mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
362 lines
12 KiB
Plaintext
362 lines
12 KiB
Plaintext
var/list/spells = typesof(/spell) //needed for the badmin verb for now
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/spell
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var/name = "Spell"
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var/desc = "A spell"
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var/feedback = "" //what gets sent if this spell gets chosen by the spellbook.
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parent_type = /datum
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var/panel = "Spells"//What panel the proc holder needs to go on.
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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?
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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
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var/charge_max = 100 //recharge time in deciseconds if charge_type = Sp_RECHARGE or starting charges if charge_type = Sp_CHARGES
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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
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var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
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var/silenced = 0 //not a binary - the length of time we can't cast this for
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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)
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var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
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var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
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var/spell_flags = NEEDSCLOTHES
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var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
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var/invocation_type = SpI_NONE //can be none, whisper, shout, and emote
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var/range = 7 //the range of the spell; outer radius for aoe spells
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var/message = "" //whatever it says to the guy affected by it
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var/selection_type = "view" //can be "range" or "view"
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var/atom/movable/holder //where the spell is. Normally the user, can be an item
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var/duration = 0 //how long the spell lasts
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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
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var/list/level_max = list(Sp_TOTAL = 4, Sp_SPEED = 4, Sp_POWER = 0) //maximum possible levels in each category. Total does cover both.
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var/cooldown_reduc = 0 //If set, defines how much charge_max drops by every speed upgrade
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var/delay_reduc = 0
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var/cooldown_min = 0 //minimum possible cooldown for a charging spell
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var/overlay = 0
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var/overlay_icon = 'icons/obj/wizard.dmi'
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var/overlay_icon_state = "spell"
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var/overlay_lifespan = 0
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var/sparks_spread = 0
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var/sparks_amt = 0 //cropped at 10
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var/smoke_spread = 0 //1 - harmless, 2 - harmful
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var/smoke_amt = 0 //cropped at 10
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var/critfailchance = 0
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var/cast_delay = 1
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var/cast_sound = ""
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var/hud_state = "" //name of the icon used in generating the spell hud object
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var/override_base = ""
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var/obj/screen/connected_button
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///////////////////////
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///SETUP AND PROCESS///
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///////////////////////
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/spell/New()
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..()
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//still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
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charge_counter = charge_max
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/spell/process()
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if(processing)
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return
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processing = 1
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spawn(0)
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while(charge_counter < charge_max || silenced > 0)
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charge_counter = min(charge_max,charge_counter+1)
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silenced = max(0,silenced-1)
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sleep(1)
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if(connected_button)
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var/obj/screen/spell/S = connected_button
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if(!istype(S))
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return
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S.update_charge(1)
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processing = 0
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return
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/////////////////
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/////CASTING/////
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/////////////////
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/spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder
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return
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/spell/proc/perform(mob/user = usr, skipcharge = 0) //if recharge is started is important for the trigger spells
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if(!holder)
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holder = user //just in case
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if(!cast_check(skipcharge, user))
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return
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if(cast_delay && !spell_do_after(user, cast_delay))
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return
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var/list/targets = choose_targets(user)
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if(targets && targets.len && cast_check(1,user))
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invocation(user, targets)
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take_charge(user, skipcharge)
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before_cast(targets) //applies any overlays and effects
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
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if(prob(critfailchance))
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critfail(targets, user)
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else
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playsound(get_turf(user), cast_sound, 50, 1)
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cast(targets, user)
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after_cast(targets) //generates the sparks, smoke, target messages etc.
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/spell/proc/cast(list/targets, mob/user) //the actual meat of the spell
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return
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/spell/proc/critfail(list/targets, mob/user) //the wizman has fucked up somehow
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return
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/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
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switch(type)
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if("bruteloss")
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target.adjustBruteLoss(amount)
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if("fireloss")
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target.adjustFireLoss(amount)
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if("toxloss")
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target.adjustToxLoss(amount)
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if("oxyloss")
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target.adjustOxyLoss(amount)
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if("brainloss")
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target.adjustBrainLoss(amount)
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if("stunned")
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target.AdjustStunned(amount)
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if("weakened")
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target.AdjustWeakened(amount)
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if("paralysis")
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target.AdjustParalysis(amount)
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else
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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
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return
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///////////////////////////
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/////CASTING WRAPPERS//////
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///////////////////////////
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/spell/proc/before_cast(list/targets)
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var/valid_targets[0]
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for(var/atom/target in targets)
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// Check range again (fixes long-range EI NATH)
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if(!(target in view_or_range(range,usr,selection_type)))
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continue
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valid_targets += target
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if(overlay)
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var/location
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if(istype(target,/mob/living))
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location = target.loc
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else if(istype(target,/turf))
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location = target
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var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
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spell.icon = overlay_icon
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spell.icon_state = overlay_icon_state
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spell.anchored = 1
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spell.density = 0
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spawn(overlay_lifespan)
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qdel(spell)
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return valid_targets
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/spell/proc/after_cast(list/targets)
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for(var/atom/target in targets)
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var/location = get_turf(target)
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if(istype(target,/mob/living) && message)
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target << text("[message]")
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if(sparks_spread)
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spark(location, sparks_amt)
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if(smoke_spread)
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if(smoke_spread == 1)
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var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
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smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
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smoke.start()
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else if(smoke_spread == 2)
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var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
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smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
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smoke.start()
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/////////////////////
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////CASTING TOOLS////
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/////////////////////
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/*Checkers, cost takers, message makers, etc*/
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/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
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if(!(src in user.spell_list) && holder == user)
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error("[user] utilized the spell '[src]' without having it.")
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user << "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>"
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return 0
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if(silenced > 0)
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return
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var/turf/user_turf = get_turf(user)
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if(!user_turf)
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user << "<span class='warning'>You cannot cast spells in null space!</span>"
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if(spell_flags & Z2NOCAST && (user_turf.z in config.admin_levels)) //Certain spells are not allowed on the centcomm zlevel
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return 0
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if(spell_flags & CONSTRUCT_CHECK)
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for(var/turf/T in range(holder, 1))
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if(findNullRod(T))
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return 0
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if(istype(user, /mob/living/simple_animal) && holder == user)
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var/mob/living/simple_animal/SA = user
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if(SA.purge)
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SA << "<span class='warning'>The nullrod's power interferes with your own!</span>"
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return 0
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if(!src.check_charge(skipcharge, user)) //sees if we can cast based on charges alone
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return 0
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if(!(spell_flags & GHOSTCAST) && holder == user)
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if(user.stat && !(spell_flags & STATALLOWED))
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usr << "Not when you're incapacitated."
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return 0
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if(ishuman(user) && !(invocation_type in list(SpI_EMOTE, SpI_NONE)))
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if(istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
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user << "Mmmf mrrfff!"
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return 0
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var/spell/noclothes/spell = locate() in user.spell_list
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if((spell_flags & NEEDSCLOTHES) && !(spell && istype(spell)) && holder == user)//clothes check
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if(!user.wearing_wiz_garb())
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return 0
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return 1
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/spell/proc/check_charge(var/skipcharge, mob/user)
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if(!skipcharge)
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switch(charge_type)
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if(Sp_RECHARGE)
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if(charge_counter < charge_max)
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user << still_recharging_msg
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return 0
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if(Sp_CHARGES)
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if(!charge_counter)
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user << "<span class='notice'>[name] has no charges left.</span>"
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return 0
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return 1
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/spell/proc/take_charge(mob/user = user, var/skipcharge)
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if(!skipcharge)
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switch(charge_type)
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if(Sp_RECHARGE)
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charge_counter = 0 //doesn't start recharging until the targets selecting ends
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src.process()
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return 1
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if(Sp_CHARGES)
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charge_counter-- //returns the charge if the targets selecting fails
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return 1
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if(Sp_HOLDVAR)
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adjust_var(user, holder_var_type, holder_var_amount)
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return 1
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return 0
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return 1
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/spell/proc/invocation(mob/user = usr, var/list/targets) //spelling the spell out and setting it on recharge/reducing charges amount
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switch(invocation_type)
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if(SpI_SHOUT)
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if(prob(50))//Auto-mute? Fuck that noise
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user.say(invocation)
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else
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user.say(replacetext(invocation," ","`"))
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if(SpI_WHISPER)
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if(prob(50))
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user.whisper(invocation)
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else
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user.whisper(replacetext(invocation," ","`"))
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if(SpI_EMOTE)
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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.
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/////////////////////
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///UPGRADING PROCS///
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/////////////////////
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/spell/proc/can_improve(var/upgrade_type)
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if(level_max[Sp_TOTAL] <= ( spell_levels[Sp_SPEED] + spell_levels[Sp_POWER] )) //too many levels, can't do it
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return 0
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//if(upgrade_type && spell_levels[upgrade_type] && level_max[upgrade_type])
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if(upgrade_type && spell_levels[upgrade_type] >= level_max[upgrade_type])
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return 0
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return 1
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/spell/proc/empower_spell()
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if(!can_improve(Sp_POWER))
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return 0
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spell_levels[Sp_POWER]++
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return 1
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/spell/proc/quicken_spell()
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if(!can_improve(Sp_SPEED))
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return 0
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spell_levels[Sp_SPEED]++
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if(delay_reduc && cast_delay)
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cast_delay = max(0, cast_delay - delay_reduc)
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else if(cast_delay)
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cast_delay = round( max(0, initial(cast_delay) * ((level_max[Sp_SPEED] - spell_levels[Sp_SPEED]) / level_max[Sp_SPEED] ) ) )
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if(charge_type == Sp_RECHARGE)
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if(cooldown_reduc)
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charge_max = max(cooldown_min, charge_max - cooldown_reduc)
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else
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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
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if(charge_max < charge_counter)
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charge_counter = charge_max
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var/temp = ""
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name = initial(name)
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switch(level_max[Sp_SPEED] - spell_levels[Sp_SPEED])
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if(3)
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temp = "You have improved [name] into Efficient [name]."
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name = "Efficient [name]"
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if(2)
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temp = "You have improved [name] into Quickened [name]."
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name = "Quickened [name]"
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if(1)
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temp = "You have improved [name] into Free [name]."
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name = "Free [name]"
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if(0)
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temp = "You have improved [name] into Instant [name]."
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name = "Instant [name]"
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return temp
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/spell/proc/spell_do_after(var/mob/user as mob, delay as num, var/numticks = 5)
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if(!user || isnull(user))
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return 0
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if(numticks == 0)
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return 1
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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
|