Files
df7832aa43 Replaced our NPC AI with Behavior Trees. (#96628)
This PR replaces our current NPC AI with a [behavior tree
system](https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)).
Behavior trees are a common way of creating AI in which you place nodes
in a tree structure to define what actions an AI should take.

AI controllers defined a list of /datum/ai_planning_subtree types in
behavior_nodes. Each subtree was a self-contained unit that could call
queue_behavior() to fire off /datum/ai_behavior actions. The controller
iterated subtrees in order, each one deciding independently whether to
queue something and deciding whether the next subtree would run.

This has a few issues:
1. There's no real structure; you are just defining a list of things to
try in order.
2. There was a loooot of subtrees that were basically the same as
another but with some slight modification
3. It was hard to understand.

Controllers now define a single json file describing a tree of nodes.
The tree is composed of structural composites:

Sequence - do A, then B, then C (and so on)
Selector - try A, if it fails try B, then C (and so on)
Parallel - run A and B simultaneously, with configurable failure/success
policies and or looping behavior
Subplan - loop a child continiously

Along that we also have "Decorators". These are nodes that basically
check a condition (E.g.; do we have a combat target). These decorators
can be used to gate behavior and are re-useable across behavior trees.
They also have a concept known as "Observers". Which lets them cancel
lower priority behavior in case their condition changes (Which we check
whenever a signal fires that fits that specific decorator). This makes
the AI much more responsive to change in environment.

For behaviors, we still use the ai_behavior datums. These are the actual
behaviors such as "Move to X", "Attack X". The only major change is that
these can no longer sleep() since they now run in the ai_controller.

Lastly, we now also have subtrees, except now they are essentially
pieces of behavior tree that can be re-used, or even overriden at
runtime or as a variable. Allowing for making modular AI made out of
several smaller trees.

You can set variables on these nodes directly via the extension (see
below), which should reduce the need to make subtypes of behaviors by a
lot. All of these vars are saved on the JSON and will be applied at
runtime.

If you are using subtrees, you can also assign "bindings" to these
variables, which will allow instances of the subtree to override those
variables.

Since a tree structure with variables becomes hard to parse in a JSON,
I've made a VSCode extension to edit these JSONs:

https://marketplace.visualstudio.com/items?itemName=BehaviorTreeG.behaviortreeg
https://github.com/CabinetOnFire/BehaviorTreeG

<img width="1795" height="1268" alt="image"
src="https://github.com/user-attachments/assets/56aa2f0b-3cf9-449f-bca4-8281fca82db6"
/>

This extension allows you to edit the behavior tree JSONs, and browse
through all the behaviors/decorators/subtrees we have

If you'd like more info on how to build these AI check out the
learn_ai.md. I will also make a tutorial to go over more depth on what
the system offers because I kind of suck at doing technical write-ups.

Targetting has been changed to. I've made a new acquire_targets behavior
that takes a target_source (what am I targetting) and
targetting_strategy (what does the candidate need to fulfill to be
considered a target). This allows us to make composites targetting
combinations to reduce the amount of specific find_and_set esque
behaviors we had before. Not everything is ported to this system but
that would be a longer term goal.

I've added a new build_bt script that converts all the behavior tree
JSONs into compiled versions. Why is this needed? Because I wanted to
keep using defines in behavior trees, so we need a way to convert this
into literal values before we send it to DM. This script runs on compile
and should also run in CI (If I didn't fuck that up!). This saves to a
new build/ folder.

I've ported every single AI in the game to this system (except raptors,
Kobsa is working on those so should be in soon!), so I do expect some
bugs to come out of this. But I also fixed some issues that have
probably been in the game for a long time such as:
- Fixed penguins being unable to fish
- Fixed bileworms not being able to devour people
- Fixes goldgrubs not grubbing gold (they could not mine!)
- Lizards actually eat food they find

Either way, I'd reccomend a long TM on this.

1. (Hopefully) a better development experience for making AI
2. Less copy-paste for behaviors, we should be able to re-use more
pieces to make behavior
3. Behavior trees is a more common pattern in making AI, so it should be
easier to find resources to find out how to do things.

🆑 CabinetOnFire, Iamgoofball, SmartKar, Ben10omintrix
refactor: Replaces our AI system with behavior trees, porting all
datum/ai to it
/🆑

I will add this PR with more details down the line. I think I got the
big picture but its a big PR, so sorry if I missed something important.

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-08-15 10:33:57 -06:00

503 lines
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Plaintext

/obj/item/gun/magic/staff
slot_flags = ITEM_SLOT_BACK
ammo_type = /obj/item/ammo_casing/magic/nothing
worn_icon_state = null
icon_state = "staff"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
item_flags = NEEDS_PERMIT | NO_MAT_REDEMPTION
/// Can non-magic folk use our staff?
/// If FALSE, only wizards or survivalists can use the staff to its full potential - If TRUE, anyone can
var/allow_intruder_use = FALSE
/obj/item/gun/magic/staff/Initialize(mapload)
. = ..()
AddComponent(/datum/component/walking_aid)
/obj/item/gun/magic/staff/proc/is_wizard_or_friend(mob/user)
if(!HAS_MIND_TRAIT(user, TRAIT_MAGICALLY_GIFTED) && !allow_intruder_use)
return FALSE
return TRUE
/obj/item/gun/magic/staff/can_trigger_gun(mob/living/user, akimbo_usage)
if(akimbo_usage && !is_wizard_or_friend(user))
return FALSE
return ..()
/obj/item/gun/magic/staff/check_botched(mob/living/user, atom/target)
if(!is_wizard_or_friend(user))
return !on_intruder_use(user, target)
return ..()
/// Called when someone who isn't a wizard or magician uses this staff.
/// Return TRUE to allow usage.
/obj/item/gun/magic/staff/proc/on_intruder_use(mob/living/user, atom/target)
return TRUE
/// Turns mobs into other mobs
/obj/item/gun/magic/staff/change
name = "staff of change"
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/change
icon_state = "staffofchange"
inhand_icon_state = "staffofchange"
school = SCHOOL_TRANSMUTATION
/// If set, all wabbajacks this staff produces will be of this type, instead of random
var/preset_wabbajack_type
/// If set, all wabbajacks this staff produces will be of this changeflag, instead of only WABBAJACK
var/preset_wabbajack_changeflag
/obj/item/gun/magic/staff/change/unrestricted
allow_intruder_use = TRUE
/obj/item/gun/magic/staff/change/pickup(mob/user)
. = ..()
if(!is_wizard_or_friend(user))
to_chat(user, span_hypnophrase("<span style='font-size: 24px'>You don't feel strong enough to properly wield this staff!</span>"))
balloon_alert(user, "you feel weak holding this staff")
/// Transforms the user
/obj/item/gun/magic/staff/change/proc/transform_self(mob/living/user)
user.dropItemToGround(src, TRUE)
var/wabbajack_into = preset_wabbajack_type || pick(WABBAJACK_MONKEY, WABBAJACK_HUMAN, WABBAJACK_ANIMAL)
var/mob/living/new_body = user.wabbajack(wabbajack_into, preset_wabbajack_changeflag)
if(!new_body)
return
balloon_alert(new_body, "wabbajack, wabbajack!")
return new_body
/obj/item/gun/magic/staff/change/on_intruder_use(mob/living/user, atom/target)
transform_self(user)
/obj/item/gun/magic/staff/change/do_suicide(mob/living/user)
playsound(loc, fire_sound, 50, TRUE, -1)
var/mob/living/transformed = transform_self(user)
transformed.death()
transformed.set_suicide(TRUE)
return MANUAL_SUICIDE
/// Brings objects to life
/obj/item/gun/magic/staff/animate
name = "staff of animation"
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
fire_sound = 'sound/effects/magic/staff_animation.ogg'
ammo_type = /obj/item/ammo_casing/magic/animate
icon_state = "staffofanimation"
inhand_icon_state = "staffofanimation"
school = SCHOOL_EVOCATION
/obj/item/gun/magic/staff/animate/do_suicide(mob/living/user)
user.Stun(20 SECONDS, ignore_canstun = TRUE)
var/list/my_shit = user.unequip_everything()
my_shit -= src
user.put_in_active_hand(src) // Keep this one for now
charges++ // We already subtracted one
user.Paralyze(2 SECONDS, ignore_canstun = TRUE) // We have at most 6 charges so this is slightly longer than necessary
while (length(my_shit) && charges > 0)
if(QDELETED(user) || user.stat == DEAD)
break
charges--
playsound(loc, fire_sound, 50, TRUE, -1)
var/obj/item/my_thing = pop(my_shit)
user.dropItemToGround(my_thing)
var/mob/living/angry_thing = my_thing.animate_atom_living()
angry_thing.ai_controller?.set_blackboard_key(BB_CURRENT_TARGET, user)
angry_thing.ai_controller?.set_blackboard_key(BB_TARGET_MINIMUM_STAT, HARD_CRIT)
angry_thing.ai_controller?.ai_interact(user, combat_mode = TRUE)
user.apply_damage(35, BRUTE, forced = TRUE) // Mimics are not actually very strong so we pretend that it just bit us so we die faster, at least 3 charges & worn items should do it
sleep(0.25 SECONDS)
if (QDELETED(user))
return MANUAL_SUICIDE
if (user.stat == CONSCIOUS)
return SHAME
if (user.stat != DEAD)
user.death() // If you got put into crit by the mobs we'll finish you off
return MANUAL_SUICIDE
/obj/item/gun/magic/staff/animate/animate_atom_living(mob/living/owner)
var/mob/living/basic/mimic/copy/ranged/living_staff = new(drop_location(), src, owner)
QDEL_NULL(living_staff.ai_controller)
living_staff.ai_controller = new /datum/ai_controller/basic_controller/mimic_copy/gun/animator(living_staff)
return living_staff
/// Heals people and even raises the dead
/obj/item/gun/magic/staff/healing
name = "staff of healing"
desc = "An artefact that spits bolts of restoring magic which can remove ailments of all kinds and even raise the dead."
fire_sound = 'sound/effects/magic/staff_healing.ogg'
ammo_type = /obj/item/ammo_casing/magic/heal
icon_state = "staffofhealing"
inhand_icon_state = "staffofhealing"
school = SCHOOL_RESTORATION
/// Our internal healbeam, used if an intruder (non-magic person) tries to use our staff
var/obj/item/gun/medbeam/healing_beam
/obj/item/gun/magic/staff/healing/pickup(mob/user)
. = ..()
if(!is_wizard_or_friend(user))
to_chat(user, span_hypnophrase("<span style='font-size: 24px'>The staff feels weaker as you touch it</span>"))
user.balloon_alert(user, "the staff feels weaker as you touch it")
/obj/item/gun/magic/staff/healing/examine(mob/user)
. = ..()
if(!is_wizard_or_friend(user))
. += span_notice("On the handle you notice a beautiful engraving in High Spaceman, \"Thou shalt not crosseth thy beams.\"")
/obj/item/gun/magic/staff/healing/Initialize(mapload)
. = ..()
healing_beam = new(src)
healing_beam.mounted = TRUE
/obj/item/gun/magic/staff/healing/Destroy()
QDEL_NULL(healing_beam)
return ..()
/obj/item/gun/magic/staff/healing/unrestricted
allow_intruder_use = TRUE
/obj/item/gun/magic/staff/healing/on_intruder_use(mob/living/user, atom/target)
if(target == user)
return FALSE
healing_beam.process_fire(target, user)
return FALSE
/obj/item/gun/magic/staff/healing/dropped(mob/user)
healing_beam.LoseTarget()
return ..()
/obj/item/gun/magic/staff/healing/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
return //Stops people clicking on themselves for self-healing
/obj/item/gun/magic/staff/healing/do_suicide(mob/living/user)
playsound(loc, fire_sound, 50, TRUE, -1)
if(user.mob_biotypes & MOB_UNDEAD)
user.dust(drop_items = TRUE)
return MANUAL_SUICIDE
user.visible_message(span_suicide("...but nothing happens."))
return SHAME
/// Does random shit when fired
/obj/item/gun/magic/staff/chaos
name = "staff of chaos"
desc = "An artefact that spits bolts of chaotic magic that can potentially do anything."
fire_sound = 'sound/effects/magic/staff_chaos.ogg'
ammo_type = /obj/item/ammo_casing/magic/chaos
icon_state = "staffofchaos"
inhand_icon_state = "staffofchaos"
max_charges = 10
recharge_rate = 2
no_den_usage = TRUE
school = SCHOOL_FORBIDDEN //this staff is evil. okay? it just is. look at this projectile type list. this is wrong.
/// List of all projectiles we can fire from our staff.
/// Doesn't contain all subtypes of magic projectiles, unlike what it looks like
var/list/allowed_projectile_types = list(
/obj/projectile/magic/animate,
/obj/projectile/magic/antimagic,
/obj/projectile/magic/arcane_barrage,
/obj/projectile/magic/babel,
/obj/projectile/magic/bounty,
///obj/projectile/magic/change, //SKYRAT EDIT REMOVAL
/obj/projectile/magic/death,
/obj/projectile/magic/door,
/obj/projectile/magic/fetch,
/obj/projectile/magic/fireball,
/obj/projectile/magic/flying,
/obj/projectile/magic/freeze,
/obj/projectile/magic/levitate,
/obj/projectile/magic/locker,
/obj/projectile/magic/necropotence,
/obj/projectile/magic/plague,
/obj/projectile/magic/rebellion,
/obj/projectile/magic/resurrection,
/obj/projectile/magic/shrink,
/obj/projectile/magic/spellblade,
/obj/projectile/magic/swap,
/obj/projectile/magic/teleport,
/obj/projectile/magic/tentacle_staff,
/obj/projectile/magic/wipe,
/obj/projectile/temp/chill
)
/obj/item/gun/magic/staff/chaos/unrestricted
allow_intruder_use = TRUE
/obj/item/gun/magic/staff/chaos/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
chambered.projectile_type = pick(allowed_projectile_types)
return ..()
/obj/item/gun/magic/staff/chaos/on_intruder_use(mob/living/user)
if(!user.can_cast_magic()) // Don't let people with antimagic use the staff of chaos.
balloon_alert(user, "the staff refuses to fire!")
return FALSE
if(prob(95)) // You have a 5% chance of hitting yourself when using the staff of chaos.
return TRUE
balloon_alert(user, "chaos!")
user.dropItemToGround(src, TRUE)
process_fire(user, user, FALSE)
return FALSE
/obj/item/gun/magic/staff/chaos/do_suicide(mob/living/user)
charges++ // We already subtracted one
for (var/i in 1 to 5)
if (!charges || user.stat == DEAD || QDELETED(user))
break
playsound(loc, fire_sound, 50, TRUE, -1)
process_fire(user, user, FALSE)
charges--
sleep(0.25 SECONDS)
return FIRELOSS
/**
* Staff of chaos given to the wizard upon completing a cheesy grand ritual. Is completely evil and if something
* breaks, it's completely intended. Fuck off.
* Also can be used by everyone, because why not.
*/
/obj/item/gun/magic/staff/chaos/true_wabbajack
name = "\proper Wabbajack"
desc = "If there is some deity out there, they've definitely skipped their psych appointment before creating this."
icon_state = "the_wabbajack"
inhand_icon_state = "the_wabbajack"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF //fuck you
max_charges = 999999 //fuck you
recharge_rate = 1
allow_intruder_use = TRUE
/obj/item/gun/magic/staff/chaos/true_wabbajack/Initialize(mapload)
. = ..()
allowed_projectile_types |= subtypesof(/obj/projectile/bullet/cannonball)
allowed_projectile_types |= subtypesof(/obj/projectile/bullet/rocket)
allowed_projectile_types |= subtypesof(/obj/projectile/energy/tesla)
allowed_projectile_types |= subtypesof(/obj/projectile/magic)
allowed_projectile_types |= subtypesof(/obj/projectile/temp)
allowed_projectile_types |= list(
/obj/projectile/beam/mindflayer,
/obj/projectile/bullet/gyro,
/obj/projectile/bullet/honker,
/obj/projectile/bullet/mime,
/obj/projectile/curse_hand,
/obj/projectile/energy/electrode,
/obj/projectile/energy/nuclear_particle,
/obj/projectile/gravityattract,
/obj/projectile/gravitychaos,
/obj/projectile/gravityrepulse,
/obj/projectile/ion,
/obj/projectile/meteor,
/obj/projectile/neurotoxin,
/obj/projectile/plasma,
) //if you ever try to expand this list, avoid adding bullets/energy projectiles, this ain't supposed to be a gun... unless it's funny
/// Creates and opens doors
/obj/item/gun/magic/staff/door
name = "staff of door creation"
desc = "An artefact that spits bolts of transformative magic that can create doors in walls."
fire_sound = 'sound/effects/magic/staff_door.ogg'
ammo_type = /obj/item/ammo_casing/magic/door
icon_state = "staffofdoor"
inhand_icon_state = "staffofdoor"
max_charges = 10
recharge_rate = 2
no_den_usage = TRUE
school = SCHOOL_TRANSMUTATION
/obj/item/gun/magic/staff/door/do_suicide(mob/living/user)
. = ..()
var/obj/machinery/door/airlock/material/door = new(user.drop_location())
door.set_custom_materials(list(SSmaterials.get_material(/datum/material/meat) = SHEET_MATERIAL_AMOUNT))
door.update_appearance(updates = UPDATE_ICON)
door.name = user.real_name
addtimer(CALLBACK(door, TYPE_PROC_REF(/obj/machinery/door, open)), 1.5 SECONDS)
user.drop_everything()
user.ghostize()
qdel(user)
return MANUAL_SUICIDE
/// Makes people slip really hard
/obj/item/gun/magic/staff/honk
name = "staff of the honkmother"
desc = "Honk."
fire_sound = 'sound/items/airhorn/airhorn.ogg'
ammo_type = /obj/item/ammo_casing/magic/honk
icon_state = "honker"
inhand_icon_state = "honker"
max_charges = 4
recharge_rate = 8
school = SCHOOL_EVOCATION
/obj/item/gun/magic/staff/honk/do_suicide(mob/living/user)
. = ..()
new /obj/effect/decal/cleanable/food/pie_smudge(user.drop_location())
user.AddComponent(\
/datum/component/face_decal/splat,\
icon_state = "creampie",\
layers = list(EXTERNAL_FRONT = BODY_FRONT_LAYER),\
)
return SHAME
/// Dismembers people, and is a passable melee weapon
/obj/item/gun/magic/staff/spellblade
name = "spellblade"
desc = "A deadly combination of laziness and bloodlust, this blade allows the user to dismember their enemies without all the hard work of actually swinging the sword."
fire_sound = 'sound/effects/magic/fireball.ogg'
ammo_type = /obj/item/ammo_casing/magic/spellblade
icon_state = "spellblade"
inhand_icon_state = "spellblade"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/items/weapons/rapierhit.ogg'
block_sound = 'sound/items/weapons/parry.ogg'
force = 20
armour_penetration = 75
block_chance = 50
sharpness = SHARP_EDGED
max_charges = 4
school = SCHOOL_EVOCATION
/obj/item/gun/magic/staff/spellblade/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 1.5 SECONDS, \
effectiveness = 125, \
bonus_modifier = 0, \
butcher_sound = hitsound, \
)
/obj/item/gun/magic/staff/spellblade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK || attack_type == OVERWHELMING_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword. Or a road roller, if one happened to hit you.
return ..()
/obj/item/gun/magic/staff/spellblade/do_suicide(mob/living/user)
. = ..()
if (!iscarbon(user))
return BRUTELOSS
var/mob/living/carbon/suicider = user
for (var/obj/item/bodypart/limb in suicider.get_bodyparts())
limb.dismember(BRUTE, silent = FALSE, wounding_type = WOUND_SLASH)
sleep(0.25 SECONDS)
return BRUTELOSS
/// Welds people into flying lockers
/obj/item/gun/magic/staff/locker
name = "staff of the locker"
desc = "An artefact that expels encapsulating bolts, for incapacitating thy enemy."
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/locker
icon_state = "locker"
inhand_icon_state = "locker"
worn_icon_state = "lockerstaff"
max_charges = 6
recharge_rate = 4
school = SCHOOL_TRANSMUTATION //in a way
/obj/item/gun/magic/staff/locker/do_suicide(mob/living/user)
. = ..()
var/obj/structure/closet/decay/locker = new(user.drop_location())
locker.insert(user)
locker.welded = TRUE
locker.update_appearance(UPDATE_ICON_STATE)
return BRUTELOSS
/// Makes targets "fly" by throwing them away
/obj/item/gun/magic/staff/flying
name = "staff of flying"
desc = "An artefact that spits bolts of graceful magic that can make something fly."
fire_sound = 'sound/effects/magic/staff_healing.ogg'
ammo_type = /obj/item/ammo_casing/magic/flying
icon_state = "staffofflight"
inhand_icon_state = "staffofchange"
worn_icon_state = "flightstaff"
school = SCHOOL_EVOCATION
/obj/item/gun/magic/staff/flying/do_suicide(mob/living/user)
. = ..()
var/atom/throw_target = get_edge_target_turf(user, pick(GLOB.alldirs))
user.throw_at(throw_target, 200, 4)
return BRUTELOSS
/// Scrambles languages
/obj/item/gun/magic/staff/babel
name = "staff of babel"
desc = "An artefact that spits bolts of confusion magic that can make something depressed and incoherent."
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/babel
icon_state = "staffofbabel"
inhand_icon_state = "staffofdoor"
worn_icon_state = "babelstaff"
school = SCHOOL_FORBIDDEN //evil
/obj/item/gun/magic/staff/babel/do_suicide(mob/living/user)
. = ..()
process_fire(user, user, FALSE)
user.say("I wish I was dead.", forced = "failed babel staff suicide")
return SHAME
/// Deals damage to the target and recharges their spells if they have any
/obj/item/gun/magic/staff/necropotence
name = "staff of necropotence"
desc = "An artefact that spits bolts of death magic that can repurpose the soul."
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/necropotence
icon_state = "staffofnecropotence"
inhand_icon_state = "staffofchaos"
worn_icon_state = "necrostaff"
school = SCHOOL_NECROMANCY //REALLY evil
/obj/item/gun/magic/staff/necropotence/do_suicide(mob/living/user)
. = ..()
user.unequip_everything()
var/obj/item/soulstone/anybody/stone = new(user.drop_location())
stone.capture_soul(user, user = null, forced = TRUE)
user.death()
return MANUAL_SUICIDE
/// Asks a ghost to start playing as the poor victim
/obj/item/gun/magic/staff/wipe
name = "staff of possession"
desc = "An artefact that spits bolts of mind-unlocking magic that can let ghosts invade the victim's mind."
fire_sound = 'sound/effects/magic/staff_change.ogg'
ammo_type = /obj/item/ammo_casing/magic/wipe
icon_state = "staffofwipe"
inhand_icon_state = "pharoah_sceptre"
worn_icon_state = "wipestaff"
school = SCHOOL_FORBIDDEN //arguably the worst staff in the entire game effect wise
/obj/item/gun/magic/staff/wipe/do_suicide(mob/living/user)
. = ..()
process_fire(user, user, FALSE)
return MANUAL_SUICIDE_NONLETHAL // Someone else is you now
/// Makes the target really small
/obj/item/gun/magic/staff/shrink
name = "staff of shrinking"
desc = "An artefact that spits bolts of tiny magic that makes things small. It's easily mistaken for a wand."
fire_sound = 'sound/effects/magic/staff_shrink.ogg'
ammo_type = /obj/item/ammo_casing/magic/shrink
icon_state = "shrinkstaff"
inhand_icon_state = "staff"
max_charges = 10 // slightly more/faster charges since this will be used on walls and such
recharge_rate = 5
no_den_usage = TRUE
school = SCHOOL_TRANSMUTATION
slot_flags = NONE //too small to wear on your back
w_class = WEIGHT_CLASS_NORMAL //but small enough for a bag
/obj/item/gun/magic/staff/shrink/do_suicide(mob/living/user)
. = ..()
playsound(user, fire_sound, 50, TRUE)
user.unequip_everything()
user.visible_message(span_suicide("[user] shrinks into nothing!"), span_suicide("You shrink into nothing!"))
user.Stun(20 SECONDS, ignore_canstun = TRUE)
user.set_suicide(TRUE)
user.ghostize()
animate(user, transform = matrix() * 0, time = 1 SECONDS)
QDEL_IN(user, 1 SECONDS)
return MANUAL_SUICIDE