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107 lines
3.9 KiB
Plaintext
107 lines
3.9 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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/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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if(ring_cooldown > world.time || !anchored)
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return TRUE
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if(!ring_bell(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/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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/// 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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to_chat(user, "<span class='notice'>You hear [src]'s clapper fall off of its hinge. 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)
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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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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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