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Alan f0f7ccf5ba Add the ability to install headsets in desk bells. (#32056)
* Add the ability to install headsets in desk bells.

* Update autosay proc to allow for emoting.
2026-06-11 00:59:44 +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"
materials = list(MAT_METAL = 4000)
/// 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
var/obj/item/radio/headset/attached_headset
var/radio_channel
new_attack_chain = TRUE
/obj/item/desk_bell/examine(mob/user)
. = ..()
if(anchored)
. += SPAN_NOTICE("It's anchored in place.")
if(!isnull(attached_signaler))
. += SPAN_NOTICE("There seems to be an antenna sticking out of the base.")
if(!isnull(attached_headset))
. += SPAN_NOTICE("There's a little microphone poking out of it. You can probably use a multitool to change the channel.")
if(broken_ringer)
. += SPAN_NOTICE("The clapper looks off. You can probably screw it back in place.")
/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/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/assembly/signaler))
try_attach_signaler(user, used)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/radio/headset))
try_attach_headset(user, used)
return ITEM_INTERACT_COMPLETE
return ..()
/obj/item/desk_bell/proc/try_attach_signaler(mob/living/user, obj/item/assembly/signaler/signal)
if(!istype(signal))
return FALSE
// can only attach if it's on your person
if(!in_inventory)
to_chat(user, SPAN_WARNING("[src] needs to be in your inventory if you want to attach [signal] to it!"))
return FALSE
if(!isnull(attached_signaler) || !isnull(attached_headset))
to_chat(user, SPAN_NOTICE("There's already something attached!"))
return FALSE
user.transfer_item_to(signal, src)
attached_signaler = signal
if(signal.receiving)
RegisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED, PROC_REF(on_signal))
user.visible_message(
SPAN_NOTICE("[user] attaches [signal] to [src]."),
SPAN_NOTICE("You attach [signal] to [src].")
)
add_fingerprint(user)
return TRUE
/obj/item/desk_bell/proc/try_attach_headset(mob/living/user, obj/item/radio/headset/radio)
if(!istype(radio))
return FALSE
// can only attach if it's on your person
if(!in_inventory)
to_chat(user, SPAN_WARNING("[src] needs to be in your inventory if you want to attach [radio] to it!"))
return FALSE
if(!isnull(attached_signaler) || !isnull(attached_headset))
to_chat(user, SPAN_NOTICE("There's already something attached!"))
return FALSE
var/new_channel = tgui_input_list(user, "Select Radio Channel", "Desk Bell Headset", radio.channels - "Common")
if(!(new_channel && (new_channel in radio.channels)))
return FALSE
radio_channel = new_channel
user.transfer_item_to(radio, src)
attached_headset = radio
user.visible_message(
SPAN_NOTICE("[user] attaches [radio] to [src]."),
SPAN_NOTICE("You attach [radio] to [src].")
)
add_fingerprint(user)
return TRUE
/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_NOTICE("[src] is silent. Some idiot broke it."))
ring_cooldown = world.time + ring_cooldown_length
add_fingerprint(user)
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)
add_fingerprint(user)
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)
// Change radio channel
/obj/item/desk_bell/multitool_act(mob/living/user, /obj/item/tool)
if(isnull(attached_headset))
to_chat(user, SPAN_WARNING("[src] has no headset in it to adjust!"))
return FALSE
var/new_channel = tgui_input_list(user, "Select Radio Channel", "Desk Bell Headset", attached_headset.channels - "Common")
if(new_channel && (new_channel in attached_headset.channels))
radio_channel = new_channel
add_fingerprint(user)
return TRUE
return FALSE
// Fix the clapper
/obj/item/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
. = TRUE
if(broken_ringer)
visible_message(SPAN_NOTICE("[user] begins repairing [src]..."), SPAN_NOTICE("You begin repairing [src]..."))
tool.play_tool_sound(src)
if(tool.use_tool(src, user, 5 SECONDS))
user.visible_message(SPAN_NOTICE("[user] repairs [src]."), SPAN_NOTICE("You repair [src]."))
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_NOTICE("[user] begins taking apart [src]..."), SPAN_NOTICE("You begin taking apart [src]..."))
if(tool.use_tool(src, user, 5 SECONDS, volume = tool.tool_volume))
visible_message(SPAN_NOTICE("[user] takes apart [src]."), SPAN_NOTICE("You take apart [src]."))
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_NOTICE("You remove [attached_signaler]."))
user.put_in_hands(attached_signaler)
UnregisterSignal(attached_signaler, COMSIG_ASSEMBLY_PULSED)
attached_signaler = null
if(attached_headset)
if(!tool.use_tool(src, user, 0.5 SECONDS, volume = tool.tool_volume))
return TRUE
to_chat(user, SPAN_NOTICE("You remove [attached_headset]."))
user.put_in_hands(attached_headset)
attached_headset = 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_NOTICE("You hear [src]'s clapper fall off its hinge."))
if(user)
to_chat(user, SPAN_WARNING("Nice job, you broke it."))
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()
if(attached_headset)
attached_headset.autosay("dings!", "[name] in [get_location_name(src)]", radio_channel, is_emote = TRUE, sender_job = "Desk Bell", vname = "clear bell")
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