Files
Paradise/code/game/machinery/dance_machine.dm
T
AffectedArc07 210f8badf4 Makes all global variables handled by the GLOB controller (#13152)
* Handlers converted, now to fix 3532 compile errors

* 3532 compile fixes later, got runtimes on startup

* Well the server loads now atleast

* Take 2

* Oops
2020-03-20 21:56:37 -06:00

486 lines
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/obj/machinery/disco
name = "radiant dance machine mark IV"
desc = "The first three prototypes were discontinued after mass casualty incidents."
icon = 'icons/obj/lighting.dmi'
icon_state = "disco0"
anchored = FALSE
atom_say_verb = "states"
density = TRUE
var/active = FALSE
var/list/rangers = list()
var/charge = 35
var/stop = 0
var/list/spotlights = list()
var/list/sparkles = list()
var/static/list/songs = list(
new /datum/track("Engineering's Basic Beat", 'sound/misc/disco.ogg', 600, 5),
new /datum/track("Engineering's Domination Dance", 'sound/misc/e1m1.ogg', 950, 6),
new /datum/track("Engineering's Superiority Shimmy", 'sound/misc/paradox.ogg', 2400, 4),
new /datum/track("Engineering's Ultimate High-Energy Hustle", 'sound/misc/boogie2.ogg', 1770, 5),
)
var/datum/track/selection = null
/datum/track
var/song_name = "generic"
var/song_path = null
var/song_length = 0
var/song_beat = 0
var/GBP_required = 0
/datum/track/New(name, path, length, beat)
song_name = name
song_path = path
song_length = length
song_beat = beat
/obj/machinery/disco/proc/add_track(file, name, length, beat)
var/sound/S = file
if(!istype(S))
return
if(!name)
name = "[file]"
if(!beat)
beat = 5
if(!length)
length = 2400 //Unless there's a way to discern via BYOND.
var/datum/track/T = new /datum/track(name, file, length, beat)
songs += T
/obj/machinery/disco/New()
. = ..()
selection = songs[1]
/obj/machinery/disco/Destroy()
dance_over()
selection = null
STOP_PROCESSING(SSobj, src)
return ..()
/obj/machinery/disco/wrench_act(mob/user, obj/item/I)
if(active)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!anchored && !isinspace())
anchored = TRUE
WRENCH_ANCHOR_MESSAGE
else if(anchored)
anchored = FALSE
WRENCH_UNANCHOR_MESSAGE
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
/obj/machinery/disco/update_icon()
if(active)
icon_state = "disco1"
else
icon_state = "disco0"
..()
/obj/machinery/disco/attack_hand(mob/user)
if(..())
return
interact(user)
/obj/machinery/disco/interact(mob/user)
if(!anchored)
to_chat(user,"<span class='warning'>This device must be anchored by a wrench!</span>")
return
if(!Adjacent(user) && !isAI(user))
return
user.set_machine(src)
var/list/dat = list()
dat +="<div class='statusDisplay' style='text-align:center'>"
dat += "<b><A href='?src=[UID()];action=toggle'>[!active ? "BREAK IT DOWN" : "SHUT IT DOWN"]<b></A><br>"
dat += "</div><br>"
dat += "<A href='?src=[UID()];action=select'> Select Track</A><br>"
dat += "Track Selected: [selection.song_name]<br>"
dat += "Track Length: [DisplayTimeText(selection.song_length)]<br><br>"
dat += "<br>DJ's Soundboard:<b><br>"
dat +="<div class='statusDisplay'><div style='text-align:center'>"
dat += "<A href='?src=[UID()];action=horn'>Air Horn</A> "
dat += "<A href='?src=[UID()];action=alert'>Station Alert</A> "
dat += "<A href='?src=[UID()];action=siren'>Warning Siren</A> "
dat += "<A href='?src=[UID()];action=honk'>Honk</A><br>"
dat += "<A href='?src=[UID()];action=pump'>Shotgun Pump</A>"
dat += "<A href='?src=[UID()];action=pop'>Gunshot</A>"
dat += "<A href='?src=[UID()];action=saber'>Esword</A>"
dat += "<A href='?src=[UID()];action=harm'>Harm Alarm</A>"
var/datum/browser/popup = new(user, "vending", "Radiance Dance Machine - Mark IV", 400, 350)
popup.set_content(dat.Join())
popup.open()
/obj/machinery/disco/Topic(href, href_list)
if(..())
return
add_fingerprint(usr)
switch(href_list["action"])
if("toggle")
if(QDELETED(src))
return
if(!active)
if(stop > world.time)
to_chat(usr, "<span class='warning'>Error: The device is still resetting from the last activation, it will be ready again in [DisplayTimeText(stop-world.time)].</span>")
playsound(src, 'sound/misc/compiler-failure.ogg', 50, 1)
return
active = TRUE
update_icon()
dance_setup()
START_PROCESSING(SSobj, src)
lights_spin()
updateUsrDialog()
else if(active)
stop = 0
updateUsrDialog()
if("select")
if(active)
to_chat(usr, "<span class='warning'>Error: You cannot change the song until the current one is over.</span>")
return
var/list/available = list()
for(var/datum/track/S in songs)
available[S.song_name] = S
var/selected = input(usr, "Choose your song", "Track:") as null|anything in available
if(QDELETED(src) || !selected || !istype(available[selected], /datum/track))
return
selection = available[selected]
updateUsrDialog()
if("horn")
deejay('sound/items/airhorn2.ogg')
if("alert")
deejay('sound/misc/notice1.ogg')
if("siren")
deejay('sound/machines/engine_alert1.ogg')
if("honk")
deejay('sound/items/bikehorn.ogg')
if("pump")
deejay('sound/weapons/gun_interactions/shotgunpump.ogg')
if("pop")
deejay('sound/weapons/gunshots/gunshot3.ogg')
if("saber")
deejay('sound/weapons/saberon.ogg')
if("harm")
deejay('sound/AI/harmalarm.ogg')
/obj/machinery/disco/proc/deejay(S)
if(QDELETED(src) || !active || charge < 5)
to_chat(usr, "<span class='warning'>The device is not able to play more DJ sounds at this time.</span>")
return
charge -= 5
playsound(src, S, 300, 1)
/obj/machinery/disco/proc/dance_setup()
stop = world.time + selection.song_length
var/turf/cen = get_turf(src)
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
if(t.x == cen.x && t.y > cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "red"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x == cen.x && t.y < cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "purple"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x > cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "#ffff00"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if(t.x < cen.x && t.y == cen.y)
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "green"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "sw"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "ne"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "se"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
L.light_color = "nw"
L.light_power = 30 - (get_dist(src, L) * 8)
L.range = 1.4+get_dist(src, L)
spotlights+=L
continue
continue
END_FOR_DVIEW
/obj/machinery/disco/proc/hierofunk()
for(var/i in 1 to 10)
new /obj/effect/temp_visual/hierophant/telegraph/edge(get_turf(src))
sleep(5)
/obj/machinery/disco/proc/lights_spin()
for(var/i in 1 to 25)
if(QDELETED(src) || !active)
return
var/obj/effect/overlay/sparkles/S = new /obj/effect/overlay/sparkles(src)
S.alpha = 0
sparkles += S
switch(i)
if(1 to 8)
spawn(0)
S.orbit(src, 30, TRUE, 60, 36, TRUE, FALSE)
if(9 to 16)
spawn(0)
S.orbit(src, 62, TRUE, 60, 36, TRUE, FALSE)
if(17 to 24)
spawn(0)
S.orbit(src, 95, TRUE, 60, 36, TRUE, FALSE)
if(25)
S.pixel_y = 7
S.forceMove(get_turf(src))
sleep(7)
if(selection.song_name == "Engineering's Ultimate High-Energy Hustle")
sleep(280)
for(var/obj/reveal in sparkles)
reveal.alpha = 255
while(active)
for(var/obj/item/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
if(QDELETED(src) || !active || QDELETED(glow))
return
if(glow.light_color == "red")
glow.light_color = "nw"
glow.light_power = glow.light_power * 1.48
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "nw")
glow.light_color = "green"
glow.light_range = glow.range * 1.1
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
glow.update_light()
continue
if(glow.light_color == "green")
glow.light_color = "sw"
glow.light_power = glow.light_power * 0.5
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "sw")
glow.light_color = "purple"
glow.light_power = glow.light_power * 2.27
glow.light_range = glow.range * 1.15
glow.update_light()
continue
if(glow.light_color == "purple")
glow.light_color = "se"
glow.light_power = glow.light_power * 0.44
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "se")
glow.light_color = "#ffff00"
glow.light_range = glow.range * 0.9
glow.update_light()
continue
if(glow.light_color == "#ffff00")
glow.light_color = "ne"
glow.light_range = 0
glow.update_light()
continue
if(glow.light_color == "ne")
glow.light_color = "red"
glow.light_power = glow.light_power * 0.68
glow.light_range = glow.range * 0.85
glow.update_light()
continue
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up
INVOKE_ASYNC(src, .proc/hierofunk)
sleep(selection.song_beat)
/obj/machinery/disco/proc/dance(mob/living/M) //Show your moves
set waitfor = FALSE
if(M.client && !(M.client.prefs.sound & SOUND_DISCO)) //We have a client that doesn't want to dance.
rangers -= M //Doing that here as it'll be checked less often than in processing.
return
switch(rand(0,9))
if(0 to 1)
dance2(M)
if(2 to 3)
dance3(M)
if(4 to 6)
dance4(M)
if(7 to 9)
dance5(M)
/obj/machinery/disco/proc/dance2(mob/living/M)
for(var/i = 1, i < 10, i++)
for(var/d in list(NORTH, SOUTH, EAST, WEST, EAST, SOUTH, NORTH, SOUTH, EAST, WEST, EAST, SOUTH))
M.setDir(d)
if(i == WEST && !M.incapacitated())
M.SpinAnimation(7, 1)
sleep(1)
sleep(20)
/obj/machinery/disco/proc/dance3(mob/living/M)
var/matrix/initial_matrix = matrix(M.transform)
for(var/i in 1 to 75)
if(!M)
return
switch(i)
if(1 to 15)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0, 1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(16 to 30)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(1, -1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(31 to 45)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-1, -1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(46 to 60)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-1, 1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(61 to 75)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(1, 0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
M.setDir(turn(M.dir, 90))
switch(M.dir)
if(NORTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(SOUTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(EAST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(WEST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
sleep(1)
M.lying_fix()
/obj/machinery/disco/proc/dance4(mob/living/M)
var/speed = rand(1, 3)
set waitfor = 0
var/time = 30
while(time)
sleep(speed)
for(var/i in 1 to speed)
M.setDir(pick(GLOB.cardinal))
M.resting = !M.resting
M.update_canmove()
time--
/obj/machinery/disco/proc/dance5(mob/living/M)
animate(M, transform = matrix(180, MATRIX_ROTATE), time = 1, loop = 0)
var/matrix/initial_matrix = matrix(M.transform)
for(var/i in 1 to 60)
if(!M)
return
if(i<31)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(i>30)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-1)
animate(M, transform = initial_matrix, time = 1, loop = 0)
M.setDir(turn(M.dir, 90))
switch(M.dir)
if(NORTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(SOUTH)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(0,-3)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(EAST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
if(WEST)
initial_matrix = matrix(M.transform)
initial_matrix.Translate(-3,0)
animate(M, transform = initial_matrix, time = 1, loop = 0)
sleep(1)
M.lying_fix()
/mob/living/proc/lying_fix()
animate(src, transform = null, time = 1, loop = 0)
lying_prev = 0
/obj/machinery/disco/proc/dance_over()
QDEL_LIST(spotlights)
QDEL_LIST(sparkles)
for(var/mob/living/L in rangers)
if(!L || !L.client)
continue
L.stop_sound_channel(CHANNEL_JUKEBOX)
rangers = list()
/obj/machinery/disco/process()
if(charge < 35)
charge += 1
if(world.time < stop && active)
var/sound/song_played = sound(selection.song_path)
for(var/mob/M in range(10,src))
if(!M.client || M.client.prefs.sound & SOUND_DISCO)
if(!(M in rangers))
rangers[M] = TRUE
M.playsound_local(get_turf(M), null, 100, channel = CHANNEL_JUKEBOX, S = song_played)
for(var/mob/L in rangers)
if(get_dist(src, L) > 10)
rangers -= L
if(!L || !L.client)
continue
L.stop_sound_channel(CHANNEL_JUKEBOX)
else if(prob(9) && L.canmove && isliving(L))
dance(L)
else if(active)
active = FALSE
STOP_PROCESSING(SSobj, src)
dance_over()
playsound(src,'sound/machines/terminal_off.ogg',50,1)
icon_state = "disco0"
stop = world.time + 100