Files
Aurora.3/code/modules/spells/spell_code.dm
Lohikar 61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00

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var/list/spells = typesof(/spell) //needed for the badmin verb for now
/spell
var/name = "Spell"
var/desc = "A spell"
var/feedback = "" //what gets sent if this spell gets chosen by the spellbook.
parent_type = /datum
var/panel = "Spells"//What panel the proc holder needs to go on.
var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit?
var/charge_type = Sp_RECHARGE //can be recharge or charges, see charge_max and charge_counter descriptions; can also be based on the holder's vars now, use "holder_var" for that
var/charge_max = 100 //recharge time in deciseconds if charge_type = Sp_RECHARGE or starting charges if charge_type = Sp_CHARGES
var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = Sp_RECHARGE or -- each cast if charge_type = Sp_CHARGES
var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
var/silenced = 0 //not a binary - the length of time we can't cast this for
var/processing = 0 //are we processing already? Mainly used so that silencing a spell doesn't call process() again. (and inadvertedly making it run twice as fast)
var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
var/spell_flags = NEEDSCLOTHES
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_type = SpI_NONE //can be none, whisper, shout, and emote
var/range = 7 //the range of the spell; outer radius for aoe spells
var/message = "" //whatever it says to the guy affected by it
var/selection_type = "view" //can be "range" or "view"
var/atom/movable/holder //where the spell is. Normally the user, can be an item
var/duration = 0 //how long the spell lasts
var/list/spell_levels = list(Sp_SPEED = 0, Sp_POWER = 0) //the current spell levels - total spell levels can be obtained by just adding the two values
var/list/level_max = list(Sp_TOTAL = 4, Sp_SPEED = 4, Sp_POWER = 0) //maximum possible levels in each category. Total does cover both.
var/cooldown_reduc = 0 //If set, defines how much charge_max drops by every speed upgrade
var/delay_reduc = 0
var/cooldown_min = 0 //minimum possible cooldown for a charging spell
var/overlay = 0
var/overlay_icon = 'icons/obj/wizard.dmi'
var/overlay_icon_state = "spell"
var/overlay_lifespan = 0
var/sparks_spread = 0
var/sparks_amt = 0 //cropped at 10
var/smoke_spread = 0 //1 - harmless, 2 - harmful
var/smoke_amt = 0 //cropped at 10
var/critfailchance = 0
var/cast_delay = 1
var/cast_sound = ""
var/hud_state = "" //name of the icon used in generating the spell hud object
var/override_base = ""
var/obj/screen/connected_button
///////////////////////
///SETUP AND PROCESS///
///////////////////////
/spell/New()
..()
//still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
charge_counter = charge_max
/spell/process()
if(processing)
return
processing = 1
spawn(0)
while(charge_counter < charge_max || silenced > 0)
charge_counter = min(charge_max,charge_counter+1)
silenced = max(0,silenced-1)
sleep(1)
if(connected_button)
var/obj/screen/spell/S = connected_button
if(!istype(S))
return
S.update_charge(1)
processing = 0
return
/////////////////
/////CASTING/////
/////////////////
/spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder
return
/spell/proc/perform(mob/user = usr, skipcharge = 0) //if recharge is started is important for the trigger spells
if(!holder)
holder = user //just in case
if(!cast_check(skipcharge, user))
return
if(cast_delay && !spell_do_after(user, cast_delay))
return
var/list/targets = choose_targets(user)
if(targets && targets.len && cast_check(1,user))
invocation(user, targets)
take_charge(user, skipcharge)
before_cast(targets) //applies any overlays and effects
user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
if(prob(critfailchance))
critfail(targets, user)
else
playsound(get_turf(user), cast_sound, 50, 1)
cast(targets, user)
after_cast(targets) //generates the sparks, smoke, target messages etc.
/spell/proc/cast(list/targets, mob/user) //the actual meat of the spell
return
/spell/proc/critfail(list/targets, mob/user) //the wizman has fucked up somehow
return
/spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types
switch(type)
if("bruteloss")
target.adjustBruteLoss(amount)
if("fireloss")
target.adjustFireLoss(amount)
if("toxloss")
target.adjustToxLoss(amount)
if("oxyloss")
target.adjustOxyLoss(amount)
if("brainloss")
target.adjustBrainLoss(amount)
if("stunned")
target.AdjustStunned(amount)
if("weakened")
target.AdjustWeakened(amount)
if("paralysis")
target.AdjustParalysis(amount)
else
target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars
return
///////////////////////////
/////CASTING WRAPPERS//////
///////////////////////////
/spell/proc/before_cast(list/targets)
var/valid_targets[0]
for(var/atom/target in targets)
// Check range again (fixes long-range EI NATH)
if(!(target in view_or_range(range,usr,selection_type)))
continue
valid_targets += target
if(overlay)
var/location
if(istype(target,/mob/living))
location = target.loc
else if(istype(target,/turf))
location = target
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.anchored = 1
spell.density = 0
spawn(overlay_lifespan)
qdel(spell)
return valid_targets
/spell/proc/after_cast(list/targets)
for(var/atom/target in targets)
var/location = get_turf(target)
if(istype(target,/mob/living) && message)
target << text("[message]")
if(sparks_spread)
spark(location, sparks_amt)
if(smoke_spread)
if(smoke_spread == 1)
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
else if(smoke_spread == 2)
var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
/////////////////////
////CASTING TOOLS////
/////////////////////
/*Checkers, cost takers, message makers, etc*/
/spell/proc/cast_check(skipcharge = 0,mob/user = usr) //checks if the spell can be cast based on its settings; skipcharge is used when an additional cast_check is called inside the spell
if(!(src in user.spell_list) && holder == user)
error("[user] utilized the spell '[src]' without having it.")
user << "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>"
return 0
if(silenced > 0)
return
var/turf/user_turf = get_turf(user)
if(!user_turf)
user << "<span class='warning'>You cannot cast spells in null space!</span>"
if(spell_flags & Z2NOCAST && (user_turf.z in current_map.admin_levels)) //Certain spells are not allowed on the centcomm zlevel
return 0
if(spell_flags & CONSTRUCT_CHECK)
for(var/turf/T in range(holder, 1))
if(findNullRod(T))
return 0
if(istype(user, /mob/living/simple_animal) && holder == user)
var/mob/living/simple_animal/SA = user
if(SA.purge)
SA << "<span class='warning'>The nullrod's power interferes with your own!</span>"
return 0
if(!src.check_charge(skipcharge, user)) //sees if we can cast based on charges alone
return 0
if(!(spell_flags & GHOSTCAST) && holder == user)
if(user.stat && !(spell_flags & STATALLOWED))
usr << "Not when you're incapacitated."
return 0
if(ishuman(user) && !(invocation_type in list(SpI_EMOTE, SpI_NONE)))
if(istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
user << "Mmmf mrrfff!"
return 0
var/spell/noclothes/spell = locate() in user.spell_list
if((spell_flags & NEEDSCLOTHES) && !(spell && istype(spell)) && holder == user)//clothes check
if(!user.wearing_wiz_garb())
return 0
return 1
/spell/proc/check_charge(var/skipcharge, mob/user)
if(!skipcharge)
switch(charge_type)
if(Sp_RECHARGE)
if(charge_counter < charge_max)
user << still_recharging_msg
return 0
if(Sp_CHARGES)
if(!charge_counter)
user << "<span class='notice'>[name] has no charges left.</span>"
return 0
return 1
/spell/proc/take_charge(mob/user = user, var/skipcharge)
if(!skipcharge)
switch(charge_type)
if(Sp_RECHARGE)
charge_counter = 0 //doesn't start recharging until the targets selecting ends
src.process()
return 1
if(Sp_CHARGES)
charge_counter-- //returns the charge if the targets selecting fails
return 1
if(Sp_HOLDVAR)
adjust_var(user, holder_var_type, holder_var_amount)
return 1
return 0
return 1
/spell/proc/invocation(mob/user = usr, var/list/targets) //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if(SpI_SHOUT)
if(prob(50))//Auto-mute? Fuck that noise
user.say(invocation)
else
user.say(replacetext(invocation," ","`"))
if(SpI_WHISPER)
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if(SpI_EMOTE)
user.emote("me", 1, invocation) //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly.
/////////////////////
///UPGRADING PROCS///
/////////////////////
/spell/proc/can_improve(var/upgrade_type)
if(level_max[Sp_TOTAL] <= ( spell_levels[Sp_SPEED] + spell_levels[Sp_POWER] )) //too many levels, can't do it
return 0
//if(upgrade_type && spell_levels[upgrade_type] && level_max[upgrade_type])
if(upgrade_type && spell_levels[upgrade_type] >= level_max[upgrade_type])
return 0
return 1
/spell/proc/empower_spell()
if(!can_improve(Sp_POWER))
return 0
spell_levels[Sp_POWER]++
return 1
/spell/proc/quicken_spell()
if(!can_improve(Sp_SPEED))
return 0
spell_levels[Sp_SPEED]++
if(delay_reduc && cast_delay)
cast_delay = max(0, cast_delay - delay_reduc)
else if(cast_delay)
cast_delay = round( max(0, initial(cast_delay) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) )
if(charge_type == Sp_RECHARGE)
if(cooldown_reduc)
charge_max = max(cooldown_min, charge_max - cooldown_reduc)
else
charge_max = round( max(cooldown_min, initial(charge_max) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) ) //the fraction of the way you are to max speed levels is the fraction you lose
if(charge_max < charge_counter)
charge_counter = charge_max
var/temp = ""
name = initial(name)
switch(level_max[Sp_SPEED] - spell_levels[Sp_SPEED])
if(3)
temp = "You have improved [name] into Efficient [name]."
name = "Efficient [name]"
if(2)
temp = "You have improved [name] into Quickened [name]."
name = "Quickened [name]"
if(1)
temp = "You have improved [name] into Free [name]."
name = "Free [name]"
if(0)
temp = "You have improved [name] into Instant [name]."
name = "Instant [name]"
return temp
/spell/proc/spell_do_after(var/mob/user as mob, delay as num, var/numticks = 5)
if(!user || isnull(user))
return 0
if(numticks == 0)
return 1
var/delayfraction = round(delay/numticks)
var/Location = user.loc
var/originalstat = user.stat
for(var/i = 0, i<numticks, i++)
sleep(delayfraction)
if(!user || (!(spell_flags & (STATALLOWED|GHOSTCAST)) && user.stat != originalstat) || !(user.loc == Location))
return 0
return 1