- adds LoS obstacle check

- some sanity checks
- Removes the blowback, now the spell just fizzles harmlessly
This commit is contained in:
AnturK
2015-03-25 21:44:19 +01:00
parent c7a93d2e6e
commit 6fef7fefea
2 changed files with 41 additions and 13 deletions
+28 -1
View File
@@ -1,3 +1,6 @@
#define TARGET_CLOSEST 1
#define TARGET_RANDOM 2
/obj/effect/proc_holder
var/panel = "Debug"//What panel the proc holder needs to go on.
@@ -246,6 +249,7 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
var/target_ignore_prev = 1 //only important if max_targets > 1, affects if the spell can be cast multiple times at one person from one cast
var/include_user = 0 //if it includes usr in the target list
var/random_target = 0 // chooses random viable target instead of asking the caster
var/random_target_priority = TARGET_CLOSEST // if random_target is enabled how it will pick the target
/obj/effect/proc_holder/spell/aoe_turf //affects all turfs in view or range (depends)
var/inner_radius = -1 //for all your ring spell needs
@@ -274,7 +278,18 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
if(!random_target)
M = input("Choose the target for the spell.", "Targeting") as mob in possible_targets
else
M = pick(possible_targets)
switch(random_target_priority)
if(TARGET_RANDOM)
M = pick(possible_targets)
if(TARGET_CLOSEST)
for(var/mob/living/L in possible_targets)
if(M)
if(get_dist(user,L) < get_dist(user,M))
if(los_check(user,L))
M = L
else
if(los_check(user,L))
M = L
if(M in view_or_range(range, user, selection_type)) targets += M
else
@@ -320,4 +335,16 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
/obj/effect/proc_holder/spell/proc/can_be_cast_by(mob/caster)
if((human_req || clothes_req) && !ishuman(caster))
return 0
return 1
/obj/effect/proc_holder/spell/targeted/proc/los_check(mob/A,mob/B)
//Checks for obstacles from A to B
var/obj/dummy = new(A.loc)
dummy.pass_flags |= PASSTABLE
for(var/turf/turf in getline(A,B))
for(var/atom/movable/AM in turf)
if(!AM.CanPass(dummy,turf,1))
qdel(dummy)
return 0
qdel(dummy)
return 1
+13 -12
View File
@@ -13,12 +13,6 @@
var/energy = 0
var/ready = 0
/obj/effect/bolt
name = "Lightning bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "lightning"
luminosity = 3
/obj/effect/proc_holder/spell/targeted/lightning/Click()
if(!ready)
if(cast_check())
@@ -39,9 +33,15 @@
if(energy >= 100 && ready)
Discharge()
/obj/effect/proc_holder/spell/targeted/lightning/revert_cast(mob/user = usr)
user << "<span class='notice'>No target found in range.</span>"
ready = 0
energy = 0
..()
/obj/effect/proc_holder/spell/targeted/lightning/proc/Discharge(mob/user = usr)
var/mob/living/M = user
M.electrocute_act(25,"Lightning Bolt")
//M.electrocute_act(25,"Lightning Bolt")
M << "<span class='danger'>You lose control over the spell.</span>"
energy = 0
ready = 0
@@ -49,14 +49,13 @@
/obj/effect/proc_holder/spell/targeted/lightning/cast(list/targets, mob/user = usr)
if(!targets.len)
user << "<span class='notice'>No target found in range.</span>"
return
var/mob/living/carbon/target = targets[1]
if(!(target in oview(range)))
if(get_dist(user,target)>range)
user << "<span class='notice'>They are too far away!</span>"
ready = 0
energy = 0
return
user.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
@@ -81,9 +80,11 @@
current.electrocute_act(25,"Lightning Bolt")
var/list/possible_targets = new
for(var/mob/living/M in view_or_range(range,target,"view"))
if(user == M || target == M) // || origin == M ? Not sure double shockings is good or not
if(user == M || target == M && los_check(current,M)) // || origin == M ? Not sure double shockings is good or not
continue
possible_targets += M
if(!possible_targets.len)
return
var/mob/living/next = pick(possible_targets)
if(next)
Bolt(current,next,bolt_energy-6,user) // 5 max bounces