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Kenionatus 6032712fab Fix Desk Bell Bugs (#26388)
* Fix Desk Bell Bugs

Fixes a bug where a desk bell with a receiving signaler and another receiving signaler ended up in an infinite loop.
Fixes door bells not unregistering (code) signal handlers for removed (item) signalers

* remove superfluous comment

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Kenionatus <kenionatus@techie.com>

* Update code/modules/paperwork/desk_bell.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>

---------

Signed-off-by: Kenionatus <kenionatus@techie.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2024-08-15 23:42:08 +00:00

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// A receptionist's bell
/obj/item/desk_bell
name = "desk bell"
desc = "The cornerstone of any customer service job. You feel an unending urge to ring it. It looks like it can be wrenched or screwdrivered."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "desk_bell"
/// The amount of times this bell has been rang, used to check the chance it breaks
var/times_rang = 0
/// Is this bell broken?
var/broken_ringer = FALSE
/// Holds the time that the bell can next be rang.
var/ring_cooldown = 0
/// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether.
var/ring_cooldown_length = 0.5 SECONDS // This is here to protect against tinnitus.
/// The sound the bell makes
var/ring_sound = 'sound/machines/bell.ogg'
/// The remote signaller that we're gonna activate to this bell
var/obj/item/assembly/signaler/attached_signaler
/obj/item/desk_bell/examine(mob/user)
. = ..()
if(!isnull(attached_signaler))
. += "<span class='notice'>There seems to be an antenna sticking out of the base.</span>"
/obj/item/desk_bell/Destroy()
if(!isnull(attached_signaler))
var/turf/cur_turf = get_turf(src)
if(cur_turf)
forceMove(attached_signaler, get_turf(src))
else
qdel(attached_signaler)
UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
attached_signaler = null
return ..()
/obj/item/desk_bell/attackby(obj/item/I, mob/user, params)
// can only attach its on your person
if(istype(I, /obj/item/assembly/signaler))
if(!in_inventory)
to_chat(user, "<span class='warning'>[src] needs to be in your inventory if you want to attach [I] to it!</span>")
return
if(!isnull(attached_signaler))
to_chat(user, "<span class='notice'>There's already a signaller attached!</span>")
return
var/obj/item/assembly/signaler/signal = I
user.unEquip(signal)
signal.forceMove(src)
attached_signaler = signal
if(signal.receiving)
RegisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED, PROC_REF(on_signal))
user.visible_message(
"<span class='notice'>[user] attaches [signal] to [src].</span>",
"<span class='notice'>You attach [signal] to [src].</span>"
)
return ..()
/obj/item/desk_bell/proc/on_signal()
SIGNAL_HANDLER // COMSIG_ASSEMBLY_PULSED
INVOKE_ASYNC(src, PROC_REF(try_ring), null, TRUE)
/obj/item/desk_bell/proc/try_ring(mob/user, from_signaler = FALSE)
if(ring_cooldown > world.time || !anchored)
return TRUE
if(!ring_bell(user, from_signaler) && user)
to_chat(user, "<span class='notice'>[src] is silent. Some idiot broke it.</span>")
ring_cooldown = world.time + ring_cooldown_length
return TRUE
/obj/item/desk_bell/attack_hand(mob/living/user)
if(in_inventory && ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(src)
return TRUE
return try_ring(user)
/obj/item/desk_bell/MouseDrop(atom/over_object)
var/mob/M = usr
if(HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) || !Adjacent(M) || anchored)
return
if(!ishuman(M))
return
if(over_object == M)
if(!remove_item_from_storage(M))
M.unEquip(src)
M.put_in_hands(src)
anchored = FALSE
add_fingerprint(M)
// Fix the clapper
/obj/item/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
. = TRUE
if(broken_ringer)
visible_message("<span class='notice'>[user] begins repairing [src]...</span>", "<span class='notice'>You begin repairing [src]...</span>")
tool.play_tool_sound(src)
if(tool.use_tool(src, user, 5 SECONDS))
user.visible_message("<span class='notice'>[user] repairs [src].</span>", "<span class='notice'>You repair [src].</span>")
playsound(user, 'sound/items/change_drill.ogg', 50, vary = TRUE)
broken_ringer = FALSE
times_rang = 0
return TRUE
return FALSE
// Deconstruct and Anchor
/obj/item/desk_bell/wrench_act(mob/living/user, obj/item/tool)
. = TRUE
if(user.a_intent == INTENT_HARM && !in_inventory)
visible_message("<span class='notice'>[user] begins taking apart [src]...</span>", "<span class='notice'>You begin taking apart [src]...</span>")
if(tool.use_tool(src, user, 5 SECONDS, volume = tool.tool_volume))
visible_message("<span class='notice'>[user] takes apart [src].</span>", "<span class='notice'>You take apart [src].</span>")
playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE)
new /obj/item/stack/sheet/metal(drop_location(), 2)
qdel(src)
return TRUE
if(!in_inventory)
if(!anchored)
user.visible_message("[user] begins securing [src]...", "You begin securing [src]...")
if(!tool.use_tool(src, user, 3 SECONDS, volume = tool.tool_volume))
return
anchored = TRUE
else
user.visible_message("[user] begins unsecuring [src]...", "You begin unsecuring [src]...")
if(!tool.use_tool(src, user, 3 SECONDS, volume = tool.tool_volume))
return
anchored = FALSE
return
if(attached_signaler) // in inventory
if(!tool.use_tool(src, user, 0.5 SECONDS, volume = tool.tool_volume))
return TRUE
to_chat(user, "<span class='notice'>You remove [attached_signaler].</span>")
user.put_in_hands(attached_signaler)
UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
attached_signaler = null
/// Check if the clapper breaks, and if it does, break it
/obj/item/desk_bell/proc/check_clapper(mob/living/user)
if(prob(times_rang / 50) && ring_cooldown_length)
audible_message("<span class='notice'>You hear [src]'s clapper fall off its hinge.</span>")
if(user)
to_chat(user, "<span class='warning'>Nice job, you broke it.</span>")
broken_ringer = TRUE
/// Ring the bell
/obj/item/desk_bell/proc/ring_bell(mob/living/user, from_signaler = FALSE)
if(broken_ringer)
return FALSE
check_clapper(user)
// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
flick("desk_bell_ring", src)
if(attached_signaler && !from_signaler)
attached_signaler.signal()
times_rang++
return TRUE
/obj/item/desk_bell/get_spooked()
if(broken_ringer)
return
playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
flick("desk_bell_ring", src)
return TRUE