Files
Bubberstation/code/game/objects/items/melee/energy.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

359 lines
12 KiB
Plaintext

/obj/item/melee/energy
icon = 'icons/obj/weapons/transforming_energy.dmi'
max_integrity = 200
armor_type = /datum/armor/melee_energy
attack_verb_continuous = list("hits", "taps", "pokes")
attack_verb_simple = list("hit", "tap", "poke")
resistance_flags = FIRE_PROOF
light_system = OVERLAY_LIGHT
light_range = 3
light_power = 1
light_on = FALSE
bare_wound_bonus = 20
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
stealthy_audio = TRUE
w_class = WEIGHT_CLASS_SMALL
item_flags = NO_BLOOD_ON_ITEM
/// The color of this energy based sword, for use in editing the icon_state.
var/sword_color_icon
/// Force while active.
var/active_force = 30
/// Throwforce while active.
var/active_throwforce = 20
/// Sharpness while active.
var/active_sharpness = SHARP_EDGED
/// Hitsound played attacking while active.
var/active_hitsound = 'sound/items/weapons/blade1.ogg'
/// Weight class while active.
var/active_w_class = WEIGHT_CLASS_BULKY
/// The heat given off when active.
var/active_heat = 3500
/datum/armor/melee_energy
fire = 100
acid = 30
/obj/item/melee/energy/get_all_tool_behaviours()
return list(TOOL_SAW)
/obj/item/melee/energy/Initialize(mapload)
. = ..()
make_transformable()
AddElement(/datum/element/update_icon_updates_onmob)
AddComponent(
/datum/component/butchering, \
speed = 5 SECONDS, \
butcher_sound = active_hitsound, \
)
/obj/item/melee/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/*
* Gives our item the transforming component, passing in our various vars.
*/
/obj/item/melee/energy/proc/make_transformable()
AddComponent( \
/datum/component/transforming, \
force_on = active_force, \
throwforce_on = active_throwforce, \
throw_speed_on = 4, \
sharpness_on = active_sharpness, \
hitsound_on = active_hitsound, \
w_class_on = active_w_class, \
attack_verb_continuous_on = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts"), \
attack_verb_simple_on = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut"), \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/obj/item/melee/energy/suicide_act(mob/living/user)
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
attack_self(user)
user.visible_message(span_suicide("[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!"))
return (BRUTELOSS|FIRELOSS)
/obj/item/melee/energy/process(seconds_per_tick)
if(heat)
open_flame()
/obj/item/melee/energy/ignition_effect(atom/atom, mob/user)
if(!heat && !HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/carbon_user = user
if(carbon_user.wear_mask)
in_mouth = ", barely missing [carbon_user.p_their()] nose"
. = span_warning("[user] swings [user.p_their()] [name][in_mouth]. [user.p_They()] light[user.p_s()] [user.p_their()] [atom.name] in the process.")
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
add_fingerprint(user)
/obj/item/melee/energy/update_icon_state()
. = ..()
if(!sword_color_icon)
return
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
icon_state = "[base_icon_state]_on_[sword_color_icon]" // "esword_on_red"
inhand_icon_state = icon_state
else
icon_state = base_icon_state
inhand_icon_state = base_icon_state
/**
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Updates some of the stuff the transforming comp doesn't, such as heat and embedding.
*
* Also gives feedback to the user and activates or deactives the glow.
*/
/obj/item/melee/energy/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(active)
heat = active_heat
START_PROCESSING(SSobj, src)
else
heat = initial(heat)
STOP_PROCESSING(SSobj, src)
tool_behaviour = (active ? TOOL_SAW : NONE) //Lets energy weapons cut trees. Also lets them do bonecutting surgery, which is kinda metal!
if(user)
balloon_alert(user, "[name] [active ? "enabled":"disabled"]")
playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 35, TRUE)
set_light_on(active)
update_appearance(UPDATE_ICON_STATE)
return COMPONENT_NO_DEFAULT_MESSAGE
/// Energy axe - extremely strong.
/obj/item/melee/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe"
inhand_icon_state = "axe"
base_icon_state = "axe"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
hitsound = 'sound/items/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
force = 40
throwforce = 25
throw_speed = 3
throw_range = 5
armour_penetration = 100
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_NORMAL
obj_flags = CONDUCTS_ELECTRICITY
light_color = LIGHT_COLOR_LIGHT_CYAN
active_force = 150
active_throwforce = 30
active_w_class = WEIGHT_CLASS_HUGE
/obj/item/melee/energy/axe/make_transformable()
AddComponent( \
/datum/component/transforming, \
force_on = active_force, \
throwforce_on = active_throwforce, \
throw_speed_on = throw_speed, \
sharpness_on = sharpness, \
w_class_on = active_w_class, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/obj/item/melee/energy/axe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!"))
return (BRUTELOSS|FIRELOSS)
/// Energy swords.
/datum/embed_data/esword
embed_chance = 75
impact_pain_mult = 10
/obj/item/melee/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "e_sword"
base_icon_state = "e_sword"
inhand_icon_state = "e_sword"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = SFX_SWING_HIT
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
armour_penetration = 35
block_chance = 50
block_sound = 'sound/items/weapons/block_blade.ogg'
embed_type = /datum/embed_data/esword
/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return FALSE
if(attack_type == LEAP_ATTACK)
final_block_chance -= 25 //OH GOD GET IT OFF ME
return ..()
/obj/item/melee/energy/sword/cyborg
name = "cyborg energy sword"
sword_color_icon = "red"
/// The cell cost of hitting something.
var/hitcost = 0.05 * STANDARD_CELL_CHARGE
/obj/item/melee/energy/sword/cyborg/attack(mob/target, mob/living/silicon/robot/user)
if(!user.cell)
return
var/obj/item/stock_parts/power_store/our_cell = user.cell
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) && !(our_cell.use(hitcost)))
attack_self(user)
to_chat(user, span_notice("It's out of charge!"))
return
return ..()
/obj/item/melee/energy/sword/cyborg/cyborg_unequip(mob/user)
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return
attack_self(user)
/obj/item/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "esaw"
hitsound = 'sound/items/weapons/circsawhit.ogg'
force = 18
hitcost = 0.075 * STANDARD_CELL_CHARGE // Costs more than a standard cyborg esword.
w_class = WEIGHT_CLASS_NORMAL
sharpness = SHARP_EDGED
light_color = LIGHT_COLOR_LIGHT_CYAN
tool_behaviour = TOOL_SAW
toolspeed = 0.7 // Faster than a normal saw.
active_force = 30
sword_color_icon = null // Stops icon from breaking when turned on.
/obj/item/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
return FALSE
// The colored energy swords we all know and love.
/obj/item/melee/energy/sword/saber
/// Assoc list of all possible saber colors to color define. If you add a new color, make sure to update /obj/item/toy/sword too!
var/list/possible_sword_colors = list(
"red" = COLOR_SOFT_RED,
"blue" = LIGHT_COLOR_LIGHT_CYAN,
"green" = LIGHT_COLOR_GREEN,
"purple" = LIGHT_COLOR_LAVENDER,
)
/// Whether this saber has been multitooled.
var/hacked = FALSE
var/hacked_color
/obj/item/melee/energy/sword/saber/Initialize(mapload)
. = ..()
AddComponent(/datum/component/jousting, damage_boost_per_tile = 1, knockdown_chance_per_tile = 10)
if(!sword_color_icon && LAZYLEN(possible_sword_colors))
sword_color_icon = pick(possible_sword_colors)
if(sword_color_icon)
set_light_color(possible_sword_colors[sword_color_icon])
/obj/item/melee/energy/sword/saber/process()
. = ..()
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) || !hacked)
return
if(!LAZYLEN(possible_sword_colors))
possible_sword_colors = list(
"red" = COLOR_SOFT_RED,
"blue" = LIGHT_COLOR_LIGHT_CYAN,
"green" = LIGHT_COLOR_GREEN,
"purple" = LIGHT_COLOR_LAVENDER,
)
possible_sword_colors -= hacked_color
hacked_color = pick(possible_sword_colors)
set_light_color(possible_sword_colors[hacked_color])
possible_sword_colors -= hacked_color
/obj/item/melee/energy/sword/saber/red
sword_color_icon = "red"
/obj/item/melee/energy/sword/saber/blue
sword_color_icon = "blue"
/obj/item/melee/energy/sword/saber/green
sword_color_icon = "green"
/obj/item/melee/energy/sword/saber/purple
sword_color_icon = "purple"
/obj/item/melee/energy/sword/saber/multitool_act(mob/living/user, obj/item/tool)
if(hacked)
to_chat(user, span_warning("It's already fabulous!"))
return
hacked = TRUE
sword_color_icon = "rainbow"
to_chat(user, span_warning("RNBW_ENGAGE"))
update_appearance(UPDATE_ICON_STATE)
/obj/item/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "e_cutlass"
inhand_icon_state = "e_cutlass"
base_icon_state = "e_cutlass"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
light_color = COLOR_RED
/// Energy blades, which are effectively perma-extended energy swords
/obj/item/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
base_icon_state = "blade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/items/weapons/blade1.ogg'
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
force = 30
throwforce = 1 // Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
sharpness = SHARP_EDGED
heat = 3500
w_class = WEIGHT_CLASS_BULKY
/// Our linked spark system that emits from our sword.
var/datum/effect_system/spark_spread/spark_system
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/melee/energy/blade/Initialize(mapload)
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
START_PROCESSING(SSobj, src)
ADD_TRAIT(src, TRAIT_TRANSFORM_ACTIVE, INNATE_TRAIT) // Functions as an extended esword
/obj/item/melee/energy/blade/Destroy()
QDEL_NULL(spark_system)
return ..()
/obj/item/melee/energy/blade/make_transformable()
return FALSE
/obj/item/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
inhand_icon_state = "lightblade"
base_icon_state = "lightblade"