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Bubberstation/code/modules/spells/spell.dm
TemporalOroboros 068a3be859 Makes smoke and foam attempt to fill the available space. (#65281)
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.

Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.

Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.

There have been some minor balance changes to the chemical smoke and foam reactions:

I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
2022-05-07 13:10:37 -07:00

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#define TARGET_CLOSEST 0
#define TARGET_RANDOM 1
/obj/effect/proc_holder
var/panel = "Debug"//What panel the proc holder needs to go on.
var/active = FALSE //Used by toggle based abilities.
var/ranged_mousepointer
var/mob/living/ranged_ability_user
var/ranged_clickcd_override = -1
var/has_action = TRUE
var/datum/action/spell_action/action = null
var/action_icon = 'icons/mob/actions/actions_spells.dmi'
var/action_icon_state = "spell_default"
var/action_background_icon_state = "bg_spell"
var/base_action = /datum/action/spell_action
var/datum/weakref/owner
/obj/effect/proc_holder/Initialize(mapload, mob/living/new_owner)
. = ..()
owner = WEAKREF(new_owner)
if(has_action)
action = new base_action(src)
/obj/effect/proc_holder/Destroy()
if(!QDELETED(action))
qdel(action)
action = null
return ..()
/obj/effect/proc_holder/proc/on_gain(mob/living/user)
return
/obj/effect/proc_holder/proc/on_lose(mob/living/user)
return
/obj/effect/proc_holder/proc/fire(mob/living/user)
return TRUE
/obj/effect/proc_holder/proc/get_panel_text()
return ""
GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell)) //needed for the badmin verb for now
/obj/effect/proc_holder/Destroy()
QDEL_NULL(action)
if(ranged_ability_user)
remove_ranged_ability()
return ..()
/obj/effect/proc_holder/singularity_act()
return
/obj/effect/proc_holder/singularity_pull()
return
/obj/effect/proc_holder/proc/InterceptClickOn(mob/living/caller, params, atom/A)
if(caller.ranged_ability != src || ranged_ability_user != caller) //I'm not actually sure how these would trigger, but, uh, safety, I guess?
to_chat(caller, span_warning("<b>[caller.ranged_ability.name]</b> has been disabled."))
caller.ranged_ability.remove_ranged_ability()
return TRUE //TRUE for failed, FALSE for passed.
if(ranged_clickcd_override >= 0)
ranged_ability_user.next_click = world.time + ranged_clickcd_override
else
ranged_ability_user.next_click = world.time + CLICK_CD_CLICK_ABILITY
ranged_ability_user.face_atom(A)
return FALSE
/obj/effect/proc_holder/proc/add_ranged_ability(mob/living/user, msg, forced)
if(!user || !user.client)
return
if(user.ranged_ability && user.ranged_ability != src)
if(forced)
to_chat(user, span_warning("<b>[user.ranged_ability.name]</b> has been replaced by <b>[name]</b>."))
user.ranged_ability.remove_ranged_ability()
else
return
user.ranged_ability = src
user.click_intercept = src
user.update_mouse_pointer()
ranged_ability_user = user
if(msg)
to_chat(ranged_ability_user, msg)
active = TRUE
update_appearance()
/obj/effect/proc_holder/proc/remove_ranged_ability(msg)
if(!ranged_ability_user || !ranged_ability_user.client || (ranged_ability_user.ranged_ability && ranged_ability_user.ranged_ability != src)) //To avoid removing the wrong ability
return
ranged_ability_user.ranged_ability = null
ranged_ability_user.click_intercept = null
ranged_ability_user.update_mouse_pointer()
if(msg)
to_chat(ranged_ability_user, msg)
ranged_ability_user = null
active = FALSE
update_appearance()
/obj/effect/proc_holder/spell
name = "Spell"
desc = "A wizard spell."
panel = "Spells"
var/sound = null //The sound the spell makes when it is cast
anchored = TRUE // Crap like fireball projectiles are proc_holders, this is needed so fireballs don't get blown back into your face via atmos etc.
pass_flags = PASSTABLE
density = FALSE
opacity = FALSE
///checked by some holy sects to punish the caster for casting things that do not align with their sect's alignment - see magic.dm in defines to learn more
var/school = SCHOOL_UNSET
var/charge_type = "recharge" //can be recharge or charges, see charge_max and charge_counter descriptions; can also be based on the holder's vars now, use "holder_var" for that
var/charge_max = 10 SECONDS //recharge time in deciseconds if charge_type = "recharge" or starting charges if charge_type = "charges"
var/charge_counter = 0 //can only cast spells if it equals recharge, ++ each decisecond if charge_type = "recharge" or -- each cast if charge_type = "charges"
var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
var/recharging = TRUE
var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
var/clothes_req = TRUE //see if it requires clothes
var/human_req = FALSE //spell can only be cast by humans
var/nonabstract_req = FALSE //spell can only be cast by mobs that are physical entities
var/stat_allowed = FALSE //see if it requires being conscious/alive, need to set to 1 for ghostpells
var/phase_allowed = FALSE // If true, the spell can be cast while phased, eg. blood crawling, ethereal jaunting
/// This determines what type of antimagic is needed to block the spell (MAGIC_RESISTANCE, MAGIC_RESISTANCE_MIND, MAGIC_RESISTANCE_HOLY)
var/antimagic_flags = MAGIC_RESISTANCE
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_emote_self = null
var/invocation_type = INVOCATION_NONE //can be none, whisper, emote and shout
var/range = 7 //the range of the spell; outer radius for aoe spells
var/message = "" //whatever it says to the guy affected by it
var/selection_type = "view" //can be "range" or "view"
var/spell_level = 0 //if a spell can be taken multiple times, this raises
var/level_max = 4 //The max possible level_max is 4
var/cooldown_min = 0 //This defines what spell quickened four times has as a cooldown. Make sure to set this for every spell
var/player_lock = TRUE //If it can be used by simple mobs
var/overlay = 0
var/overlay_icon = 'icons/obj/wizard.dmi'
var/overlay_icon_state = "spell"
var/overlay_lifespan = 0
var/sparks_spread = 0
var/sparks_amt = 0 //cropped at 10
/// The typepath of the smoke to create on cast.
var/smoke_spread = null
/// The amount of smoke to create on case. This is a range so a value of 5 will create enough smoke to cover everything within 5 steps.
var/smoke_amt = 0
var/centcom_cancast = TRUE //Whether or not the spell should be allowed on z2
action_icon = 'icons/mob/actions/actions_spells.dmi'
action_icon_state = "spell_default"
action_background_icon_state = "bg_spell"
base_action = /datum/action/spell_action/spell
/obj/effect/proc_holder/spell/proc/cast_check(skipcharge = 0,mob/user = usr) //checks if the spell can be cast based on its settings; skipcharge is used when an additional cast_check is called inside the spell
if(SEND_SIGNAL(user, COMSIG_MOB_PRE_CAST_SPELL, src) & COMPONENT_CANCEL_SPELL)
return FALSE
if(player_lock)
if(!user.mind || !(src in user.mind.spell_list) && !(src in user.mob_spell_list))
to_chat(user, span_warning("You shouldn't have this spell! Something's wrong."))
return FALSE
else
if(!(src in user.mob_spell_list))
return FALSE
var/turf/T = get_turf(user)
if(is_centcom_level(T.z) && !centcom_cancast) //Certain spells are not allowed on the centcom zlevel
to_chat(user, span_warning("You can't cast this spell here!"))
return FALSE
if(!skipcharge)
if(!charge_check(user))
return FALSE
if(user.stat && !stat_allowed)
to_chat(user, span_warning("Not when you're incapacitated!"))
return FALSE
if(!user.can_cast_magic(antimagic_flags))
return FALSE
if(!phase_allowed && istype(user.loc, /obj/effect/dummy) || HAS_TRAIT(user, TRAIT_ROD_FORM))
to_chat(user, span_warning("[name] cannot be cast unless you are completely manifested in the material plane!"))
return FALSE
var/mob/living/L = user
if(istype(L) && (invocation_type == INVOCATION_WHISPER || invocation_type == INVOCATION_SHOUT) && !L.can_speak_vocal())
to_chat(user, span_warning("You can't get the words out!"))
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(clothes_req)
if(!(H.wear_suit?.clothing_flags & CASTING_CLOTHES))
to_chat(H, span_warning("You don't feel strong enough without your robe!"))
return FALSE
if(!(H.head?.clothing_flags & CASTING_CLOTHES))
to_chat(H, span_warning("You don't feel strong enough without your hat!"))
return FALSE
else
if(clothes_req || human_req)
to_chat(user, span_warning("This spell can only be cast by humans!"))
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
to_chat(user, span_warning("This spell can only be cast by physical beings!"))
return FALSE
if(!skipcharge)
switch(charge_type)
if("recharge")
charge_counter = 0 //doesn't start recharging until the targets selecting ends
if("charges")
charge_counter-- //returns the charge if the targets selecting fails
if("holdervar")
adjust_var(user, holder_var_type, holder_var_amount)
if(action)
action.UpdateButtons()
return TRUE
/obj/effect/proc_holder/spell/proc/charge_check(mob/user, silent = FALSE)
switch(charge_type)
if("recharge")
if(charge_counter < charge_max)
if(!silent)
to_chat(user, still_recharging_msg)
return FALSE
if("charges")
if(!charge_counter)
if(!silent)
to_chat(user, span_warning("[name] has no charges left!"))
return FALSE
return TRUE
/obj/effect/proc_holder/spell/proc/invocation(mob/user = usr) //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if(INVOCATION_SHOUT)
if(prob(50))//Auto-mute? Fuck that noise
user.say(invocation, forced = "spell")
else
user.say(replacetext(invocation," ","`"), forced = "spell")
if(INVOCATION_WHISPER)
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if(INVOCATION_EMOTE)
user.visible_message(invocation, invocation_emote_self) //same style as in mob/living/emote.dm
/obj/effect/proc_holder/spell/proc/playMagSound()
playsound(get_turf(usr), sound,50,TRUE)
/obj/effect/proc_holder/spell/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
still_recharging_msg = span_warning("[name] is still recharging!")
charge_counter = charge_max
/obj/effect/proc_holder/spell/Destroy()
STOP_PROCESSING(SSfastprocess, src)
qdel(action)
return ..()
/obj/effect/proc_holder/spell/Click()
if(cast_check())
choose_targets()
return 1
/obj/effect/proc_holder/spell/proc/choose_targets(mob/user = usr) //depends on subtype - /targeted or /aoe_turf
return
/**
* can_target: Checks if we are allowed to cast the spell on a target.
*
* Arguments:
* * target The atom that is being targeted by the spell.
* * user The mob using the spell.
* * silent If the checks should not give any feedback messages.
*/
/obj/effect/proc_holder/spell/proc/can_target(atom/target, mob/user, silent = FALSE)
return TRUE
/obj/effect/proc_holder/spell/proc/start_recharge()
recharging = TRUE
/obj/effect/proc_holder/spell/process(delta_time)
if(recharging && charge_type == "recharge" && (charge_counter < charge_max))
charge_counter += delta_time * 10
if(charge_counter >= charge_max)
action.UpdateButtons()
charge_counter = charge_max
recharging = FALSE
/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = TRUE, mob/user = usr) //if recharge is started is important for the trigger spells
before_cast(targets)
invocation(user)
if(user?.ckey)
user.log_message(span_danger("cast the spell [name]."), LOG_ATTACK)
if(recharge)
recharging = TRUE
if(sound)
playMagSound()
SEND_SIGNAL(user, COMSIG_MOB_CAST_SPELL, src)
cast(targets,user=user)
after_cast(targets)
if(action)
action.UpdateButtons()
/obj/effect/proc_holder/spell/proc/before_cast(list/targets)
if(overlay)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.set_anchored(TRUE)
spell.set_density(FALSE)
QDEL_IN(spell, overlay_lifespan)
/obj/effect/proc_holder/spell/proc/after_cast(list/targets)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
if(isliving(target) && message)
to_chat(target, text("[message]"))
if(sparks_spread)
do_sparks(sparks_amt, FALSE, location)
if(ispath(smoke_spread, /datum/effect_system/fluid_spread/smoke)) // Dear god this code is :agony:
var/datum/effect_system/fluid_spread/smoke/smoke = new smoke_spread()
smoke.set_up(smoke_amt, location = location)
smoke.start()
/obj/effect/proc_holder/spell/proc/cast(list/targets,mob/user = usr)
/obj/effect/proc_holder/spell/proc/view_or_range(distance = world.view, center=usr, type="view")
switch(type)
if("view")
. = view(distance,center)
if("range")
. = range(distance,center)
/obj/effect/proc_holder/spell/proc/revert_cast(mob/user = usr) //resets recharge or readds a charge
switch(charge_type)
if("recharge")
charge_counter = charge_max
if("charges")
charge_counter++
if("holdervar")
adjust_var(user, holder_var_type, -holder_var_amount)
if(action)
action.UpdateButtons()
/obj/effect/proc_holder/spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types
if (!istype(target))
return
switch(type)
if("bruteloss")
target.adjustBruteLoss(amount)
if("fireloss")
target.adjustFireLoss(amount)
if("toxloss")
target.adjustToxLoss(amount)
if("oxyloss")
target.adjustOxyLoss(amount)
if("stun")
target.AdjustStun(amount)
if("knockdown")
target.AdjustKnockdown(amount)
if("paralyze")
target.AdjustParalyzed(amount)
if("immobilize")
target.AdjustImmobilized(amount)
if("unconscious")
target.AdjustUnconscious(amount)
else
target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existent vars
/obj/effect/proc_holder/spell/targeted //can mean aoe for mobs (limited/unlimited number) or one target mob
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
/obj/effect/proc_holder/spell/targeted/choose_targets(mob/user = usr)
var/list/targets = list()
switch(max_targets)
if(0) //unlimited
for(var/mob/living/target in view_or_range(range, user, selection_type))
if(!can_target(target, user, TRUE))
continue
targets += target
if(1) //single target can be picked
if(range < 0)
targets += user
else
var/possible_targets = list()
for(var/mob/living/M in view_or_range(range, user, selection_type))
if(!include_user && user == M)
continue
if(!can_target(M, user, TRUE))
continue
possible_targets += M
//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/chosen_target
if(!random_target)
chosen_target = tgui_input_list(user, "Choose the target for the spell", "Targeting", sort_names(possible_targets))
if(isnull(chosen_target))
return
if(!ismob(chosen_target) || user.incapacitated())
return
else
switch(random_target_priority)
if(TARGET_RANDOM)
chosen_target = pick(possible_targets)
if(TARGET_CLOSEST)
for(var/mob/living/living_target in possible_targets)
if(chosen_target)
if(get_dist(user, living_target) < get_dist(user, chosen_target))
if(los_check(user, living_target))
chosen_target = living_target
else
if(los_check(user, living_target))
chosen_target = living_target
if(chosen_target in view_or_range(range, user, selection_type))
targets += chosen_target
else
var/list/possible_targets = list()
for(var/mob/living/target in view_or_range(range, user, selection_type))
if(!can_target(target, user, TRUE))
continue
possible_targets += target
for(var/i in 1 to max_targets)
if(!length(possible_targets))
break
if(target_ignore_prev)
var/target = pick(possible_targets)
possible_targets -= target
targets += target
else
targets += pick(possible_targets)
if(!include_user && (user in targets))
targets -= user
if(!length(targets)) //doesn't waste the spell
revert_cast(user)
return
perform(targets, user=user)
/obj/effect/proc_holder/spell/aoe_turf/choose_targets(mob/user = usr)
var/list/targets = list()
for(var/turf/target in view_or_range(range,user,selection_type))
if(!can_target(target, user, TRUE))
continue
if(!(target in view_or_range(inner_radius,user,selection_type)))
targets += target
if(!length(targets)) //doesn't waste the spell
revert_cast()
return
perform(targets,user=user)
/obj/effect/proc_holder/spell/proc/updateButtons(status_only, force)
action.UpdateButtons(status_only, force)
/obj/effect/proc_holder/spell/proc/can_be_cast_by(mob/caster)
if((human_req || clothes_req) && !ishuman(caster))
return FALSE
return TRUE
/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
var/turf/previous_step = get_turf(A)
var/first_step = TRUE
for(var/turf/next_step as anything in (get_line(A, B) - previous_step))
if(first_step)
for(var/obj/blocker in previous_step)
if(!blocker.density || !(blocker.flags_1 & ON_BORDER_1))
continue
if(blocker.CanPass(dummy, get_dir(previous_step, next_step)))
continue
return FALSE // Could not leave the first turf.
first_step = FALSE
for(var/atom/movable/movable as anything in next_step)
if(!movable.CanPass(dummy, get_dir(next_step, previous_step)))
qdel(dummy)
return FALSE
previous_step = next_step
qdel(dummy)
return TRUE
/obj/effect/proc_holder/spell/proc/can_cast(mob/user = usr)
if(((!user.mind) || !(src in user.mind.spell_list)) && !(src in user.mob_spell_list))
return FALSE
if(!charge_check(user,TRUE))
return FALSE
if(user.stat && !stat_allowed)
return FALSE
if(!user.can_cast_magic(antimagic_flags))
return FALSE
if(!ishuman(user))
if(clothes_req || human_req)
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
return FALSE
return TRUE
/obj/effect/proc_holder/spell/self //Targets only the caster. Good for buffs and heals, but probably not wise for fireballs (although they usually fireball themselves anyway, honke)
range = -1 //Duh
/obj/effect/proc_holder/spell/self/choose_targets(mob/user = usr)
if(!user)
revert_cast()
return
perform(null,user=user)
/obj/effect/proc_holder/spell/self/basic_heal //This spell exists mainly for debugging purposes, and also to show how casting works
name = "Lesser Heal"
desc = "Heals a small amount of brute and burn damage."
human_req = TRUE
clothes_req = FALSE
charge_max = 100
cooldown_min = 50
invocation = "Victus sano!"
invocation_type = INVOCATION_WHISPER
school = SCHOOL_RESTORATION
sound = 'sound/magic/staff_healing.ogg'
/obj/effect/proc_holder/spell/self/basic_heal/cast(list/targets, mob/living/carbon/human/user) //Note the lack of "list/targets" here. Instead, use a "user" var depending on mob requirements.
//Also, notice the lack of a "for()" statement that looks through the targets. This is, again, because the spell can only have a single target.
user.visible_message(span_warning("A wreath of gentle light passes over [user]!"), span_notice("You wreath yourself in healing light!"))
user.adjustBruteLoss(-10)
user.adjustFireLoss(-10)
/obj/effect/proc_holder/spell/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---------")
if(clothes_req)
VV_DROPDOWN_OPTION(VV_HK_SPELL_SET_ROBELESS, "Set Robeless")
else
VV_DROPDOWN_OPTION(VV_HK_SPELL_UNSET_ROBELESS, "Unset Robeless")
if(human_req)
VV_DROPDOWN_OPTION(VV_HK_SPELL_UNSET_HUMANONLY, "Unset Require Humanoid Mob")
else
VV_DROPDOWN_OPTION(VV_HK_SPELL_SET_HUMANONLY, "Set Require Humanoid Mob")
if(nonabstract_req)
VV_DROPDOWN_OPTION(VV_HK_SPELL_UNSET_NONABSTRACT, "Unset Require Body")
else
VV_DROPDOWN_OPTION(VV_HK_SPELL_SET_NONABSTRACT, "Set Require Body")
/obj/effect/proc_holder/spell/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_SPELL_SET_ROBELESS])
clothes_req = FALSE
return
if(href_list[VV_HK_SPELL_UNSET_ROBELESS])
clothes_req = TRUE
return
if(href_list[VV_HK_SPELL_UNSET_HUMANONLY])
human_req = FALSE
return
if(href_list[VV_HK_SPELL_SET_HUMANONLY])
human_req = TRUE
return
if(href_list[VV_HK_SPELL_UNSET_NONABSTRACT])
nonabstract_req = FALSE
return
if(href_list[VV_HK_SPELL_SET_NONABSTRACT])
nonabstract_req = TRUE
return