diff --git a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm index 24e967f00b..5207f7a66d 100644 --- a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm +++ b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm @@ -286,10 +286,10 @@ var/mob/living/L = owner.current level_bloodcost = maxBloodVolume * 0.2 //If the blood volume of the bloodsucker is lower than the cost to level up, return and inform the bloodsucker - + //TODO: Make this into a radial, or perhaps a tgui next UI // Purchase Power Prompt - var/list/options = list() + var/list/options = list() for(var/pickedpower in typesof(/datum/action/bloodsucker)) var/datum/action/bloodsucker/power = pickedpower // If I don't own it, and I'm allowed to buy it. diff --git a/code/modules/antagonists/bloodsucker/powers/bs_brawn.dm b/code/modules/antagonists/bloodsucker/powers/brawn.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_brawn.dm rename to code/modules/antagonists/bloodsucker/powers/brawn.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_cloak.dm b/code/modules/antagonists/bloodsucker/powers/cloak.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_cloak.dm rename to code/modules/antagonists/bloodsucker/powers/cloak.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_feed.dm b/code/modules/antagonists/bloodsucker/powers/feed.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_feed.dm rename to code/modules/antagonists/bloodsucker/powers/feed.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_fortitude.dm b/code/modules/antagonists/bloodsucker/powers/fortitude.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_fortitude.dm rename to code/modules/antagonists/bloodsucker/powers/fortitude.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_gohome.dm b/code/modules/antagonists/bloodsucker/powers/go_home.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_gohome.dm rename to code/modules/antagonists/bloodsucker/powers/go_home.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_haste.dm b/code/modules/antagonists/bloodsucker/powers/haste.dm similarity index 53% rename from code/modules/antagonists/bloodsucker/powers/bs_haste.dm rename to code/modules/antagonists/bloodsucker/powers/haste.dm index a1aaf50499..47c93b794e 100644 --- a/code/modules/antagonists/bloodsucker/powers/bs_haste.dm +++ b/code/modules/antagonists/bloodsucker/powers/haste.dm @@ -14,6 +14,9 @@ message_Trigger = ""//"Whom will you subvert to your will?" bloodsucker_can_buy = TRUE must_be_capacitated = TRUE + var/list/hit //current hit, set while power is in use as we can't pass the list as an extra calling argument in registersignal. + /// If set, uses this speed in deciseconds instead of world.tick_lag + var/speed_override /datum/action/bloodsucker/targeted/haste/CheckCanUse(display_error) . = ..() @@ -43,43 +46,46 @@ return TRUE /datum/action/bloodsucker/targeted/haste/FireTargetedPower(atom/A) - // set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done. + // This is a non-async proc to make sure the power is "locked" until this finishes. + hit = list() + RegisterSignal(owner, COMSIG_MOVABLE_MOVED, .proc/on_move) var/mob/living/user = owner var/turf/T = isturf(A) ? A : get_turf(A) // Pulled? Not anymore. - owner.pulledby = null - // Step One: Heatseek toward Target's Turf - walk_to(owner, T, 0, 0.01, 20) // NOTE: this runs in the background! to cancel it, you need to use walk(owner.current,0), or give them a new path. + user.pulledby?.stop_pulling() + // Go to target turf + // DO NOT USE WALK TO. playsound(get_turf(owner), 'sound/weapons/punchmiss.ogg', 25, 1, -1) - var/safety = 20 - while(get_turf(owner) != T && safety > 0 && !(isliving(target) && target.Adjacent(owner))) - user.canmove = FALSE //Dont move while doing the thing, or itll break - safety -- - // Did I get knocked down? - if(owner && owner.incapacitated(ignore_restraints=TRUE, ignore_grab=TRUE))// owner.incapacitated()) - // We're gonna cancel. But am I on the ground? Spin me! - if(user.resting) - var/send_dir = get_dir(owner, T) - new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE) - owner.spin(10) + var/safety = get_dist(user, T) * 3 + 1 + var/consequetive_failures = 0 + var/speed = isnull(speed_override)? world.tick_lag : speed_override + while(--safety && (get_turf(user) != T)) + var/success = step_towards(user, T) //This does not try to go around obstacles. + if(!success) + success = step_to(user, T) //this does + if(!success) + if(++consequetive_failures >= 3) //if 3 steps don't work + break //just stop + else + consequetive_failures = 0 + if(user.resting) + user.setDir(turn(user.dir, 90)) //down? spin2win :^) + if(user.incapacitated(ignore_restraints = TRUE, ignore_grab = TRUE)) //actually down? stop. break - // Spin/Stun people we pass. - //var/mob/living/newtarget = locate(/mob/living) in oview(1, owner) - var/list/mob/living/foundtargets = list() - for(var/mob/living/newtarget in oview(1, owner)) - if (newtarget && newtarget != target && !(newtarget in foundtargets))//!newtarget.IsKnockdown()) - if (rand(0, 5) < level_current) - playsound(get_turf(newtarget), "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1) - newtarget.Knockdown(10 + level_current * 5) - if(newtarget.IsStun()) - newtarget.spin(10,1) - if (rand(0,4)) - newtarget.drop_all_held_items() - foundtargets += newtarget - sleep(1) - if(user) - user.update_canmove() //Let the poor guy move again + if(success) //don't sleep if we failed to move. + sleep(speed) + UnregisterSignal(owner, COMSIG_MOVABLE_MOVED) + hit = null + user.update_canmove() /datum/action/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target) ..() // activate = FALSE user.update_canmove() + +/datum/action/bloodsucker/targeted/haste/proc/on_move() + for(var/mob/living/L in dview(1, get_turf(owner))) + if(!hit[L] && (L != owner)) + hit[L] = TRUE + playsound(L, "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1) + L.Knockdown(10 + level_current * 5, override_hardstun = 0.1) + L.spin(10, 1) diff --git a/code/modules/antagonists/bloodsucker/powers/bs_lunge.dm b/code/modules/antagonists/bloodsucker/powers/lunge.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_lunge.dm rename to code/modules/antagonists/bloodsucker/powers/lunge.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm b/code/modules/antagonists/bloodsucker/powers/masquerade.dm similarity index 99% rename from code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm rename to code/modules/antagonists/bloodsucker/powers/masquerade.dm index 0435ddccd5..7d41899dc2 100644 --- a/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm +++ b/code/modules/antagonists/bloodsucker/powers/masquerade.dm @@ -54,8 +54,8 @@ REMOVE_TRAIT(user, TRAIT_VIRUSIMMUNE, "bloodsucker") var/obj/item/organ/heart/vampheart/H = user.getorganslot(ORGAN_SLOT_HEART) var/obj/item/organ/eyes/vassal/bloodsucker/E = user.getorganslot(ORGAN_SLOT_EYES) - E.flash_protect = 0 - + E.flash_protect = 0 + // WE ARE ALIVE! // bloodsuckerdatum.poweron_masquerade = TRUE while(bloodsuckerdatum && ContinueActive(user)) diff --git a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm b/code/modules/antagonists/bloodsucker/powers/mesmerize.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm rename to code/modules/antagonists/bloodsucker/powers/mesmerize.dm diff --git a/code/modules/antagonists/bloodsucker/powers/v_recuperate.dm b/code/modules/antagonists/bloodsucker/powers/recuperate.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/v_recuperate.dm rename to code/modules/antagonists/bloodsucker/powers/recuperate.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_trespass.dm b/code/modules/antagonists/bloodsucker/powers/trespass.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_trespass.dm rename to code/modules/antagonists/bloodsucker/powers/trespass.dm diff --git a/code/modules/antagonists/bloodsucker/powers/bs_veil.dm b/code/modules/antagonists/bloodsucker/powers/veil.dm similarity index 100% rename from code/modules/antagonists/bloodsucker/powers/bs_veil.dm rename to code/modules/antagonists/bloodsucker/powers/veil.dm diff --git a/tgstation.dme b/tgstation.dme index 638c23be5f..2d6ee5650f 100755 --- a/tgstation.dme +++ b/tgstation.dme @@ -1298,18 +1298,18 @@ #include "code\modules\antagonists\bloodsucker\objects\bloodsucker_coffin.dm" #include "code\modules\antagonists\bloodsucker\objects\bloodsucker_crypt.dm" #include "code\modules\antagonists\bloodsucker\objects\bloodsucker_lair.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_brawn.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_cloak.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_feed.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_fortitude.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_gohome.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_haste.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_lunge.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_masquerade.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_mesmerize.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_trespass.dm" -#include "code\modules\antagonists\bloodsucker\powers\bs_veil.dm" -#include "code\modules\antagonists\bloodsucker\powers\v_recuperate.dm" +#include "code\modules\antagonists\bloodsucker\powers\brawn.dm" +#include "code\modules\antagonists\bloodsucker\powers\cloak.dm" +#include "code\modules\antagonists\bloodsucker\powers\feed.dm" +#include "code\modules\antagonists\bloodsucker\powers\fortitude.dm" +#include "code\modules\antagonists\bloodsucker\powers\go_home.dm" +#include "code\modules\antagonists\bloodsucker\powers\haste.dm" +#include "code\modules\antagonists\bloodsucker\powers\lunge.dm" +#include "code\modules\antagonists\bloodsucker\powers\masquerade.dm" +#include "code\modules\antagonists\bloodsucker\powers\mesmerize.dm" +#include "code\modules\antagonists\bloodsucker\powers\recuperate.dm" +#include "code\modules\antagonists\bloodsucker\powers\trespass.dm" +#include "code\modules\antagonists\bloodsucker\powers\veil.dm" #include "code\modules\antagonists\brainwashing\brainwashing.dm" #include "code\modules\antagonists\brother\brother.dm" #include "code\modules\antagonists\changeling\cellular_emporium.dm"