Merge pull request #8524 from AnturK/bzzt

Adds Lightning Bolt spell
This commit is contained in:
Jordie
2015-03-30 01:21:19 +11:00
6 changed files with 146 additions and 2 deletions
+33 -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.
@@ -245,6 +248,8 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
var/max_targets = 1 //leave 0 for unlimited targets in range, 1 for one selectable target in range, more for limited number of casts (can all target one guy, depends on target_ignore_prev) in range
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
@@ -269,7 +274,22 @@ var/list/spells = typesof(/obj/effect/proc_holder/spell) //needed for the badmin
//targets += input("Choose the target for the spell.", "Targeting") as mob in possible_targets
//Adds a safety check post-input to make sure those targets are actually in range.
var/mob/M = input("Choose the target for the spell.", "Targeting") as mob in possible_targets
var/mob/M
if(!random_target)
M = input("Choose the target for the spell.", "Targeting") as mob in possible_targets
else
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
@@ -315,4 +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
+98
View File
@@ -0,0 +1,98 @@
/obj/effect/proc_holder/spell/targeted/lightning
name = "Lightning Bolt"
desc = "Throws a lightning bolt at the nearby enemy. Classic."
charge_type = "recharge"
charge_max = 300
clothes_req = 1
invocation = "UN'LTD P'WAH!"
invocation_type = "shout"
range = 7
cooldown_min = 30
selection_type = "view"
random_target = 1
var/energy = 0
var/ready = 0
var/image/halo = null
/obj/effect/proc_holder/spell/targeted/lightning/Click()
if(!ready)
if(cast_check())
StartChargeup()
else
if(cast_check(skipcharge=1))
choose_targets()
return 1
/obj/effect/proc_holder/spell/targeted/lightning/proc/StartChargeup(mob/user = usr)
ready = 1
user << "<span class='notice'>You start gathering the power.</span>"
halo = image("icon"='icons/effects/effects.dmi',"icon_state" ="electricity","layer" = EFFECTS_LAYER)
user.overlays.Add(halo)
spawn(0)
while(ready)
sleep(1)
energy++
if(energy >= 100 && ready)
Discharge()
obj/effect/proc_holder/spell/targeted/lightning/proc/Reset(mob/user = usr)
ready = 0
energy = 0
if(halo)
user.overlays.Remove(halo)
/obj/effect/proc_holder/spell/targeted/lightning/revert_cast(mob/user = usr)
user << "<span class='notice'>No target found in range.</span>"
Reset(user)
..()
/obj/effect/proc_holder/spell/targeted/lightning/proc/Discharge(mob/user = usr)
var/mob/living/M = user
//M.electrocute_act(25,"Lightning Bolt")
M << "<span class='danger'>You lose control over the spell.</span>"
Reset(user)
start_recharge()
/obj/effect/proc_holder/spell/targeted/lightning/cast(list/targets, mob/user = usr)
var/mob/living/carbon/target = targets[1]
if(get_dist(user,target)>range)
user << "<span class='notice'>They are too far away!</span>"
Reset(user)
return
user.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
switch(energy)
if(0 to 25)
target.electrocute_act(10,"Lightning Bolt")
playsound(get_turf(target), 'sound/machines/defib_zap.ogg', 50, 1, -1)
if(25 to 75)
target.electrocute_act(25,"Lightning Bolt")
playsound(get_turf(target), 'sound/machines/defib_zap.ogg', 50, 1, -1)
if(75 to 100)
//CHAIN LIGHTNING
Bolt(user,target,energy,user)
Reset(user)
/obj/effect/proc_holder/spell/targeted/lightning/proc/Bolt(mob/origin,mob/target,bolt_energy,mob/user = usr)
origin.Beam(target,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
var/mob/living/carbon/current = target
if(bolt_energy < 75)
current.electrocute_act(25,"Lightning Bolt")
playsound(get_turf(current), 'sound/machines/defib_zap.ogg', 50, 1, -1)
else
current.electrocute_act(25,"Lightning Bolt")
playsound(get_turf(current), 'sound/machines/defib_zap.ogg', 50, 1, -1)
var/list/possible_targets = new
for(var/mob/living/M in view_or_range(range,target,"view"))
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