Merge pull request #7366 from Rykka-Stormheart/shep-dev-soundstuff

Ambiance and Sound Updates
This commit is contained in:
Atermonera
2020-08-01 20:45:18 -07:00
committed by GitHub
56 changed files with 48 additions and 4 deletions
+6 -3
View File
@@ -123,8 +123,7 @@
'sound/ambience/maintenance/maintenance2.ogg',\
'sound/ambience/maintenance/maintenance3.ogg',\
'sound/ambience/maintenance/maintenance4.ogg',\
'sound/ambience/maintenance/maintenance5.ogg',\
'sound/ambience/maintenance/maintenance6.ogg'\
'sound/ambience/maintenance/maintenance5.ogg'\
)
// Life support machinery at work, keeping everyone breathing.
@@ -154,7 +153,11 @@
// Concerning sounds, for when one discovers something horrible happened in a PoI.
#define AMBIENCE_FOREBODING list(\
'sound/ambience/foreboding/foreboding1.ogg',\
'sound/ambience/foreboding/foreboding2.ogg'\
'sound/ambience/foreboding/foreboding2.ogg',\
'sound/ambience/foreboding/foreboding3.ogg',\
'sound/ambience/foreboding/foreboding4.ogg',\
'sound/ambience/foreboding/foreboding5.ogg',\
'sound/ambience/foreboding/foreboding6.ogg'\
)
// Ambience heard when aboveground on Sif and not in a Point of Interest.
+1
View File
@@ -355,6 +355,7 @@ var/list/mob/living/forced_ambiance_list = new
L.update_floating( L.Check_Dense_Object() )
L.lastarea = newarea
L.lastareachange = world.time
play_ambience(L)
/area/proc/play_ambience(var/mob/living/L)
+21
View File
@@ -156,6 +156,7 @@
blocked = 1
var/attackamt = rand(2,6)
temp = "You attack for [attackamt] damage!"
playsound(src, 'sound/arcade/hit.ogg', 50, 1, extrarange = -3, falloff = 10)
if(turtle > 0)
turtle--
@@ -168,6 +169,7 @@
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
temp = "You use [pointamt] magic to heal for [healamt] damage!"
playsound(src, 'sound/arcade/heal.ogg', 50, 1, extrarange = -3, falloff = 10)
turtle++
sleep(10)
@@ -180,6 +182,7 @@
blocked = 1
var/chargeamt = rand(4,7)
temp = "You regain [chargeamt] points"
playsound(src, 'sound/arcade/mana.ogg', 50, 1, extrarange = -3, falloff = 10)
player_mp += chargeamt
if(turtle > 0)
turtle--
@@ -210,6 +213,7 @@
if(!gameover)
gameover = 1
temp = "[enemy_name] has fallen! Rejoice!"
playsound(src, 'sound/arcade/win.ogg', 50, 1, extrarange = -3, falloff = 10)
if(emagged)
feedback_inc("arcade_win_emagged")
@@ -230,11 +234,13 @@
else if (emagged && (turtle >= 4))
var/boomamt = rand(5,10)
enemy_action = "[enemy_name] throws a bomb, exploding you for [boomamt] damage!"
playsound(src, 'sound/arcade/boom.ogg', 50, 1, extrarange = -3, falloff = 10)
player_hp -= boomamt
else if ((enemy_mp <= 5) && (prob(70)))
var/stealamt = rand(2,3)
enemy_action = "[enemy_name] steals [stealamt] of your power!"
playsound(src, 'sound/arcade/steal.ogg', 50, 1, extrarange = -3, falloff = 10)
player_mp -= stealamt
if (player_mp <= 0)
@@ -249,17 +255,20 @@
else if ((enemy_hp <= 10) && (enemy_mp > 4))
enemy_action = "[enemy_name] heals for 4 health!"
playsound(src, 'sound/arcade/heal.ogg', 50, 1, extrarange = -3, falloff = 10)
enemy_hp += 4
enemy_mp -= 4
else
var/attackamt = rand(3,6)
enemy_action = "[enemy_name] attacks for [attackamt] damage!"
playsound(src, 'sound/arcade/hit.ogg', 50, 1, extrarange = -3, falloff = 10)
player_hp -= attackamt
if ((player_mp <= 0) || (player_hp <= 0))
gameover = 1
temp = "You have been crushed! GAME OVER"
playsound(src, 'sound/arcade/lose.ogg', 50, 1, extrarange = -3, falloff = 10)
if(emagged)
feedback_inc("arcade_loss_hp_emagged")
usr.gib()
@@ -393,6 +402,7 @@
user.set_machine(src)
var/dat = ""
if(gameStatus == ORION_STATUS_GAMEOVER)
playsound(src, 'sound/arcade/Ori_fail.ogg', 50, 1, extrarange = -3, falloff = 10)
dat = "<center><h1>Game Over</h1></center>"
dat += "Like many before you, your crew never made it to Orion, lost to space... <br><b>forever</b>."
if(settlers.len == 0)
@@ -527,6 +537,7 @@
else if(href_list["newgame"]) //Reset everything
if(gameStatus == ORION_STATUS_START)
playsound(src, 'sound/arcade/Ori_begin.ogg', 50, 1, extrarange = -3, falloff = 10)
newgame()
else if(href_list["menu"]) //back to the main menu
if(gameStatus == ORION_STATUS_GAMEOVER)
@@ -598,6 +609,7 @@
else if(href_list["killcrew"]) //shoot a crewmember
if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_MUTINY)
playsound(src, 'sound/arcade/kill_crew.ogg', 50, 1, extrarange = -3, falloff = 10)
var/sheriff = remove_crewmember() //I shot the sheriff
var/mob/living/L = usr
if(!istype(L))
@@ -623,6 +635,7 @@
else if(href_list["buycrew"]) //buy a crewmember
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && food >= 10 && fuel >= 10)
playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 10)
var/bought = add_crewmember()
last_spaceport_action = "You hired [bought] as a new crewmember."
fuel -= 10
@@ -632,6 +645,7 @@
else if(href_list["sellcrew"]) //sell a crewmember
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && settlers.len > 1)
playsound(src, 'sound/arcade/lose_fuel.ogg', 50, 1, extrarange = -3, falloff = 10)
var/sold = remove_crewmember()
last_spaceport_action = "You sold your crewmember, [sold]!"
fuel += 7
@@ -649,6 +663,7 @@
else if(href_list["raid_spaceport"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided)
playsound(src, 'sound/arcade/raid.ogg', 50, 1, extrarange = -3, falloff = 10)
var/success = min(15 * alive,100) //default crew (4) have a 60% chance
spaceport_raided = 1
@@ -687,6 +702,7 @@
else if(href_list["buyparts"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided && fuel > 5)
playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 10)
switch(text2num(href_list["buyparts"]))
if(1) //Engine Parts
engine++
@@ -703,6 +719,7 @@
else if(href_list["trade"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided)
playsound(src, 'sound/arcade/get_fuel.ogg', 50, 1, extrarange = -3, falloff = 10)
switch(text2num(href_list["trade"]))
if(1) //Fuel
if(fuel > 5)
@@ -745,6 +762,7 @@
canContinueEvent = 1
if(ORION_TRAIL_FLUX)
playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 10)
eventdat += "This region of space is highly turbulent. <br>If we go slowly we may avoid more damage, but if we keep our speed we won't waste supplies."
eventdat += "<br>What will you do?"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];slow=1'>Slow Down</a> <a href='byond://?src=\ref[src];keepspeed=1'>Continue</a></P>"
@@ -759,6 +777,7 @@
canContinueEvent = 1
if(ORION_TRAIL_BREAKDOWN)
playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 10)
eventdat += "Oh no! The engine has broken down!"
eventdat += "<br>You can repair it with an engine part, or you can make repairs for 3 days."
if(engine >= 1)
@@ -777,6 +796,7 @@
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];close=1'>Close</a></P>"
if(ORION_TRAIL_COLLISION)
playsound(src, 'sound/arcade/explo.ogg', 50, 1, extrarange = -3, falloff = 10)
eventdat += "Something hit us! Looks like there's some hull damage."
if(prob(25))
var/sfood = rand(5,15)
@@ -992,6 +1012,7 @@
/obj/machinery/computer/arcade/orion_trail/proc/win()
gameStatus = ORION_STATUS_START
src.visible_message("\The [src] plays a triumpant tune, stating 'CONGRATULATIONS, YOU HAVE MADE IT TO ORION.'")
playsound(src, 'sound/arcade/Ori_win.ogg', 50, 1, extrarange = -3, falloff = 10)
if(emagged)
new /obj/item/weapon/orion_ship(src.loc)
message_admins("[key_name_admin(usr)] made it to Orion on an emagged machine and got an explosive toy ship.")
+2
View File
@@ -70,11 +70,13 @@
set_light(0)
if(icon_keyboard)
add_overlay("[icon_keyboard]_off")
playsound(src, 'sound/machines/terminal_off.ogg', 50, 1)
// Yes power
else
if(icon_keyboard)
add_overlay(icon_keyboard)
set_light(light_range_on, light_power_on)
playsound(src, 'sound/machines/terminal_on.ogg', 50, 1)
// Broken
if(stat & BROKEN)
+4
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@@ -22,6 +22,8 @@
var/icon_state_opening = null
var/icon_state_closed = null
var/icon_state_closing = null
var/open_sound = 'sound/machines/blastdooropen.ogg'
var/close_sound = 'sound/machines/blastdoorclose.ogg'
closed_layer = ON_WINDOW_LAYER // Above airlocks when closed
var/id = 1.0
@@ -72,6 +74,7 @@
// Description: Opens the door. No checks are done inside this proc.
/obj/machinery/door/blast/proc/force_open()
src.operating = 1
playsound(src, open_sound, 100, 1)
flick(icon_state_opening, src)
src.density = 0
update_nearby_tiles()
@@ -86,6 +89,7 @@
// Description: Closes the door. No checks are done inside this proc.
/obj/machinery/door/blast/proc/force_close()
src.operating = 1
playsound(src, close_sound, 100, 1)
src.layer = closed_layer
flick(icon_state_closing, src)
src.density = 1
+3
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@@ -822,6 +822,7 @@
var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc)
flick_holder.layer = layer + 0.1
flick("popup_[turret_type]", flick_holder)
playsound(src, 'sound/machines/turrets/turret_deploy.ogg', 100, 1)
sleep(10)
qdel(flick_holder)
@@ -843,6 +844,7 @@
var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc)
flick_holder.layer = layer + 0.1
flick("popdown_[turret_type]", flick_holder)
playsound(src, 'sound/machines/turrets/turret_retract.ogg', 100, 1)
sleep(10)
qdel(flick_holder)
@@ -863,6 +865,7 @@
spawn()
popUp() //pop the turret up if it's not already up.
set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
spawn()
shootAt(target)
return 1
+10 -1
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@@ -44,7 +44,10 @@
//Check if we're on fire
handle_fire()
// Handle re-running ambience to mobs if they've remained in an area.
handle_ambience()
//stuff in the stomach
handle_stomach()
@@ -88,6 +91,12 @@
/mob/living/proc/handle_stomach()
return
/mob/living/proc/handle_ambience() // If you're in an ambient area and have not moved out of it for x time, we're going to play ambience again to you, to help break up the silence.
if(world.time >= (lastareachange + 30 SECONDS)) // Every 30 seconds, we're going to run a 35% chance to play ambience.
var/area/A = get_area(src)
if(A)
A.play_ambience(src)
/mob/living/proc/update_pulling()
if(pulling)
if(incapacitated())
+1
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@@ -181,6 +181,7 @@
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/area/lastarea = null
var/lastareachange = null
var/digitalcamo = 0 // Can they be tracked by the AI?
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