Files
Bubberstation/code/datums/dash_weapon.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

87 lines
2.8 KiB
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/// Actions that you can use to dash (teleport) to places in view.
/datum/action/innate/dash
name = "Dash"
desc = "Teleport to the targeted location."
button_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "jetboot"
/// How many dash charges do we have?
var/current_charges = 1
/// How many dash charges can we hold?
var/max_charges = 1
/// How long does it take to get a dash charge back?
var/charge_rate = 25 SECONDS
/// What sound do we play on dash?
var/dash_sound = 'sound/effects/magic/blink.ogg'
/// What sound do we play on recharge?
var/recharge_sound = 'sound/effects/magic/charge.ogg'
/// What effect does our beam use?
var/beam_effect = "blur"
/// How long does our beam last?
var/beam_length = 2 SECONDS
/// What effect should we play when we phase in (at the teleport target turf)
var/phasein = /obj/effect/temp_visual/dir_setting/ninja/phase
/// What effect should we play when we phase out (at the source turf)
var/phaseout = /obj/effect/temp_visual/dir_setting/ninja/phase/out
/datum/action/innate/dash/IsAvailable(feedback = FALSE)
. = ..()
if (!.)
return FALSE
if (current_charges <= 0)
if (feedback)
owner.balloon_alert(owner, "no charges!")
return FALSE
return TRUE
/datum/action/innate/dash/Activate()
var/obj/item/dashing_item = target
if(!istype(dashing_item))
return
dashing_item.attack_self(owner) //Used to toggle dash behavior in the dashing item
/// Teleports user to target using do_teleport. Returns TRUE if teleport successful, FALSE otherwise.
/datum/action/innate/dash/proc/teleport(mob/user, atom/target)
if(!IsAvailable(feedback = TRUE))
return FALSE
var/turf/current_turf = get_turf(user)
var/turf/target_turf = get_turf(target)
if(!(target in view(user.client.view, user)))
user.balloon_alert(user, "out of view!")
return FALSE
if(!do_teleport(user, target_turf, no_effects = TRUE))
user.balloon_alert(user, "dash blocked!")
return FALSE
// Note: It's possible do_teleport, for whatever reason,
// caused our owner to be unassigned by this point.
// (Such as dropping our item after landing.)
var/obj/spot_one = new phaseout(current_turf, user.dir)
var/obj/spot_two = new phasein(target_turf, user.dir)
spot_one.Beam(spot_two, beam_effect, time = beam_length)
playsound(target_turf, dash_sound, 25, TRUE)
current_charges--
addtimer(CALLBACK(src, PROC_REF(charge)), charge_rate)
owner?.update_mob_action_buttons()
return TRUE
/// Callback for [/proc/teleport] to increment our charges after use.
/datum/action/innate/dash/proc/charge()
current_charges = clamp(current_charges + 1, 0, max_charges)
var/obj/item/dashing_item = target
if(!istype(dashing_item))
return
if(recharge_sound)
playsound(dashing_item, recharge_sound, 50, TRUE)
if(!owner)
return
owner.update_mob_action_buttons()
dashing_item.balloon_alert(owner, "[current_charges]/[max_charges] dash charges")