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Bubberstation/code/game/gamemodes/clock_cult/clock_scriptures/scripture_scripts.dm
vuonojenmustaturska 39375d5cc2 Replaces a bunch of mob loops with hopefully better ones (#32786)
* Free codebase churn

* fixes dviewmob

* a commit

* Partial revert "Free codebase churn"

This reverts commit 9dd41b3860c331637bbc85e694dd32dc59768ad5.

* better fix to dviewmob

* renames living_mob_list to alive_mob_list, adds mob_living_list and carbon_list

* make some use out of the shiny carbon list

* make some use out of the shiny new living list

* more things, also make the mobs subsystem (Life) use living list

* bonus

* domo arigato mr. roboto

* compile fixes, also made the drone code less dumb

* better?

* make admin message prettier

* honk

* fixes blobs

* rev fixes

* one small thing
2017-11-16 23:08:40 +01:00

348 lines
16 KiB
Plaintext

/////////////
// SCRIPTS //
/////////////
//Ocular Warden: Creates an ocular warden, which defends a small area near it.
/datum/clockwork_scripture/create_object/ocular_warden
descname = "Structure, Turret"
name = "Ocular Warden"
desc = "Forms an automatic short-range turret which will automatically attack nearby unrestrained non-Servants that can see it."
invocations = list("Guardians of Engine...", "...judge those who would harm us!")
channel_time = 100
power_cost = 250
object_path = /obj/structure/destructible/clockwork/ocular_warden
creator_message = "<span class='brass'>You form an ocular warden, which will automatically attack nearby unrestrained non-Servants that can see it.</span>"
observer_message = "<span class='warning'>A brass eye takes shape and slowly rises into the air, its red iris glaring!</span>"
usage_tip = "Although powerful, the warden is very fragile and should optimally be placed behind barricades."
tier = SCRIPTURE_SCRIPT
one_per_tile = TRUE
space_allowed = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 1
quickbind = TRUE
quickbind_desc = "Creates an Ocular Warden, which will automatically attack nearby unrestrained non-Servants that can see it."
/datum/clockwork_scripture/create_object/ocular_warden/check_special_requirements()
for(var/obj/structure/destructible/clockwork/ocular_warden/W in range(OCULAR_WARDEN_EXCLUSION_RANGE, invoker))
to_chat(invoker, "<span class='neovgre'>You sense another ocular warden too near this location. Placing another this close would cause them to fight.</span>" )
return FALSE
return ..()
//Judicial Visor: Creates a judicial visor, which can smite an area.
/datum/clockwork_scripture/create_object/judicial_visor
descname = "Delayed Area Knockdown Glasses"
name = "Judicial Visor"
desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
invocations = list("Grant me the flames of Engine!")
channel_time = 10
power_cost = 400
whispered = TRUE
object_path = /obj/item/clothing/glasses/judicial_visor
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
usage_tip = "The visor has a thirty-second cooldown once used."
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 2
quickbind = TRUE
quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Trap, Damage to Healing"
name = "Vitality Matrix"
desc = "Places a sigil that drains life from any living non-Servants that cross it, producing Vitality. Servants that cross it, however, will be healed using existing Vitality. \
Dead Servants can be revived by this sigil at a cost of 150 Vitality."
invocations = list("Divinity, siphon their essence...", "...for this shell to consume.")
channel_time = 60
power_cost = 1000
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/vitality
creator_message = "<span class='brass'>A vitality matrix appears below you. It will drain life from non-Servants and heal Servants that cross it.</span>"
usage_tip = "The sigil will be consumed upon reviving a Servant."
tier = SCRIPTURE_SCRIPT
one_per_tile = TRUE
primary_component = VANGUARD_COGWHEEL
sort_priority = 3
quickbind = TRUE
quickbind_desc = "Creates a Vitality Matrix, which drains non-Servants on it to heal Servants that cross it."
//Mending Mantra: Channeled for up to ten times over twenty seconds to repair structures and heal allies
/datum/clockwork_scripture/channeled/mending_mantra
descname = "Channeled, Area Healing and Repair"
name = "Mending Mantra"
desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed. Channeled every two seconds for a maximum of twenty seconds."
chant_invocations = list("Mend our dents!", "Heal our scratches!", "Repair our gears!")
chant_amount = 10
chant_interval = 20
power_cost = 1000
usage_tip = "This is a very effective way to rapidly reinforce a base after an attack."
tier = SCRIPTURE_SCRIPT
primary_component = VANGUARD_COGWHEEL
sort_priority = 4
quickbind = TRUE
quickbind_desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed.<br><b>Maximum 10 chants.</b>"
var/heal_attempts = 4
var/heal_amount = 2.5
var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
var/static/list/heal_finish_messages = list("There, all mended!", "Try not to get too damaged.", "No more dents and scratches for you!", "Champions never die.", "All patched up.", \
"Ah, child, it's okay now.", "Pain is temporary.", "What you do for the Justiciar is eternal.", "Bear this for me.", "Be strong, child.", "Please, be careful!", \
"If you die, you will be remembered.")
var/static/list/heal_target_typecache = typecacheof(list(
/obj/structure/destructible/clockwork,
/obj/machinery/door/airlock/clockwork,
/obj/machinery/door/window/clockwork,
/obj/structure/window/reinforced/clockwork,
/obj/structure/table/reinforced/brass))
var/static/list/ratvarian_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/armor/clockwork,
/obj/item/clothing/head/helmet/clockwork,
/obj/item/clothing/gloves/clockwork,
/obj/item/clothing/shoes/clockwork))
/datum/clockwork_scripture/channeled/mending_mantra/chant_effects(chant_number)
var/turf/T
for(var/atom/movable/M in range(7, invoker))
if(isliving(M))
if(isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab))
var/mob/living/simple_animal/S = M
if(S.health == S.maxHealth || S.stat == DEAD)
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.adjustHealth(-heal_amount)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(issilicon(M))
var/mob/living/silicon/S = M
if(S.health == S.maxHealth || S.stat == DEAD || !is_servant_of_ratvar(S))
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth)
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.health == H.maxHealth || H.stat == DEAD || !is_servant_of_ratvar(H))
continue
T = get_turf(M)
var/heal_ticks = 0 //one heal tick for each piece of ratvarian armor worn
var/obj/item/I = H.get_item_by_slot(slot_wear_suit)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(slot_head)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(slot_gloves)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(slot_shoes)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
if(heal_ticks)
for(var/i in 1 to heal_ticks)
if(H.health < H.maxHealth)
H.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_ticks && H.health >= H.maxHealth)
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(is_type_in_typecache(M, heal_target_typecache))
var/obj/structure/destructible/clockwork/C = M
if(C.obj_integrity == C.max_integrity || (istype(C) && !C.can_be_repaired))
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(C.obj_integrity < C.max_integrity)
C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
C.update_icon()
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
else
break
new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
return TRUE
//Replica Fabricator: Creates a replica fabricator, used to convert objects and repair clockwork structures.
/datum/clockwork_scripture/create_object/replica_fabricator
descname = "Replaces Objects with Ratvarian Versions"
name = "Replica Fabricator"
desc = "Forms a device that, when used on certain objects, replaces them with their Ratvarian equivalents. It requires power to function."
invocations = list("With this device...", "...his presence shall be made known.")
channel_time = 20
power_cost = 250
whispered = TRUE
object_path = /obj/item/clockwork/replica_fabricator
creator_message = "<span class='brass'>You form a replica fabricator.</span>"
usage_tip = "Clockwork Walls cause nearby Tinkerer's Caches to generate components passively, making this a vital tool. Clockwork Floors heal toxin damage in Servants standing on them."
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = REPLICANT_ALLOY
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Creates a Replica Fabricator, which can convert various objects to Ratvarian variants."
//Clockwork Arnaments: Grants the invoker the ability to call forth a Ratvarian spear and clockwork armor.
/datum/clockwork_scripture/clockwork_arnaments
descname = "Summonable Armor and Weapons"
name = "Clockwork Arnaments"
desc = "Allows the invoker to summon clockwork armor and a Ratvarian spear at will. The spear's attacks will generate Vitality, used for healing."
invocations = list("Grant me arnaments...", "...from the forge of Armorer!")
channel_time = 20
power_cost = 250
whispered = TRUE
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear. You will need to wait for 30 seconds before resummoning it."
tier = SCRIPTURE_SCRIPT
primary_component = REPLICANT_ALLOY
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you."
/datum/clockwork_scripture/clockwork_arnaments/check_special_requirements()
for(var/datum/action/innate/clockwork_arnaments/F in invoker.actions)
to_chat(invoker, "<span class='warning'>You have already bound a Ratvarian spear to yourself!</span>")
return FALSE
return invoker.can_hold_items()
/datum/clockwork_scripture/clockwork_arnaments/scripture_effects()
invoker.visible_message("<span class='warning'>A shimmer of yellow light infuses [invoker]!</span>", \
"<span class='brass'>You bind clockwork equipment to yourself. Use Clockwork Arnaments and Call Spear to summon them.</span>")
var/datum/action/innate/call_weapon/ratvarian_spear/S = new()
S.Grant(invoker)
var/datum/action/innate/clockwork_arnaments/A = new()
A.Grant(invoker)
return TRUE
//Clockwork Arnaments: Equips a set of clockwork armor. Three-minute cooldown.
/datum/action/innate/clockwork_arnaments
name = "Clockwork Arnaments"
desc = "Outfits you in a full set of Ratvarian armor."
icon_icon = 'icons/mob/actions/actions_clockcult.dmi'
button_icon_state = "clockwork_armor"
background_icon_state = "bg_clock"
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
buttontooltipstyle = "clockcult"
var/cooldown = 0
var/static/list/ratvarian_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/armor/clockwork,
/obj/item/clothing/head/helmet/clockwork,
/obj/item/clothing/gloves/clockwork,
/obj/item/clothing/shoes/clockwork)) //don't replace this ever
var/static/list/better_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/space,
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/shoes/magboots)) //replace this only if ratvar is up
/datum/action/innate/clockwork_arnaments/IsAvailable()
if(!is_servant_of_ratvar(owner))
qdel(src)
return
if(cooldown > world.time)
return
return ..()
/datum/action/innate/clockwork_arnaments/Activate()
var/do_message = 0
var/obj/item/I = owner.get_item_by_slot(slot_wear_suit)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/clockwork(null), slot_wear_suit)
I = owner.get_item_by_slot(slot_head)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/clockwork(null), slot_head)
I = owner.get_item_by_slot(slot_gloves)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/gloves/clockwork(null), slot_gloves)
I = owner.get_item_by_slot(slot_shoes)
if(remove_item_if_better(I, owner))
do_message += owner.equip_to_slot_or_del(new/obj/item/clothing/shoes/clockwork(null), slot_shoes)
if(do_message)
owner.visible_message("<span class='warning'>Strange armor appears on [owner]!</span>", "<span class='heavy_brass'>A bright shimmer runs down your body, equipping you with Ratvarian armor.</span>")
playsound(owner, 'sound/magic/clockwork/fellowship_armory.ogg', 15 * do_message, TRUE) //get sound loudness based on how much we equipped
cooldown = CLOCKWORK_ARMOR_COOLDOWN + world.time
owner.update_action_buttons_icon()
addtimer(CALLBACK(owner, /mob.proc/update_action_buttons_icon), CLOCKWORK_ARMOR_COOLDOWN)
return TRUE
/datum/action/innate/clockwork_arnaments/proc/remove_item_if_better(obj/item/I, mob/user)
if(!I)
return TRUE
if(is_type_in_typecache(I, ratvarian_armor_typecache))
return FALSE
if(!GLOB.ratvar_awakens && is_type_in_typecache(I, better_armor_typecache))
return FALSE
return user.dropItemToGround(I)
//Call Spear: Calls forth a powerful Ratvarian spear.
/datum/action/innate/call_weapon/ratvarian_spear
name = "Call Spear"
desc = "Calls a Ratvarian spear into your hands to fight your enemies."
weapon_type = /obj/item/clockwork/weapon/ratvarian_spear
//Spatial Gateway: Allows the invoker to teleport themselves and any nearby allies to a conscious servant or clockwork obelisk.
/datum/clockwork_scripture/spatial_gateway
descname = "Teleport Gate"
name = "Spatial Gateway"
desc = "Tears open a miniaturized gateway in spacetime to any conscious servant that can transport objects or creatures to its destination. \
Each servant assisting in the invocation adds one additional use and four additional seconds to the gateway's uses and duration."
invocations = list("Spatial Gateway...", "...activate!")
channel_time = 80
power_cost = 400
multiple_invokers_used = TRUE
multiple_invokers_optional = TRUE
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
tier = SCRIPTURE_SCRIPT
primary_component = HIEROPHANT_ANSIBLE
sort_priority = 9
quickbind = TRUE
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
/datum/clockwork_scripture/spatial_gateway/check_special_requirements()
if(!isturf(invoker.loc))
to_chat(invoker, "<span class='warning'>You must not be inside an object to use this scripture!</span>")
return FALSE
var/other_servants = 0
for(var/mob/living/L in GLOB.alive_mob_list)
if(is_servant_of_ratvar(L) && !L.stat && L != invoker)
other_servants++
for(var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/O in GLOB.all_clockwork_objects)
if(O.anchored)
other_servants++
if(!other_servants)
to_chat(invoker, "<span class='warning'>There are no other conscious servants or anchored clockwork obelisks!</span>")
return FALSE
return TRUE
/datum/clockwork_scripture/spatial_gateway/scripture_effects()
var/portal_uses = 0
var/duration = 0
for(var/mob/living/L in range(1, invoker))
if(!L.stat && is_servant_of_ratvar(L))
portal_uses++
duration += 40 //4 seconds
if(GLOB.ratvar_awakens)
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
duration = max(duration, 100)
return slab.procure_gateway(invoker, duration, portal_uses)