Files
Bubberstation/code/datums/components/ranged_attacks.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

91 lines
3.2 KiB
Plaintext

/**
* Configurable ranged attack for basic mobs.
*/
/datum/component/ranged_attacks
/// What kind of casing do we use to fire?
var/casing_type
/// What kind of projectile to we fire? Use only one of this or casing_type
var/projectile_type
/// Sound to play when we fire our projectile
var/projectile_sound
/// how many shots we will fire
var/burst_shots
/// intervals between shots
var/burst_intervals
/// Time to wait between shots
var/cooldown_time
/// Tracks time between shots
COOLDOWN_DECLARE(fire_cooldown)
/datum/component/ranged_attacks/Initialize(
casing_type,
projectile_type,
projectile_sound = 'sound/items/weapons/gun/pistol/shot.ogg',
burst_shots,
burst_intervals = 0.2 SECONDS,
cooldown_time = 3 SECONDS,
)
. = ..()
if(!isbasicmob(parent))
return COMPONENT_INCOMPATIBLE
src.casing_type = casing_type
src.projectile_sound = projectile_sound
src.projectile_type = projectile_type
src.cooldown_time = cooldown_time
if (casing_type && projectile_type)
CRASH("Set both casing type and projectile type in [parent]'s ranged attacks component! uhoh! stinky!")
if (!casing_type && !projectile_type)
CRASH("Set neither casing type nor projectile type in [parent]'s ranged attacks component! What are they supposed to be attacking with, air?")
if(burst_shots <= 1)
return
src.burst_shots = burst_shots
src.burst_intervals = burst_intervals
/datum/component/ranged_attacks/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_MOB_ATTACK_RANGED, PROC_REF(fire_ranged_attack))
ADD_TRAIT(parent, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, type)
/datum/component/ranged_attacks/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, COMSIG_MOB_ATTACK_RANGED)
REMOVE_TRAIT(parent, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, type)
/datum/component/ranged_attacks/proc/fire_ranged_attack(mob/living/basic/firer, atom/target, modifiers)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, fire_cooldown))
return
if(SEND_SIGNAL(firer, COMSIG_BASICMOB_PRE_ATTACK_RANGED, target, modifiers) & COMPONENT_CANCEL_RANGED_ATTACK)
return
COOLDOWN_START(src, fire_cooldown, cooldown_time)
INVOKE_ASYNC(src, PROC_REF(async_fire_ranged_attack), firer, target, modifiers)
if(isnull(burst_shots))
return
for(var/i in 1 to (burst_shots - 1))
addtimer(CALLBACK(src, PROC_REF(async_fire_ranged_attack), firer, target, modifiers), i * burst_intervals)
/// Actually fire the damn thing
/datum/component/ranged_attacks/proc/async_fire_ranged_attack(mob/living/basic/firer, atom/target, modifiers)
firer.face_atom(target)
if(projectile_type)
firer.fire_projectile(projectile_type, target, projectile_sound)
SEND_SIGNAL(parent, COMSIG_BASICMOB_POST_ATTACK_RANGED, target, modifiers)
return
playsound(firer, projectile_sound, 100, TRUE)
var/turf/startloc = get_turf(firer)
var/obj/item/ammo_casing/casing = new casing_type(startloc)
var/target_zone
if(ismob(target))
var/mob/target_mob = target
target_zone = target_mob.get_random_valid_zone()
else
target_zone = ran_zone()
casing.fire_casing(target, firer, null, null, null, target_zone, 0, firer)
casing.update_appearance()
casing.AddElement(/datum/element/temporary_atom, 30 SECONDS)
SEND_SIGNAL(parent, COMSIG_BASICMOB_POST_ATTACK_RANGED, target, modifiers)
return