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6032712fab
* 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>
165 lines
6.0 KiB
Plaintext
165 lines
6.0 KiB
Plaintext
// A receptionist's bell
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/obj/item/desk_bell
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name = "desk bell"
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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."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "desk_bell"
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/// The amount of times this bell has been rang, used to check the chance it breaks
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var/times_rang = 0
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/// Is this bell broken?
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var/broken_ringer = FALSE
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/// Holds the time that the bell can next be rang.
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var/ring_cooldown = 0
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/// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether.
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var/ring_cooldown_length = 0.5 SECONDS // This is here to protect against tinnitus.
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/// The sound the bell makes
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var/ring_sound = 'sound/machines/bell.ogg'
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/// The remote signaller that we're gonna activate to this bell
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var/obj/item/assembly/signaler/attached_signaler
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/obj/item/desk_bell/examine(mob/user)
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. = ..()
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if(!isnull(attached_signaler))
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. += "<span class='notice'>There seems to be an antenna sticking out of the base.</span>"
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/obj/item/desk_bell/Destroy()
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if(!isnull(attached_signaler))
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var/turf/cur_turf = get_turf(src)
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if(cur_turf)
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forceMove(attached_signaler, get_turf(src))
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else
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qdel(attached_signaler)
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UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
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attached_signaler = null
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return ..()
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/obj/item/desk_bell/attackby(obj/item/I, mob/user, params)
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// can only attach its on your person
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if(istype(I, /obj/item/assembly/signaler))
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if(!in_inventory)
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to_chat(user, "<span class='warning'>[src] needs to be in your inventory if you want to attach [I] to it!</span>")
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return
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if(!isnull(attached_signaler))
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to_chat(user, "<span class='notice'>There's already a signaller attached!</span>")
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return
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var/obj/item/assembly/signaler/signal = I
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user.unEquip(signal)
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signal.forceMove(src)
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attached_signaler = signal
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if(signal.receiving)
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RegisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED, PROC_REF(on_signal))
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user.visible_message(
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"<span class='notice'>[user] attaches [signal] to [src].</span>",
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"<span class='notice'>You attach [signal] to [src].</span>"
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)
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return ..()
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/obj/item/desk_bell/proc/on_signal()
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SIGNAL_HANDLER // COMSIG_ASSEMBLY_PULSED
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INVOKE_ASYNC(src, PROC_REF(try_ring), null, TRUE)
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/obj/item/desk_bell/proc/try_ring(mob/user, from_signaler = FALSE)
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if(ring_cooldown > world.time || !anchored)
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return TRUE
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if(!ring_bell(user, from_signaler) && user)
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to_chat(user, "<span class='notice'>[src] is silent. Some idiot broke it.</span>")
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ring_cooldown = world.time + ring_cooldown_length
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return TRUE
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/obj/item/desk_bell/attack_hand(mob/living/user)
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if(in_inventory && ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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return TRUE
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return try_ring(user)
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/obj/item/desk_bell/MouseDrop(atom/over_object)
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var/mob/M = usr
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if(HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) || !Adjacent(M) || anchored)
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return
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if(!ishuman(M))
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return
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if(over_object == M)
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if(!remove_item_from_storage(M))
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M.unEquip(src)
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M.put_in_hands(src)
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anchored = FALSE
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add_fingerprint(M)
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// Fix the clapper
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/obj/item/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(broken_ringer)
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visible_message("<span class='notice'>[user] begins repairing [src]...</span>", "<span class='notice'>You begin repairing [src]...</span>")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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user.visible_message("<span class='notice'>[user] repairs [src].</span>", "<span class='notice'>You repair [src].</span>")
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playsound(user, 'sound/items/change_drill.ogg', 50, vary = TRUE)
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broken_ringer = FALSE
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times_rang = 0
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return TRUE
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return FALSE
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// Deconstruct and Anchor
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/obj/item/desk_bell/wrench_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(user.a_intent == INTENT_HARM && !in_inventory)
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visible_message("<span class='notice'>[user] begins taking apart [src]...</span>", "<span class='notice'>You begin taking apart [src]...</span>")
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if(tool.use_tool(src, user, 5 SECONDS, volume = tool.tool_volume))
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visible_message("<span class='notice'>[user] takes apart [src].</span>", "<span class='notice'>You take apart [src].</span>")
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playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE)
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new /obj/item/stack/sheet/metal(drop_location(), 2)
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qdel(src)
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return TRUE
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if(!in_inventory)
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if(!anchored)
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user.visible_message("[user] begins securing [src]...", "You begin securing [src]...")
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if(!tool.use_tool(src, user, 3 SECONDS, volume = tool.tool_volume))
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return
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anchored = TRUE
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else
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user.visible_message("[user] begins unsecuring [src]...", "You begin unsecuring [src]...")
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if(!tool.use_tool(src, user, 3 SECONDS, volume = tool.tool_volume))
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return
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anchored = FALSE
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return
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if(attached_signaler) // in inventory
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if(!tool.use_tool(src, user, 0.5 SECONDS, volume = tool.tool_volume))
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return TRUE
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to_chat(user, "<span class='notice'>You remove [attached_signaler].</span>")
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user.put_in_hands(attached_signaler)
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UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
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attached_signaler = null
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/// Check if the clapper breaks, and if it does, break it
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/obj/item/desk_bell/proc/check_clapper(mob/living/user)
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if(prob(times_rang / 50) && ring_cooldown_length)
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audible_message("<span class='notice'>You hear [src]'s clapper fall off its hinge.</span>")
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if(user)
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to_chat(user, "<span class='warning'>Nice job, you broke it.</span>")
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broken_ringer = TRUE
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/// Ring the bell
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/obj/item/desk_bell/proc/ring_bell(mob/living/user, from_signaler = FALSE)
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if(broken_ringer)
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return FALSE
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check_clapper(user)
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// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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if(attached_signaler && !from_signaler)
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attached_signaler.signal()
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times_rang++
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return TRUE
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/obj/item/desk_bell/get_spooked()
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if(broken_ringer)
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return
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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return TRUE
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