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Bubberstation/code/datums/status_effects/status_effect.dm
Joan Lung ea9d9c3261 Converts Vanguard to a status effect (#20208)
* Converts Vanguard to a status effect

* bolding

* do that first, don't runtime first

* gooooof
2016-08-31 09:29:45 +12:00

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//Status effects are used to apply temporary or permanent effects to mobs. Mobs are aware of their status effects at all times.
//This file contains their code, plus code for applying and removing them.
//When making a new status effect, add a define to status_effects.dm in __DEFINES for ease of use!
var/list/status_effects = list() //All status effects affecting literally anyone
/datum/status_effect
var/id = "effect" //Used for screen alerts.
var/duration = -1 //How long the status effect lasts in SECONDS. Enter -1 for an effect that never ends unless removed through some means.
var/tick_interval = 1 //How many seconds between ticks. Leave at 1 for every second.
var/mob/living/owner //The mob affected by the status effect.
var/cosmetic = FALSE //If the status effect only exists for flavor.
var/unique = TRUE //If there can be multiple status effects of this type on one mob.
var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
/datum/status_effect/New()
..()
status_effects += src
addtimer(src, "start_ticking", 1) //Give us time to set any variables
/datum/status_effect/Destroy()
status_effects -= src
return ..()
/datum/status_effect/proc/start_ticking()
if(!src)
return
if(!owner)
qdel(src)
return
on_apply()
var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
A.attached_effect = src //so the alert can reference us, if it needs to
START_PROCESSING(SSprocessing, src)
/datum/status_effect/process()
if(!owner)
cancel_effect()
return
if(duration != -1)
duration--
tick_interval--
if(!tick_interval)
tick()
tick_interval = initial(tick_interval)
if(!duration)
cancel_effect()
/datum/status_effect/proc/cancel_effect()
STOP_PROCESSING(SSprocessing, src)
if(owner)
owner.clear_alert(id)
on_remove()
qdel(src)
/datum/status_effect/proc/on_apply() //Called whenever the buff is applied.
/datum/status_effect/proc/tick() //Called every tick.
/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed.
////////////////
// ALERT HOOK //
////////////////
/obj/screen/alert/status_effect
name = "Curse of Mundanity"
desc = "You don't feel any different..."
var/datum/status_effect/attached_effect
//////////////////
// HELPER PROCS //
//////////////////
/mob/living/proc/apply_status_effect(effect) //applies a given status effect to this mob, returning the effect if it was successful
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.unique) && S.id == initial(S1.id) && S.owner == src)
return
S1 = new effect
S1.owner = src
. = S1
/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
. = FALSE
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id && S.owner == src)
S.cancel_effect()
. = TRUE
/mob/living/proc/has_status_effect(effect) //returns TRUE if the mob calling the proc owns the given status effect
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id && S.owner == src)
return TRUE