/violin/Gb5.mid' - if("Gn5") soundfile = 'sound/violin/Gn5.mid' - if("G#5") soundfile = 'sound/violin/G#5.mid' - if("Ab5") soundfile = 'sound/violin/Ab5.mid' - if("An5") soundfile = 'sound/violin/An5.mid' - if("A#5") soundfile = 'sound/violin/A#5.mid' - if("Bb5") soundfile = 'sound/violin/Bb5.mid' - if("Bn5") soundfile = 'sound/violin/Bn5.mid' - if("B#5") soundfile = 'sound/violin/B#5.mid' - if("Cb6") soundfile = 'sound/violin/Cb6.mid' - if("Cn6") soundfile = 'sound/violin/Cn6.mid' - if("C#6") soundfile = 'sound/violin/C#6.mid' - if("Db6") soundfile = 'sound/violin/Db6.mid' - if("Dn6") soundfile = 'sound/violin/Dn6.mid' - if("D#6") soundfile = 'sound/violin/D#6.mid' - if("Eb6") soundfile = 'sound/violin/Eb6.mid' - if("En6") soundfile = 'sound/violin/En6.mid' - if("E#6") soundfile = 'sound/violin/E#6.mid' - if("Fb6") soundfile = 'sound/violin/Fb6.mid' - if("Fn6") soundfile = 'sound/violin/Fn6.mid' - if("F#6") soundfile = 'sound/violin/F#6.mid' - if("Gb6") soundfile = 'sound/violin/Gb6.mid' - if("Gn6") soundfile = 'sound/violin/Gn6.mid' - if("G#6") soundfile = 'sound/violin/G#6.mid' - if("Ab6") soundfile = 'sound/violin/Ab6.mid' - if("An6") soundfile = 'sound/violin/An6.mid' - if("A#6") soundfile = 'sound/violin/A#6.mid' - if("Bb6") soundfile = 'sound/violin/Bb6.mid' - if("Bn6") soundfile = 'sound/violin/Bn6.mid' - if("B#6") soundfile = 'sound/violin/B#6.mid' - if("Cb7") soundfile = 'sound/violin/Cb7.mid' - if("Cn7") soundfile = 'sound/violin/Cn7.mid' - if("C#7") soundfile = 'sound/violin/C#7.mid' - if("Db7") soundfile = 'sound/violin/Db7.mid' - if("Dn7") soundfile = 'sound/violin/Dn7.mid' - if("D#7") soundfile = 'sound/violin/D#7.mid' - if("Eb7") soundfile = 'sound/violin/Eb7.mid' - if("En7") soundfile = 'sound/violin/En7.mid' - if("E#7") soundfile = 'sound/violin/E#7.mid' - if("Fb7") soundfile = 'sound/violin/Fb7.mid' - if("Fn7") soundfile = 'sound/violin/Fn7.mid' - if("F#7") soundfile = 'sound/violin/F#7.mid' - if("Gb7") soundfile = 'sound/violin/Gb7.mid' - if("Gn7") soundfile = 'sound/violin/Gn7.mid' - if("G#7") soundfile = 'sound/violin/G#7.mid' - if("Ab7") soundfile = 'sound/violin/Ab7.mid' - if("An7") soundfile = 'sound/violin/An7.mid' - if("A#7") soundfile = 'sound/violin/A#7.mid' - if("Bb7") soundfile = 'sound/violin/Bb7.mid' - if("Bn7") soundfile = 'sound/violin/Bn7.mid' - if("B#7") soundfile = 'sound/violin/B#7.mid' - if("Cb8") soundfile = 'sound/violin/Cb8.mid' - if("Cn8") soundfile = 'sound/violin/Cn8.mid' - if("C#8") soundfile = 'sound/violin/C#8.mid' - if("Db8") soundfile = 'sound/violin/Db8.mid' - if("Dn8") soundfile = 'sound/violin/Dn8.mid' - if("D#8") soundfile = 'sound/violin/D#8.mid' - if("Eb8") soundfile = 'sound/violin/Eb8.mid' - if("En8") soundfile = 'sound/violin/En8.mid' - if("E#8") soundfile = 'sound/violin/E#8.mid' - if("Fb8") soundfile = 'sound/violin/Fb8.mid' - if("Fn8") soundfile = 'sound/violin/Fn8.mid' - if("F#8") soundfile = 'sound/violin/F#8.mid' - if("Gb8") soundfile = 'sound/violin/Gb8.mid' - if("Gn8") soundfile = 'sound/violin/Gn8.mid' - if("G#8") soundfile = 'sound/violin/G#8.mid' - if("Ab8") soundfile = 'sound/violin/Ab8.mid' - if("An8") soundfile = 'sound/violin/An8.mid' - if("A#8") soundfile = 'sound/violin/A#8.mid' - if("Bb8") soundfile = 'sound/violin/Bb8.mid' - if("Bn8") soundfile = 'sound/violin/Bn8.mid' - if("B#8") soundfile = 'sound/violin/B#8.mid' - if("Cb9") soundfile = 'sound/violin/Cb9.mid' - if("Cn9") soundfile = 'sound/violin/Cn9.mid' - else return +/obj/item/device/violin/New() + song = new("violin", src) + song.instrumentExt = "ogg" - hearers(15, get_turf(src)) << sound(soundfile) - -/obj/item/device/violin/proc/playsong() - do - var/cur_oct[7] - var/cur_acc[7] - for(var/i = 1 to 7) - cur_oct[i] = "3" - cur_acc[i] = "n" - - for(var/line in song.lines) - //world << line - for(var/beat in text2list(lowertext(line), ",")) - //world << "beat: [beat]" - var/list/notes = text2list(beat, "/") - for(var/note in text2list(notes[1], "-")) - //world << "note: [note]" - if(!playing || !isliving(loc))//If the violin is playing, or isn't held by a person - playing = 0 - return - if(lentext(note) == 0) - continue - //world << "Parse: [copytext(note,1,2)]" - var/cur_note = text2ascii(note) - 96 - if(cur_note < 1 || cur_note > 7) - continue - for(var/i=2 to lentext(note)) - var/ni = copytext(note,i,i+1) - if(!text2num(ni)) - if(ni == "#" || ni == "b" || ni == "n") - cur_acc[cur_note] = ni - else if(ni == "s") - cur_acc[cur_note] = "#" // so shift is never required - else - cur_oct[cur_note] = ni - playnote(uppertext(copytext(note,1,2)) + cur_acc[cur_note] + cur_oct[cur_note]) - if(notes.len >= 2 && text2num(notes[2])) - sleep(song.tempo / text2num(notes[2])) - else - sleep(song.tempo) - if(repeat > 0) - repeat-- //Infinite loops are baaaad. - while(repeat > 0) - playing = 0 +/obj/item/device/violin/Destroy() + del(song) + song = null + ..() /obj/item/device/violin/attack_self(mob/user as mob) - if(!isliving(user) || user.stat || user.restrained() || user.lying) return - user.set_machine(src) + interact(user) - var/dat = "Violin" - - if(song) - if(song.lines.len > 0 && !(playing)) - dat += "Play Song

" - dat += "Repeat Song: [repeat] times.

" - if(playing) - dat += "Stop Playing
" - dat += "Repeats left: [repeat].

" - if(!edit) - dat += "Show Editor

" - else - dat += "Hide Editor
" - dat += "Start a New Song
" - dat += "Import a Song

" - if(song) - var/calctempo = (10/song.tempo)*60 - dat += "Tempo : -- [calctempo] BPM ++

" - var/linecount = 0 - for(var/line in song.lines) - linecount += 1 - dat += "Line [linecount]: [line] Delete Line Modify Line
" - dat += "Add Line

" - if(help) - dat += "Hide Help
" - dat += {" - Lines are a series of chords, separated by commas (,), each with notes seperated by hyphens (-).
- Every note in a chord will play together, with chord timed by the tempo.
-
- Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.
- By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.
- Example: C,D,E,F,G,A,B will play a C major scale.
- After a note has an accidental placed, it will be remembered: C,C4,C,C3 is C3,C4,C4,C3
- Chords can be played simply by seperating each note with a hyphon: A-C#,Cn-E,E-G#,Gn-B
- A pause may be denoted by an empty chord: C,E,,C,G
- To make a chord be a different time, end it with /x, where the chord length will be length
- defined by tempo / x: C,G/2,E/4
- Combined, an example is: E-E4/4,/2,G#/8,B/8,E3-E4/4 -
- Lines may be up to 50 characters.
- A song may only contain up to 50 lines.
- "} - else - dat += "Show Help
" - dat += "" - user << browse(dat, "window=violin;size=700x300") - onclose(user, "violin") - -/obj/item/device/violin/Topic(href, href_list) - - if(!in_range(src, usr) || issilicon(usr) || !isliving(usr) || !usr.canmove || usr.restrained()) - usr << browse(null, "window=violin;size=700x300") - onclose(usr, "violin") +/obj/item/device/violin/interact(mob/user as mob) + if(!user) return - if(href_list["newsong"]) - song = new() - else if(song) - if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops. - if(playing) return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing. - var/tempnum = input("How many times do you want to repeat this piece? (max:10)") as num|null - if(tempnum > 10) - tempnum = 10 - if(tempnum < 0) - tempnum = 0 - repeat = round(tempnum) + if(!isliving(user) || user.stat || user.restrained() || user.lying) + return - else if(href_list["tempo"]) - song.tempo += round(text2num(href_list["tempo"])) - if(song.tempo < 1) - song.tempo = 1 - - else if(href_list["play"]) - if(song) - playing = 1 - spawn() playsong() - - else if(href_list["newline"]) - var/newline = html_encode(input("Enter your line: ", "violin") as text|null) - if(!newline) - return - if(song.lines.len > 50) - return - if(lentext(newline) > 50) - newline = copytext(newline, 1, 50) - song.lines.Add(newline) - - else if(href_list["deleteline"]) - var/num = round(text2num(href_list["deleteline"])) - if(num > song.lines.len || num < 1) - return - song.lines.Cut(num, num+1) - - else if(href_list["modifyline"]) - var/num = round(text2num(href_list["modifyline"]),1) - var/content = html_encode(input("Enter your line: ", "violin", song.lines[num]) as text|null) - if(!content) - return - if(lentext(content) > 50) - content = copytext(content, 1, 50) - if(num > song.lines.len || num < 1) - return - song.lines[num] = content - - else if(href_list["stop"]) - playing = 0 - - else if(href_list["help"]) - help = text2num(href_list["help"]) - 1 - - else if(href_list["edit"]) - edit = text2num(href_list["edit"]) - 1 - - else if(href_list["import"]) - var/t = "" - do - t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message) - if(!in_range(src, usr)) - return - - if(lentext(t) >= 3072) - var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no") - if(cont == "no") - break - while(lentext(t) > 3072) - - //split into lines - spawn() - var/list/lines = text2list(t, "\n") - var/tempo = 5 - if(copytext(lines[1],1,6) == "BPM: ") - tempo = 600 / text2num(copytext(lines[1],6)) - lines.Cut(1,2) - if(lines.len > 50) - usr << "Too many lines!" - lines.Cut(51) - var/linenum = 1 - for(var/l in lines) - if(lentext(l) > 50) - usr << "Line [linenum] too long!" - lines.Remove(l) - else - linenum++ - song = new() - song.lines = lines - song.tempo = tempo - - add_fingerprint(usr) - for(var/mob/M in viewers(1, loc)) - if((M.client && M.machine == src)) - attack_self(M) - return - - -/obj/item/device/violin/guitar - name = "engraved guitar" - desc = "An aged wooden acoustic guitar It has an engraving on the back: \"For my loyal robotic companion, S.A.M. -LWK\"." - icon = 'icons/obj/musician.dmi' - icon_state = "guitar" - item_state = "guitar" - slot_flags = SLOT_BACK \ No newline at end of file + user.set_machine(src) + song.interact(user) diff --git a/code/game/objects/structures/musician.dm b/code/game/objects/structures/musician.dm index c9bcbda3e5f..733ff964466 100644 --- a/code/game/objects/structures/musician.dm +++ b/code/game/objects/structures/musician.dm @@ -5,223 +5,86 @@ var/list/lines = new() var/tempo = 5 -/obj/structure/device/piano - name = "space minimoog" - icon = 'icons/obj/musician.dmi' - icon_state = "minimoog" - anchored = 1 - density = 1 - var/datum/song/song - var/playing = 0 - var/help = 0 - var/edit = 1 - var/repeat = 0 + var/playing = 0 // if we're playing + var/help = 0 // if help is open + var/edit = 1 // if we're in editing mode + var/repeat = 0 // number of times remaining to repeat + var/max_repeats = 10 // maximum times we can repeat -/obj/structure/device/piano/New() - if(prob(50)) - name = "space minimoog" - desc = "This is a minimoog, like a space piano, but more spacey!" - icon_state = "minimoog" + var/instrumentDir = "piano" // the folder with the sounds + var/instrumentExt = "ogg" // the file extension + var/obj/instrumentObj = null // the associated obj playing the sound + +/datum/song/New(dir, obj) + instrumentDir = dir + instrumentObj = obj + +/datum/song/proc/Destroy() + instrumentObj = null + return + +// note is a number from 1-7 for A-G +// acc is either "b", "n", or "#" +// oct is 1-8 (or 9 for C) +/datum/song/proc/playnote(var/note, var/acc as text, var/oct) + // handle accidental -> B<>C of E<>F + if(acc == "b" && (note == 3 || note == 6)) // C or F + if(note == 3) + oct-- + note-- + acc = "n" + else if(acc == "#" && (note == 2 || note == 5)) // B or E + if(note == 2) + oct++ + note++ + acc = "n" + else if(acc == "#" && (note == 7)) //G# + note = 1 + acc = "b" + else if(acc == "#") // mass convert all sharps to flats, octave jump already handled + acc = "b" + note++ + + // check octave, C is allowed to go to 9 + if(oct < 1 || (note == 3 ? oct > 9 : oct > 8)) + return + + // now generate name + var/soundfile = "sound/[instrumentDir]/[ascii2text(note+64)][acc][oct].[instrumentExt]" + soundfile = file(soundfile) + // make sure the note exists + if(!fexists(soundfile)) + return + // and play + var/turf/source = get_turf(instrumentObj) + for(var/mob/M in hearers(15, source)) + M.playsound_local(source, soundfile, 100, falloff = 5) + +/datum/song/proc/updateDialog(mob/user as mob) + instrumentObj.updateDialog() // assumes it's an object in world, override if otherwise + +/datum/song/proc/shouldStopPlaying() + if(instrumentObj) + return !instrumentObj.anchored // add special cases to stop in subclasses else - name = "space piano" - desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't." - icon_state = "piano" + return 1 -/obj/structure/device/piano/proc/playnote(var/note as text) - //world << "Note: [note]" - var/soundfile - /*BYOND loads resource files at compile time if they are ''. This means you can't really manipulate them dynamically. - Tried doing it dynamically at first but its more trouble than its worth. Would have saved many lines tho.*/ - switch(note) - if("Cn1") soundfile = 'sound/piano/Cn1.ogg' - if("C#1") soundfile = 'sound/piano/C#1.ogg' - if("Db1") soundfile = 'sound/piano/Db1.ogg' - if("Dn1") soundfile = 'sound/piano/Dn1.ogg' - if("D#1") soundfile = 'sound/piano/D#1.ogg' - if("Eb1") soundfile = 'sound/piano/Eb1.ogg' - if("En1") soundfile = 'sound/piano/En1.ogg' - if("E#1") soundfile = 'sound/piano/E#1.ogg' - if("Fb1") soundfile = 'sound/piano/Fb1.ogg' - if("Fn1") soundfile = 'sound/piano/Fn1.ogg' - if("F#1") soundfile = 'sound/piano/F#1.ogg' - if("Gb1") soundfile = 'sound/piano/Gb1.ogg' - if("Gn1") soundfile = 'sound/piano/Gn1.ogg' - if("G#1") soundfile = 'sound/piano/G#1.ogg' - if("Ab1") soundfile = 'sound/piano/Ab1.ogg' - if("An1") soundfile = 'sound/piano/An1.ogg' - if("A#1") soundfile = 'sound/piano/A#1.ogg' - if("Bb1") soundfile = 'sound/piano/Bb1.ogg' - if("Bn1") soundfile = 'sound/piano/Bn1.ogg' - if("B#1") soundfile = 'sound/piano/B#1.ogg' - if("Cb2") soundfile = 'sound/piano/Cb2.ogg' - if("Cn2") soundfile = 'sound/piano/Cn2.ogg' - if("C#2") soundfile = 'sound/piano/C#2.ogg' - if("Db2") soundfile = 'sound/piano/Db2.ogg' - if("Dn2") soundfile = 'sound/piano/Dn2.ogg' - if("D#2") soundfile = 'sound/piano/D#2.ogg' - if("Eb2") soundfile = 'sound/piano/Eb2.ogg' - if("En2") soundfile = 'sound/piano/En2.ogg' - if("E#2") soundfile = 'sound/piano/E#2.ogg' - if("Fb2") soundfile = 'sound/piano/Fb2.ogg' - if("Fn2") soundfile = 'sound/piano/Fn2.ogg' - if("F#2") soundfile = 'sound/piano/F#2.ogg' - if("Gb2") soundfile = 'sound/piano/Gb2.ogg' - if("Gn2") soundfile = 'sound/piano/Gn2.ogg' - if("G#2") soundfile = 'sound/piano/G#2.ogg' - if("Ab2") soundfile = 'sound/piano/Ab2.ogg' - if("An2") soundfile = 'sound/piano/An2.ogg' - if("A#2") soundfile = 'sound/piano/A#2.ogg' - if("Bb2") soundfile = 'sound/piano/Bb2.ogg' - if("Bn2") soundfile = 'sound/piano/Bn2.ogg' - if("B#2") soundfile = 'sound/piano/B#2.ogg' - if("Cb3") soundfile = 'sound/piano/Cb3.ogg' - if("Cn3") soundfile = 'sound/piano/Cn3.ogg' - if("C#3") soundfile = 'sound/piano/C#3.ogg' - if("Db3") soundfile = 'sound/piano/Db3.ogg' - if("Dn3") soundfile = 'sound/piano/Dn3.ogg' - if("D#3") soundfile = 'sound/piano/D#3.ogg' - if("Eb3") soundfile = 'sound/piano/Eb3.ogg' - if("En3") soundfile = 'sound/piano/En3.ogg' - if("E#3") soundfile = 'sound/piano/E#3.ogg' - if("Fb3") soundfile = 'sound/piano/Fb3.ogg' - if("Fn3") soundfile = 'sound/piano/Fn3.ogg' - if("F#3") soundfile = 'sound/piano/F#3.ogg' - if("Gb3") soundfile = 'sound/piano/Gb3.ogg' - if("Gn3") soundfile = 'sound/piano/Gn3.ogg' - if("G#3") soundfile = 'sound/piano/G#3.ogg' - if("Ab3") soundfile = 'sound/piano/Ab3.ogg' - if("An3") soundfile = 'sound/piano/An3.ogg' - if("A#3") soundfile = 'sound/piano/A#3.ogg' - if("Bb3") soundfile = 'sound/piano/Bb3.ogg' - if("Bn3") soundfile = 'sound/piano/Bn3.ogg' - if("B#3") soundfile = 'sound/piano/B#3.ogg' - if("Cb4") soundfile = 'sound/piano/Cb4.ogg' - if("Cn4") soundfile = 'sound/piano/Cn4.ogg' - if("C#4") soundfile = 'sound/piano/C#4.ogg' - if("Db4") soundfile = 'sound/piano/Db4.ogg' - if("Dn4") soundfile = 'sound/piano/Dn4.ogg' - if("D#4") soundfile = 'sound/piano/D#4.ogg' - if("Eb4") soundfile = 'sound/piano/Eb4.ogg' - if("En4") soundfile = 'sound/piano/En4.ogg' - if("E#4") soundfile = 'sound/piano/E#4.ogg' - if("Fb4") soundfile = 'sound/piano/Fb4.ogg' - if("Fn4") soundfile = 'sound/piano/Fn4.ogg' - if("F#4") soundfile = 'sound/piano/F#4.ogg' - if("Gb4") soundfile = 'sound/piano/Gb4.ogg' - if("Gn4") soundfile = 'sound/piano/Gn4.ogg' - if("G#4") soundfile = 'sound/piano/G#4.ogg' - if("Ab4") soundfile = 'sound/piano/Ab4.ogg' - if("An4") soundfile = 'sound/piano/An4.ogg' - if("A#4") soundfile = 'sound/piano/A#4.ogg' - if("Bb4") soundfile = 'sound/piano/Bb4.ogg' - if("Bn4") soundfile = 'sound/piano/Bn4.ogg' - if("B#4") soundfile = 'sound/piano/B#4.ogg' - if("Cb5") soundfile = 'sound/piano/Cb5.ogg' - if("Cn5") soundfile = 'sound/piano/Cn5.ogg' - if("C#5") soundfile = 'sound/piano/C#5.ogg' - if("Db5") soundfile = 'sound/piano/Db5.ogg' - if("Dn5") soundfile = 'sound/piano/Dn5.ogg' - if("D#5") soundfile = 'sound/piano/D#5.ogg' - if("Eb5") soundfile = 'sound/piano/Eb5.ogg' - if("En5") soundfile = 'sound/piano/En5.ogg' - if("E#5") soundfile = 'sound/piano/E#5.ogg' - if("Fb5") soundfile = 'sound/piano/Fb5.ogg' - if("Fn5") soundfile = 'sound/piano/Fn5.ogg' - if("F#5") soundfile = 'sound/piano/F#5.ogg' - if("Gb5") soundfile = 'sound/piano/Gb5.ogg' - if("Gn5") soundfile = 'sound/piano/Gn5.ogg' - if("G#5") soundfile = 'sound/piano/G#5.ogg' - if("Ab5") soundfile = 'sound/piano/Ab5.ogg' - if("An5") soundfile = 'sound/piano/An5.ogg' - if("A#5") soundfile = 'sound/piano/A#5.ogg' - if("Bb5") soundfile = 'sound/piano/Bb5.ogg' - if("Bn5") soundfile = 'sound/piano/Bn5.ogg' - if("B#5") soundfile = 'sound/piano/B#5.ogg' - if("Cb6") soundfile = 'sound/piano/Cb6.ogg' - if("Cn6") soundfile = 'sound/piano/Cn6.ogg' - if("C#6") soundfile = 'sound/piano/C#6.ogg' - if("Db6") soundfile = 'sound/piano/Db6.ogg' - if("Dn6") soundfile = 'sound/piano/Dn6.ogg' - if("D#6") soundfile = 'sound/piano/D#6.ogg' - if("Eb6") soundfile = 'sound/piano/Eb6.ogg' - if("En6") soundfile = 'sound/piano/En6.ogg' - if("E#6") soundfile = 'sound/piano/E#6.ogg' - if("Fb6") soundfile = 'sound/piano/Fb6.ogg' - if("Fn6") soundfile = 'sound/piano/Fn6.ogg' - if("F#6") soundfile = 'sound/piano/F#6.ogg' - if("Gb6") soundfile = 'sound/piano/Gb6.ogg' - if("Gn6") soundfile = 'sound/piano/Gn6.ogg' - if("G#6") soundfile = 'sound/piano/G#6.ogg' - if("Ab6") soundfile = 'sound/piano/Ab6.ogg' - if("An6") soundfile = 'sound/piano/An6.ogg' - if("A#6") soundfile = 'sound/piano/A#6.ogg' - if("Bb6") soundfile = 'sound/piano/Bb6.ogg' - if("Bn6") soundfile = 'sound/piano/Bn6.ogg' - if("B#6") soundfile = 'sound/piano/B#6.ogg' - if("Cb7") soundfile = 'sound/piano/Cb7.ogg' - if("Cn7") soundfile = 'sound/piano/Cn7.ogg' - if("C#7") soundfile = 'sound/piano/C#7.ogg' - if("Db7") soundfile = 'sound/piano/Db7.ogg' - if("Dn7") soundfile = 'sound/piano/Dn7.ogg' - if("D#7") soundfile = 'sound/piano/D#7.ogg' - if("Eb7") soundfile = 'sound/piano/Eb7.ogg' - if("En7") soundfile = 'sound/piano/En7.ogg' - if("E#7") soundfile = 'sound/piano/E#7.ogg' - if("Fb7") soundfile = 'sound/piano/Fb7.ogg' - if("Fn7") soundfile = 'sound/piano/Fn7.ogg' - if("F#7") soundfile = 'sound/piano/F#7.ogg' - if("Gb7") soundfile = 'sound/piano/Gb7.ogg' - if("Gn7") soundfile = 'sound/piano/Gn7.ogg' - if("G#7") soundfile = 'sound/piano/G#7.ogg' - if("Ab7") soundfile = 'sound/piano/Ab7.ogg' - if("An7") soundfile = 'sound/piano/An7.ogg' - if("A#7") soundfile = 'sound/piano/A#7.ogg' - if("Bb7") soundfile = 'sound/piano/Bb7.ogg' - if("Bn7") soundfile = 'sound/piano/Bn7.ogg' - if("B#7") soundfile = 'sound/piano/B#7.ogg' - if("Cb8") soundfile = 'sound/piano/Cb8.ogg' - if("Cn8") soundfile = 'sound/piano/Cn8.ogg' - if("C#8") soundfile = 'sound/piano/C#8.ogg' - if("Db8") soundfile = 'sound/piano/Db8.ogg' - if("Dn8") soundfile = 'sound/piano/Dn8.ogg' - if("D#8") soundfile = 'sound/piano/D#8.ogg' - if("Eb8") soundfile = 'sound/piano/Eb8.ogg' - if("En8") soundfile = 'sound/piano/En8.ogg' - if("E#8") soundfile = 'sound/piano/E#8.ogg' - if("Fb8") soundfile = 'sound/piano/Fb8.ogg' - if("Fn8") soundfile = 'sound/piano/Fn8.ogg' - if("F#8") soundfile = 'sound/piano/F#8.ogg' - if("Gb8") soundfile = 'sound/piano/Gb8.ogg' - if("Gn8") soundfile = 'sound/piano/Gn8.ogg' - if("G#8") soundfile = 'sound/piano/G#8.ogg' - if("Ab8") soundfile = 'sound/piano/Ab8.ogg' - if("An8") soundfile = 'sound/piano/An8.ogg' - if("A#8") soundfile = 'sound/piano/A#8.ogg' - if("Bb8") soundfile = 'sound/piano/Bb8.ogg' - if("Bn8") soundfile = 'sound/piano/Bn8.ogg' - if("B#8") soundfile = 'sound/piano/B#8.ogg' - if("Cb9") soundfile = 'sound/piano/Cb9.ogg' - if("Cn9") soundfile = 'sound/piano/Cn9.ogg' - else return - - hearers(15, src) << sound(soundfile) - -/obj/structure/device/piano/proc/playsong() - do +/datum/song/proc/playsong(mob/user as mob) + while(repeat >= 0) var/cur_oct[7] var/cur_acc[7] for(var/i = 1 to 7) - cur_oct[i] = "3" + cur_oct[i] = 3 cur_acc[i] = "n" - for(var/line in song.lines) + for(var/line in lines) //world << line for(var/beat in text2list(lowertext(line), ",")) //world << "beat: [beat]" var/list/notes = text2list(beat, "/") for(var/note in text2list(notes[1], "-")) //world << "note: [note]" - if(!playing || !anchored)//If the piano is playing, or is loose + if(!playing || shouldStopPlaying())//If the instrument is playing, or special case playing = 0 return if(lentext(note) == 0) @@ -238,48 +101,52 @@ else if(ni == "s") cur_acc[cur_note] = "#" // so shift is never required else - cur_oct[cur_note] = ni - playnote(uppertext(copytext(note,1,2)) + cur_acc[cur_note] + cur_oct[cur_note]) + cur_oct[cur_note] = text2num(ni) + playnote(cur_note, cur_acc[cur_note], cur_oct[cur_note]) if(notes.len >= 2 && text2num(notes[2])) - sleep(song.tempo / text2num(notes[2])) + sleep(tempo / text2num(notes[2])) else - sleep(song.tempo) - if(repeat > 0) - repeat-- //Infinite loops are baaaad. - while(repeat > 0) + sleep(tempo) + repeat-- + if(repeat >= 0) // don't show the last -1 repeat + updateDialog(user) playing = 0 - updateUsrDialog() + repeat = 0 + updateDialog(user) -/obj/structure/device/piano/attack_hand(var/mob/user as mob) - if(!anchored) - return +/datum/song/proc/interact(mob/user as mob) + var/dat = "" - usr.machine = src - var/dat = "Piano" - - if(song) - if(song.lines.len > 0 && !(playing)) - dat += "Play Song

" - dat += "Repeat Song: [repeat] times.

" - if(playing) - dat += "Stop Playing
" - dat += "Repeats left: [repeat].

" + if(lines.len > 0) + dat += "

Playback

" + if(!playing) + dat += "Play Stop

" + dat += "Repeat Song: " + dat += repeat > 0 ? "--" : "--" + dat += " [repeat] times " + dat += repeat < max_repeats ? "++" : "++" + dat += "
" + else + dat += "Play Stop
" + dat += "Repeats left: [repeat]
" if(!edit) - dat += "Show Editor

" + dat += "
Show Editor
" else - dat += "Hide Editor
" - dat += "Start a New Song
" - dat += "Import a Song

" - if(song) - var/calctempo = (10/song.tempo)*60 - dat += "Tempo : -- [calctempo] BPM ++

" - var/linecount = 0 - for(var/line in song.lines) - linecount += 1 - dat += "Line [linecount]: [line] Delete Line Modify Line
" - dat += "Add Line

" + dat += "

Editing

" + dat += "Hide Editor" + dat += " Start a New Song" + dat += " Import a Song

" + var/calctempo = round(600 / tempo) + var/calcstep = tempo - 600 / (calctempo+1) + var/calcstep_b = tempo - 600 / (calctempo+10) + dat += "Tempo: -- [calctempo] BPM ++

" + var/linecount = 0 + for(var/line in lines) + linecount += 1 + dat += "Line [linecount]: Edit X [line]
" + dat += "Add Line

" if(help) - dat += "Hide Help
" + dat += "Hide Help
" dat += {" Lines are a series of chords, separated by commas (,), each with notes seperated by hyphens (-).
Every note in a chord will play together, with chord timed by the tempo.
@@ -292,140 +159,198 @@ A pause may be denoted by an empty chord: C,E,,C,G
To make a chord be a different time, end it with /x, where the chord length will be length
defined by tempo / x: C,G/2,E/4
- Combined, an example is: E-E4/4,/2,G#/8,B/8,E3-E4/4 + Combined, an example is: E-E4/4,F#/2,G#/8,B/8,E3-E4/4
Lines may be up to 50 characters.
A song may only contain up to 50 lines.
"} else - dat += "Show Help
" - dat += "" - user << browse(dat, "window=piano;size=700x300") - onclose(user, "piano") + dat += "Show Help
" -/obj/structure/device/piano/Topic(href, href_list) + var/datum/browser/popup = new(user, "instrument", instrumentObj.name, 700, 500) + popup.set_content(dat) + popup.set_title_image(user.browse_rsc_icon(instrumentObj.icon, instrumentObj.icon_state)) + popup.open() - if(!in_range(src, usr) || issilicon(usr) || !anchored || !usr.canmove || usr.restrained()) - usr << browse(null, "window=piano;size=700x300") - onclose(usr, "piano") + +/datum/song/Topic(href, href_list) + if(!in_range(instrumentObj, usr) || (issilicon(usr) && instrumentObj.loc != usr) || !isliving(usr) || !usr.canmove || usr.restrained()) + usr << browse(null, "window=instrument") + usr.unset_machine() return + instrumentObj.add_fingerprint(usr) + if(href_list["newsong"]) - song = new() - else if(song) - if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops. - if(playing) return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing. - var/tempnum = input("How many times do you want to repeat this piece? (max:10)") as num|null - if(tempnum > 10) - tempnum = 10 - if(tempnum < 0) - tempnum = 0 - repeat = round(tempnum) + lines = new() + tempo = 5 // default 120 BPM + name = "" - else if(href_list["tempo"]) - song.tempo += round(text2num(href_list["tempo"])) - if(song.tempo < 1) - song.tempo = 1 - - else if(href_list["play"]) - if(song) - playing = 1 - spawn() playsong() - - else if(href_list["newline"]) - var/newline = html_encode(input("Enter your line: ", "Piano") as text|null) - if(!newline) + else if(href_list["import"]) + var/t = "" + do + t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", name), t) as message) + if(!in_range(instrumentObj, usr)) return - if(song.lines.len > 50) - return - if(lentext(newline) > 50) - newline = copytext(newline, 1, 50) - song.lines.Add(newline) - else if(href_list["deleteline"]) - var/num = round(text2num(href_list["deleteline"])) - if(num > song.lines.len || num < 1) - return - song.lines.Cut(num, num+1) + if(lentext(t) >= 3072) + var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no") + if(cont == "no") + break + while(lentext(t) > 3072) - else if(href_list["modifyline"]) - var/num = round(text2num(href_list["modifyline"]),1) - var/content = html_encode(input("Enter your line: ", "Piano", song.lines[num]) as text|null) - if(!content) - return - if(lentext(content) > 50) - content = copytext(content, 1, 50) - if(num > song.lines.len || num < 1) - return - song.lines[num] = content + //split into lines + spawn() + lines = text2list(t, "\n") + if(copytext(lines[1],1,6) == "BPM: ") + tempo = 600 / max(1, text2num(copytext(lines[1],6))) + lines.Cut(1,2) + else + tempo = 5 // default 120 BPM + if(lines.len > 50) + usr << "Too many lines!" + lines.Cut(51) + var/linenum = 1 + for(var/l in lines) + if(lentext(l) > 50) + usr << "Line [linenum] too long!" + lines.Remove(l) + else + linenum++ + updateDialog(usr) // make sure updates when complete - else if(href_list["stop"]) - playing = 0 + else if(href_list["help"]) + help = text2num(href_list["help"]) - 1 - else if(href_list["help"]) - help = text2num(href_list["help"]) - 1 + else if(href_list["edit"]) + edit = text2num(href_list["edit"]) - 1 - else if(href_list["edit"]) - edit = text2num(href_list["edit"]) - 1 + if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops. + if(playing) + return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing. + repeat += round(text2num(href_list["repeat"])) + if(repeat < 0) + repeat = 0 + if(repeat > max_repeats) + repeat = max_repeats - else if(href_list["import"]) - var/t = "" - do - t = html_encode(input(usr, "Please paste the entire song, formatted:", text("[]", src.name), t) as message) - if (!in_range(src, usr)) - return + else if(href_list["tempo"]) + tempo += text2num(href_list["tempo"]) + if(tempo < 1) + tempo = 1 + if(tempo > 600) + tempo = 600 - if(lentext(t) >= 3072) - var/cont = input(usr, "Your message is too long! Would you like to continue editing it?", "", "yes") in list("yes", "no") - if(cont == "no") - break - while(lentext(t) > 3072) + else if(href_list["play"]) + playing = 1 + spawn() + playsong(usr) - //split into lines - spawn() - var/list/lines = text2list(t, "\n") - var/tempo = 5 - if(copytext(lines[1],1,6) == "BPM: ") - tempo = 600 / text2num(copytext(lines[1],6)) - lines.Cut(1,2) - if(lines.len > 50) - usr << "Too many lines!" - lines.Cut(51) - var/linenum = 1 - for(var/l in lines) - if(lentext(l) > 50) - usr << "Line [linenum] too long!" - lines.Remove(l) - else - linenum++ - song = new() - song.lines = lines - song.tempo = tempo - updateUsrDialog() + else if(href_list["newline"]) + var/newline = html_encode(input("Enter your line: ", instrumentObj.name) as text|null) + if(!newline || !in_range(instrumentObj, usr)) + return + if(lines.len > 50) + return + if(lentext(newline) > 50) + newline = copytext(newline, 1, 50) + lines.Add(newline) - add_fingerprint(usr) - updateUsrDialog() + else if(href_list["deleteline"]) + var/num = round(text2num(href_list["deleteline"])) + if(num > lines.len || num < 1) + return + lines.Cut(num, num+1) + + else if(href_list["modifyline"]) + var/num = round(text2num(href_list["modifyline"]),1) + var/content = html_encode(input("Enter your line: ", instrumentObj.name, lines[num]) as text|null) + if(!content || !in_range(instrumentObj, usr)) + return + if(lentext(content) > 50) + content = copytext(content, 1, 50) + if(num > lines.len || num < 1) + return + lines[num] = content + + else if(href_list["stop"]) + playing = 0 + + updateDialog(usr) return -/obj/structure/device/piano/attackby(obj/item/O as obj, mob/user as mob) + +// subclass for handheld instruments, like violin +/datum/song/handheld + +/datum/song/handheld/updateDialog(mob/user as mob) + instrumentObj.interact(user) + +/datum/song/handheld/shouldStopPlaying() + if(instrumentObj) + return !isliving(instrumentObj.loc) + else + return 1 + + +////////////////////////////////////////////////////////////////////////// + + +/obj/structure/piano + name = "space minimoog" + icon = 'icons/obj/musician.dmi' + icon_state = "minimoog" + anchored = 1 + density = 1 + var/datum/song/song + + +/obj/structure/piano/New() + song = new("piano", src) + + if(prob(50)) + name = "space minimoog" + desc = "This is a minimoog, like a space piano, but more spacey!" + icon_state = "minimoog" + else + name = "space piano" + desc = "This is a space piano, like a regular piano, but always in tune! Even if the musician isn't." + icon_state = "piano" + +/obj/structure/piano/Destroy() + del(song) + song = null + ..() + +/obj/structure/piano/attack_hand(mob/user as mob) + interact(user) + +/obj/structure/piano/interact(mob/user as mob) + if(!user || !anchored) + return + + user.set_machine(src) + song.interact(user) + +/obj/structure/piano/attackby(obj/item/O as obj, mob/user as mob) if (istype(O, /obj/item/weapon/wrench)) - if (anchored) + if (!anchored && !isinspace()) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) - user << "\blue You begin to loosen \the [src]'s casters..." - if (do_after(user, 40)) - user.visible_message( \ - "[user] loosens \the [src]'s casters.", \ - "\blue You have loosened \the [src]. Now it can be pulled somewhere else.", \ - "You hear ratchet.") - src.anchored = 0 - else - playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) - user << "\blue You begin to tighten \the [src] to the floor..." + user << " You begin to tighten \the [src] to the floor..." if (do_after(user, 20)) user.visible_message( \ "[user] tightens \the [src]'s casters.", \ - "\blue You have tightened \the [src]'s casters. Now it can be played again.", \ + " You have tightened \the [src]'s casters. Now it can be played again.", \ "You hear ratchet.") - src.anchored = 1 + anchored = 1 + else if(anchored) + playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) + user << " You begin to loosen \the [src]'s casters..." + if (do_after(user, 40)) + user.visible_message( \ + "[user] loosens \the [src]'s casters.", \ + " You have loosened \the [src]. Now it can be pulled somewhere else.", \ + "You hear ratchet.") + anchored = 0 else ..() diff --git a/maps/RandomZLevels/backup/clown3.dmm b/maps/RandomZLevels/backup/clown3.dmm index fa9214d8bd7..3b0ebce0210 100644 --- a/maps/RandomZLevels/backup/clown3.dmm +++ b/maps/RandomZLevels/backup/clown3.dmm @@ -154,7 +154,7 @@ "cX" = (/obj/effect/landmark/corpse/mime,/turf/simulated/floor,/area/planet/clown) "cY" = (/obj/structure/rack,/obj/item/clothing/head/bowlerhat,/turf/simulated/floor,/area/planet/clown) "cZ" = (/obj/effect/landmark/corpse/clown,/obj/effect/decal/cleanable/blood,/turf/unsimulated/floor/plating/snow,/area/planet/clown) -"da" = (/obj/structure/table,/obj/item/weapon/crossbow/french,/turf/simulated/floor,/area/planet/clown) +"da" = (/obj/structure/table,/obj/item/weapon/gun/launcher/crossbow/french,/turf/simulated/floor,/area/planet/clown) "db" = (/turf/simulated/floor{icon_state = "floorgrime"},/area/planet/clown) "dc" = (/obj/structure/table,/obj/item/weapon/reagent_containers/food/snacks/baguette,/obj/item/weapon/reagent_containers/food/snacks/baguette,/obj/item/weapon/reagent_containers/food/snacks/baguette,/turf/simulated/floor,/area/planet/clown) "dd" = (/obj/structure/table,/obj/item/weapon/paper_bin,/turf/simulated/floor,/area/planet/clown) diff --git a/maps/RandomZLevels/clown3.dmm b/maps/RandomZLevels/clown3.dmm index 3b0ebce0210..99171f4c52e 100644 --- a/maps/RandomZLevels/clown3.dmm +++ b/maps/RandomZLevels/clown3.dmm @@ -190,7 +190,7 @@ "dH" = (/turf/simulated/floor/wood{tag = "icon-wood-broken3"; icon_state = "wood-broken3"},/area/planet/clown) "dI" = (/obj/effect/landmark/corpse/mime,/obj/effect/decal/cleanable/blood/splatter,/turf/simulated/floor/wood,/area/planet/clown) "dJ" = (/obj/effect/landmark/corpse/clown,/turf/simulated/floor,/area/planet/clown) -"dK" = (/obj/structure/device/piano,/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) +"dK" = (/obj/structure/piano,/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "dL" = (/obj/structure/stool/bed/chair/wood/normal{tag = "icon-wooden_chair (WEST)"; icon_state = "wooden_chair"; dir = 8},/obj/effect/decal/cleanable/blood,/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "dM" = (/obj/effect/decal/cleanable/blood,/obj/item/weapon/bananapeel,/obj/effect/landmark/corpse/mime,/obj/effect/decal/cleanable/blood,/turf/unsimulated/floor/plating/snow,/area/planet/clown) "dN" = (/obj/effect/decal/snow/clean/edge{tag = "icon-snow_corner (EAST)"; icon_state = "snow_corner"; dir = 4},/obj/effect/landmark/corpse/mime,/turf/unsimulated/floor/plating/snow/concrete,/area/planet/clown) @@ -245,7 +245,7 @@ "eK" = (/obj/item/device/violin,/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "eL" = (/obj/effect/decal/snow/clean/edge,/turf/simulated/floor{icon_state = "solarpanel"},/area/planet/clown) "eM" = (/obj/structure/reagent_dispensers/fueltank,/turf/simulated/floor/wood,/area/planet/clown) -"eN" = (/obj/structure/device/piano{icon_state = "piano"; name = "space piano"},/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) +"eN" = (/obj/structure/piano{icon_state = "piano"; name = "space piano"},/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "eO" = (/obj/structure/stool/bed/chair/wood/normal{tag = "icon-wooden_chair (WEST)"; icon_state = "wooden_chair"; dir = 8},/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "eP" = (/obj/item/flag/mime,/turf/simulated/floor{icon_state = "dark"},/area/planet/clown) "eQ" = (/obj/structure/reagent_dispensers/beerkeg,/turf/simulated/floor/wood,/area/planet/clown) diff --git a/maps/backup/cyberiad.dmm b/maps/backup/cyberiad.dmm index c64aff00ed1..2f760174d16 100644 --- a/maps/backup/cyberiad.dmm +++ b/maps/backup/cyberiad.dmm @@ -81,11935 +81,12529 @@ "abC" = (/obj/machinery/computer/security/telescreen{desc = "Used for watching Prison Wing holding areas."; name = "Prison Monitor"; network = list("Prison"); pixel_x = 0; pixel_y = 30},/obj/structure/stool/bed/chair{dir = 1},/turf/simulated/floor/plating,/area/security/prison) "abD" = (/obj/machinery/computer/area_atmos/area,/obj/machinery/atmospherics/pipe/simple,/turf/simulated/floor/plating,/area/security/prison) "abE" = (/obj/machinery/camera{c_tag = "Perma Brig Outside"; dir = 6; network = list("Prison")},/turf/simulated/floor/plating,/area/security/prison) -"abF" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "red"; dir = 9},/area/security/prison) -"abG" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{icon_state = "red"; dir = 5},/area/security/prison) -"abH" = (/obj/structure/table,/obj/item/weapon/wrench,/obj/machinery/light/small{dir = 8},/obj/item/device/radio/intercom{broadcasting = 0; freerange = 0; frequency = 1475; listening = 1; name = "Station Intercom (Security)"; pixel_x = -30; pixel_y = 0},/turf/simulated/floor/plating,/area/security/prison) -"abI" = (/obj/machinery/atmospherics/pipe/simple{dir = 5; icon_state = "intact"; level = 2},/turf/simulated/floor/plating,/area/security/prison) -"abJ" = (/obj/machinery/atmospherics/valve{dir = 4},/turf/simulated/floor/plating,/area/security/prison) -"abK" = (/obj/machinery/atmospherics/pipe/simple{dir = 9; icon_state = "intact"; level = 2},/turf/simulated/floor/plating,/area/security/prison) -"abL" = (/turf/simulated/floor/plating,/area/security/prison) -"abM" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 8; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"abN" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) -"abO" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall,/area) -"abP" = (/obj/machinery/camera{c_tag = "Solitary Confinement"; dir = 6; network = list("Prison")},/obj/machinery/atmospherics/unary/vent_pump{dir = 8; on = 1},/turf/simulated/floor/plating,/area/security/prison) -"abQ" = (/obj/effect/decal/cleanable/cobweb2,/obj/structure/table,/obj/item/weapon/paper,/obj/machinery/light/small{dir = 1},/obj/item/weapon/pen,/turf/simulated/floor/plating,/area/security/prison) -"abR" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/light{dir = 8},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"abS" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) -"abT" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/glass_security{name = "Solitary Confinement"; req_access_txt = "2"},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"abU" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/security/prison) -"abV" = (/obj/structure/lattice,/obj/machinery/camera{c_tag = "Armory Exterior"; dir = 4},/turf/space,/area) -"abW" = (/obj/structure/closet/secure_closet/injection,/obj/effect/decal/cleanable/cobweb,/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"abX" = (/obj/machinery/alarm{pixel_y = 23},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"abY" = (/obj/machinery/light/small{dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"abZ" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 4; on = 1},/obj/effect/decal/cleanable/cobweb2,/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"aca" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall/r_wall,/area) -"acb" = (/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 4; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"acc" = (/obj/machinery/atmospherics/pipe/manifold{_color = "red"; dir = 8; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) -"acd" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/wall,/area) -"ace" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor/plating,/area/security/prison) -"acf" = (/obj/structure/stool/bed,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/security/prison) +"abF" = (/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 8; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "red"; dir = 9},/area/security/prison) +"abG" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{icon_state = "red"; dir = 5},/area/security/prison) +"abH" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall,/area) +"abI" = (/obj/machinery/camera{c_tag = "Solitary Confinement"; dir = 6; network = list("Prison")},/obj/machinery/atmospherics/unary/vent_pump{dir = 8; on = 1},/turf/simulated/floor/plating,/area) +"abJ" = (/obj/effect/decal/cleanable/cobweb2,/obj/structure/table,/obj/item/weapon/paper,/obj/machinery/light/small{dir = 1},/obj/item/weapon/pen,/turf/simulated/floor/plating,/area) +"abK" = (/obj/structure/table,/obj/item/weapon/wrench,/obj/machinery/light/small{dir = 8},/obj/item/device/radio/intercom{broadcasting = 0; freerange = 0; frequency = 1475; listening = 1; name = "Station Intercom (Security)"; pixel_x = -30; pixel_y = 0},/turf/simulated/floor/plating,/area/security/prison) +"abL" = (/obj/machinery/atmospherics/pipe/simple{dir = 5; icon_state = "intact"; level = 2},/turf/simulated/floor/plating,/area/security/prison) +"abM" = (/obj/machinery/atmospherics/valve{dir = 4},/turf/simulated/floor/plating,/area/security/prison) +"abN" = (/obj/machinery/atmospherics/pipe/simple{dir = 9; icon_state = "intact"; level = 2},/turf/simulated/floor/plating,/area/security/prison) +"abO" = (/turf/simulated/floor/plating,/area/security/prison) +"abP" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) +"abQ" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) +"abR" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/glass_security{name = "Solitary Confinement"; req_access_txt = "2"},/turf/simulated/floor{icon_state = "dark"},/area) +"abS" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/security/prison) +"abT" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/light{dir = 8},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) +"abU" = (/obj/machinery/atmospherics/pipe/manifold{_color = "red"; dir = 8; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) +"abV" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/wall,/area/security/prison) +"abW" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 8; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor/plating,/area/security/prison) +"abX" = (/obj/structure/stool/bed,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/security/prison) +"abY" = (/obj/structure/lattice,/obj/machinery/camera{c_tag = "Armory Exterior"; dir = 4},/turf/space,/area) +"abZ" = (/obj/structure/closet/secure_closet/injection,/obj/effect/decal/cleanable/cobweb,/turf/simulated/floor{icon_state = "dark"},/area/security/prison) +"aca" = (/obj/machinery/alarm{pixel_y = 23},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) +"acb" = (/obj/machinery/light/small{dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) +"acc" = (/obj/machinery/atmospherics/unary/vent_pump{dir = 4; on = 1},/obj/effect/decal/cleanable/cobweb2,/turf/simulated/floor{icon_state = "dark"},/area/security/prison) +"acd" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/wall/r_wall,/area) +"ace" = (/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 4; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) +"acf" = (/turf/simulated/wall/r_wall,/area/security/prison) "acg" = (/obj/structure/table,/obj/item/clothing/suit/straight_jacket,/obj/item/clothing/glasses/sunglasses/blindfold,/obj/machinery/camera{c_tag = "Brig Execution Chamber"; dir = 4; network = list("SS13")},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) "ach" = (/turf/simulated/floor{icon_state = "dark"},/area/security/prison) "aci" = (/obj/structure/stool/bed,/turf/simulated/floor{dir = 8; icon_state = "vault"; tag = "icon-vault (WEST)"},/area/security/prison) "acj" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/security{name = "Execution Chamber"; req_access = null; req_access_txt = "1"},/turf/simulated/floor{icon_state = "dark"},/area/security/prison) "ack" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; icon_state = "off"; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) "acl" = (/obj/machinery/atmospherics/pipe/manifold{_color = "red"; dir = 4; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/prison) -"acm" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/turf/simulated/floor/plating,/area/security/hos) -"acn" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating,/area/security/hos) -"aco" = (/obj/structure/table,/obj/item/weapon/reagent_containers/ld50_syringe/choral{pixel_x = 3; pixel_y = 10},/obj/item/weapon/reagent_containers/ld50_syringe/choral{pixel_x = 3; pixel_y = 6},/obj/item/weapon/reagent_containers/ld50_syringe/choral{pixel_x = 3; pixel_y = 2},/obj/machinery/light/small,/turf/simulated/floor{icon_state = "dark"},/area/security/prison) -"acp" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; 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dir = 1},/area/security/main) -"agY" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 10},/turf/simulated/floor{icon_state = "red"; dir = 1},/area/security/main) -"agZ" = (/obj/machinery/atmospherics/unary/vent_pump,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/security/main) -"aha" = (/obj/structure/closet/secure_closet/security,/turf/simulated/floor{icon_state = "red"; dir = 5},/area/security/main) -"ahb" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Secure Gate"; name = "Security Blast Door"; opacity = 0},/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/turf/simulated/floor/plating,/area/security/main) -"ahc" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/table/reinforced,/obj/item/device/radio,/obj/item/weapon/crowbar,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{dir = 2; icon_state = "redfull"; tag = "icon-redfull (NORTHWEST)"},/area/security/main) -"ahd" = (/turf/simulated/floor,/area/security/main) -"ahe" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor,/area/security/main) -"ahf" = (/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/security/main) -"ahg" = (/obj/structure/table,/obj/item/weapon/folder/red,/turf/simulated/floor{dir = 2; icon_state = "redcorner"},/area/security/main) -"ahh" = (/obj/structure/stool/bed/chair{dir = 8},/obj/effect/landmark/start{name = "Security Officer"},/turf/simulated/floor,/area/security/main) -"ahi" = (/turf/space,/area/shuttle/gamma/station) -"ahj" = (/obj/structure/cable{icon_state = "0-2"; d2 = 2},/obj/machinery/power/solar{id = "auxsolareast"; name = "Port Auxiliary Solar Array"},/turf/simulated/floor/airless{icon_state = "solarpanel"},/area/solar/auxport) -"ahk" = (/turf/simulated/floor/plating/airless,/obj/structure/cable,/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk3"; icon_state = "catwalk3"},/area/solar/auxport) -"ahl" = (/obj/machinery/camera{c_tag = "Firing Range"; dir = 8; network = list("SS13")},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/range) -"ahm" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 1; level = 2; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor{dir = 8; icon_state = "neutralfull"},/area/security/prison) -"ahn" = (/obj/structure/stool/bed/chair{dir = 1},/turf/simulated/floor{dir = 8; icon_state = "neutralfull"},/area/security/prison) -"aho" = (/obj/machinery/atmospherics/unary/vent_pump{on = 1},/turf/simulated/floor{dir = 8; icon_state = "neutralfull"},/area/security/prison) -"ahp" = (/obj/machinery/door/firedoor,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Prison Gate"; name = "Prison Blast Doors"; opacity = 0},/obj/machinery/door/airlock/glass_security{name = "Prison Wing"; req_access_txt = "63"},/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/prison) -"ahq" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Prison Gate"; name = "Prison Blast Doors"; opacity = 0},/turf/simulated/floor/plating,/area/security/prison) -"ahr" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Prison Gate"; name = "Prison Blast Doors"; opacity = 0},/turf/simulated/floor/plating,/area/security/prison) -"ahs" = (/obj/machinery/door/firedoor,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/door/poddoor{density = 0; 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dir = 8},/area/security/main) -"ahA" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 9},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor,/area/security/main) -"ahB" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 5},/turf/simulated/floor,/area/security/main) -"ahC" = (/obj/machinery/atmospherics/pipe/manifold{_color = "blue"; dir = 4; icon_state = "manifold-b-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/turf/simulated/floor,/area/security/main) -"ahD" = (/obj/structure/closet/secure_closet/security,/turf/simulated/floor{icon_state = "red"; dir = 4},/area/security/main) -"ahE" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Secure Gate"; name = "Security Blast Door"; opacity = 0},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/cable{icon_state = "0-2"; pixel_y = 1; d2 = 2},/turf/simulated/floor/plating,/area/security/main) -"ahF" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/table/reinforced,/obj/item/device/assembly/timer,/obj/item/device/megaphone,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/machinery/light{dir = 8},/turf/simulated/floor{dir = 2; icon_state = "redfull"; tag = "icon-redfull (NORTHWEST)"},/area/security/main) -"ahG" = (/turf/simulated/floor{icon_state = "red"; dir = 8},/area/security/main) -"ahH" = (/obj/structure/table,/obj/item/weapon/folder/red,/turf/simulated/floor{icon_state = "redcorner"; dir = 4},/area/security/main) -"ahI" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk4"; icon_state = "catwalk4"},/area/solar/auxport) -"ahJ" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk12"; icon_state = "catwalk12"},/area/solar/auxport) -"ahK" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{d2 = 8; icon_state = "0-8"},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk12"; icon_state = "catwalk12"},/area/solar/auxport) -"ahL" = (/turf/simulated/floor/plating/airless,/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk0"; icon_state = "catwalk0"},/area/solar/auxport) -"ahM" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk12"; icon_state = "catwalk12"},/area/solar/auxport) -"ahN" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk12"; icon_state = "catwalk12"},/area/solar/auxport) -"ahO" = (/turf/simulated/floor/plating/airless,/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 8; icon_state = "1-8"; tag = ""},/turf/simulated/floor/plating/airless/catwalk{tag = "icon-catwalk8"; icon_state = "catwalk8"},/area/solar/auxport) -"ahP" = (/obj/structure/table/reinforced,/obj/item/device/radio/intercom{broadcasting = 0; listening = 1; name = "Station Intercom (General)"; pixel_y = 20},/obj/item/clothing/glasses/sunglasses,/obj/item/clothing/glasses/sunglasses{pixel_x = 3; pixel_y = 3},/turf/simulated/floor,/area/security/range) -"ahQ" = (/obj/structure/table/reinforced,/obj/machinery/magnetic_controller{autolink = 1; name = "Firing Range Control Console"; path = "w;e;e;w;s;n;n;s"; pixel_x = 0; pixel_y = 0},/turf/simulated/floor{dir = 5; icon_state = "warning"},/area/security/range) -"ahR" = (/turf/simulated/floor{dir = 1; icon_state = "warning"},/area/security/range) -"ahS" = (/obj/structure/table/reinforced,/obj/machinery/recharger{pixel_y = 0},/turf/simulated/floor{dir = 9; icon_state = "warning"},/area/security/range) -"ahT" = (/obj/structure/table/reinforced,/obj/item/weapon/gun/energy/laser/practice,/obj/machinery/firealarm{dir = 2; pixel_y = 24},/obj/item/weapon/paper{info = "Directions:
First you'll want to make sure there is a target stake in the center of the magnetic platform. Next, take an aluminum target from the crates back there and slip it into the stake. Make sure it clicks! Next, there should be a control console mounted on the wall somewhere in the room.

This control console dictates the behaviors of the magnetic platform, which can move your firing target around to simulate real-world combat situations. From here, you can turn off the magnets or adjust their electromagnetic levels and magnetic fields. The electricity level dictates the strength of the pull - you will usually want this to be the same value as the speed. The magnetic field level dictates how far the magnetic pull reaches.

Speed and path are the next two settings. Speed is associated with how fast the machine loops through the designated path. Paths dictate where the magnetic field will be centered at what times. There should be a pre-fabricated path input already. You can enable moving to observe how the path affects the way the stake moves. To script your own path, look at the following key:


N: North
S: South
E: East
W: West
C: Center
R: Random (results may vary)
; or &: separators. They are not necessary but can make the path string better visible."; name = "Firing Range Instructions"},/turf/simulated/floor,/area/security/range) -"ahU" = (/obj/structure/table,/obj/item/weapon/folder/red{pixel_y = 3},/obj/machinery/camera{c_tag = "Security Processing"; dir = 2; network = list("SS13")},/turf/simulated/floor{icon_state = "red"; dir = 9},/area/security/brig) -"ahV" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/turf/simulated/floor{icon_state = "red"; dir = 1},/area/security/brig) -"ahW" = (/turf/simulated/floor{icon_state = "red"; dir = 1},/area/security/brig) -"ahX" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor{icon_state = "red"; dir = 1},/area/security/brig) -"ahY" = (/turf/simulated/floor{icon_state = "red"; dir = 5},/area/security/brig) -"ahZ" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/turf/simulated/floor/plating,/area/security/warden) -"aia" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{icon_state = "0-4"; d2 = 4},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor/plating,/area/security/warden) -"aib" = (/obj/machinery/door/firedoor,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/machinery/door/airlock/glass_security{name = "Warden's Office"; req_access_txt = "3"},/turf/simulated/floor{icon_state = "dark"},/area/security/warden) -"aic" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced,/obj/structure/cable{d2 = 8; 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You are charged with the defense of any persons of importance within the station. This includes but is not limited to The Captain, The Heads of Staff and the centcomm representative. You answer directly to the Head of Security who will assist you in achieving your mission.
Where required to achieve your primary responsibility you should liase with security and share resources, however the day to day security operations of the station are outside of your jurisdiction.
Monitor the health and safety of your principals, identify any potential risks and threats then alert the proper departments to resolve the situation. You are authorized to act as bodyguard to any of the station heads that you determine are most in need of protection, however additional access to their departments shall be granted solely at their discretion.
Observe the station alert system and carry your armaments only as required by the situation or when authorized by the Head of Security or Captain in exceptional cases.
Remember, as an agent of Nanotransen it is your responsibility to conduct yourself appropriately and you will be held to the highest standard. You will be held accountable for your actions. Security is authorized to search, interrogate or detain you as required by their own procedures. Internal affairs will also monitor and observe your conduct and their mandate applies equally to security and blueshield operations.
Dagon Blade, Blueshield Commander
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icon_state = "cabinet_closed"},/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass,/turf/simulated/floor/wood,/area/blueshield) -"bUs" = (/obj/structure/filingcabinet,/turf/simulated/floor/wood,/area/ntrep) -"bUt" = (/obj/structure/table/woodentable,/obj/item/weapon/paper_bin,/obj/item/weapon/pen,/obj/machinery/light/small/lamp/green{pixel_x = -5; pixel_y = 12},/obj/item/weapon/paper{info = "Centcomm Representative Mission Briefing

Nanotransen Central Command has dispatched you to this station in order to liase with command staff on their behalf. As experienced field officers, the staff on the station are experts in handling their own fields. It is your job however to consider the bigger picture and to direct the staff towards Nanotransen's corporate interests.
As a civilian, you should consider yourself an advisor, diplomat and intermediary. The command staff do not answer to you directly and are not required to follow your orders nor do you have disciplinary authority over personnel. In all station internal matters you answer to the Head of Personnel who will direct you in your conduct within the station. However you also answer to Centcomm who may, as required, direct you in acting on company interests.
Central command may dispatch orders to the staff through you which you are responsible to communicate, however enforcement of these orders is not your mandate and will be handled directly by central command or authorized nanotransen personnel. When not specifically directed by central command, assist the head of personnel in evaluation of the station and receiving departmental reports.
Your office has been provided with a direct link to central command, through which you can issue any urgent reports or requests for Nanotransen intervention. Remember that any direct intervention is a costly exercise and should be used only when the situation justifies the request. You will be held accountable for any unnecessary usage of Nanotransen resources.
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There is some old writing on this floor. You are barely able to read out a few lines from a tangled scribble.

In a chamber a great mirror lies, cut away it solemn cries. Travel bold as thou might, piercing vastness as a kite.

HONK!
"; name = "Old Note #6"},/area/assembly/assembly_line) -"cor" = (/obj/machinery/atmospherics/unary/vent_scrubber{dir = 4; icon_state = "off"; on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor/plating,/area/assembly/assembly_line) -"cos" = (/obj/structure/table/reinforced,/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/structure/barricade/wooden,/turf/simulated/floor{icon_state = "floorgrime"},/area) -"cot" = (/obj/machinery/atmospherics/pipe/manifold{_color = "red"; dir = 4; icon_state = "manifold-r-f"; initialize_directions = 11; level = 1; name = "pipe manifold"},/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/hallway/primary/aft) -"cou" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/machinery/navbeacon{codes_txt = "patrol;next_patrol=AIE"; location = "AftH"},/obj/structure/cable{d1 = 2; d2 = 4; icon_state = "2-4"; tag = ""},/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/hallway/primary/aft) -"cov" = (/obj/structure/cable{d1 = 4; 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LIST OF SPELLS AVAILABLE

Magic Missile:
This spell fires several, slow moving, magic projectiles at nearby targets. If they hit a target, it is paralyzed and takes minor damage.

Fireball:
This spell fires a fireball at a target and does not require wizard garb. Be careful not to fire it at people that are standing next to you.

Disintegrate:
This spell instantly kills somebody adjacent to you with the vilest of magick. It has a long cooldown.

Disable Technology:
This spell disables all weapons, cameras and most other technology in range.

Smoke:
This spell spawns a cloud of choking smoke at your location and does not require wizard garb.

Blind:
This spell temporarly blinds a single person and does not require wizard garb.

Forcewall:
This spell creates an unbreakable wall that lasts for 30 seconds and does not require wizard garb.

Blink:
This spell randomly teleports you a short distance. Useful for evasion or getting into areas if you have patience.

Teleport:
This spell teleports you to a type of area of your selection. Very useful if you are in danger, but has a decent cooldown, and is unpredictable.

Mutate:
This spell causes you to turn into a hulk, and gain telekinesis for a short while.

Ethereal Jaunt:
This spell creates your ethereal form, temporarily making you invisible and able to pass through walls.

Knock:
This spell opens nearby doors and does not require wizard garb.

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You have purchased the latest in listening equipment. The telecommunication setup we created is the best in listening to common and private radio fequencies. Here is a step by step guide to start listening in on those saucy radio channels:
  1. Equip yourself with a multi-tool
  2. Use the multitool on each machine, that is the broadcaster, receiver and the relay.
  3. Turn all the machines on, it has already been configured for you to listen on.
Simple as that. Now to listen to the private channels, you'll have to configure the intercoms, located on the front desk. Here is a list of frequencies for you to listen on.