Files
Bubberstation/code/datums/actions/mobs/dash.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

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2.4 KiB
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/datum/action/cooldown/mob_cooldown/dash
name = "Dash"
button_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "sniper_zoom"
desc = "Allows you to dash towards a position."
cooldown_time = 1.5 SECONDS
/// The range of the dash
var/dash_range = 4
/// The distance you will be from the target after you dash
var/pick_range = 5
/datum/action/cooldown/mob_cooldown/dash/Activate(atom/target_atom)
disable_cooldown_actions()
dash_to(target_atom)
StartCooldown()
enable_cooldown_actions()
return TRUE
/datum/action/cooldown/mob_cooldown/dash/proc/dash_to(atom/dash_target)
var/list/accessable_turfs = list()
var/self_dist_to_target = 0
var/turf/own_turf = get_turf(owner)
if(!QDELETED(dash_target))
self_dist_to_target += get_dist(dash_target, own_turf)
for(var/turf/open/check_turf in RANGE_TURFS(dash_range, own_turf))
var/turf_dist_to_target = 0
if(!QDELETED(dash_target))
turf_dist_to_target += get_dist(dash_target, check_turf)
if(get_dist(owner, check_turf) >= dash_range && turf_dist_to_target <= self_dist_to_target && !islava(check_turf) && !ischasm(check_turf))
var/valid = TRUE
for(var/turf/T in get_line(own_turf, check_turf))
if(T.is_blocked_turf(TRUE))
valid = FALSE
continue
if(valid)
accessable_turfs[check_turf] = turf_dist_to_target
var/turf/target_turf
if(!QDELETED(dash_target))
var/closest_dist = dash_range
for(var/t in accessable_turfs)
if(accessable_turfs[t] < closest_dist)
closest_dist = accessable_turfs[t]
for(var/t in accessable_turfs)
if(accessable_turfs[t] != closest_dist)
accessable_turfs -= t
if(!LAZYLEN(accessable_turfs))
return
target_turf = pick(accessable_turfs)
var/turf/step_back_turf = get_step(target_turf, get_cardinal_dir(target_turf, own_turf))
var/turf/step_forward_turf = get_step(own_turf, get_cardinal_dir(own_turf, target_turf))
new /obj/effect/temp_visual/small_smoke/halfsecond(step_back_turf)
new /obj/effect/temp_visual/small_smoke/halfsecond(step_forward_turf)
var/obj/effect/temp_visual/decoy/fading/halfsecond/D = new (own_turf, owner)
owner.forceMove(step_back_turf)
playsound(own_turf, 'sound/items/weapons/punchmiss.ogg', 40, TRUE, -1)
owner.alpha = 0
animate(owner, alpha = 255, time = 5)
SLEEP_CHECK_DEATH(0.2 SECONDS, owner)
D.forceMove(step_forward_turf)
owner.forceMove(target_turf)
playsound(target_turf, 'sound/items/weapons/punchmiss.ogg', 40, TRUE, -1)
SLEEP_CHECK_DEATH(0.1 SECONDS, owner)