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This PR adds a new heretic path. The Path of the Blade, a path focused on becoming a powerful one-on-one combatant with your blades. Main path: Cutting Edge: Allows them to transmute up to five knives. Knives are made with two bars of silver. Grasp of the Blade: The Mansus Grasp will stun and deal additional damage to people lying down or facing away from you. Dance of the Brand: Being attacked while wielding a blade will cause you to counter-attack whoever hit you. Mark of the Blade: Marked targets will be unable to exit their current area. Triggering the mark will give you a floating knife which will block the next attack you receive. Stance of the Scarred Duelist: Blood wounds inflicted upon you are reduced in severity greatly, and you gain immunity to dismemberment. Dropping below 50% health will grant you stun resistance and wound resistance. Swift Blades: Wielding a heretic blade in both hands will attack with both at once. The second attack has a small damage penalty. Furious Steel: A spell that grants you three orbiting blades. Each blade will block an attack upon you, and you can fire the blades at people for decent damage and bleeding. Maelstrom of Silver: Ascension ritual, surrounds you in a whirlwind of eight blades which block attacks. These regenerate over time. Heretic blades deal massively increased damage and offer lifesteal, and you become immune to stuns and wounds. Side paths: Void / blade 1: Shattered Risen. A summon like the voiceless dead, shattered risen are tankier and deal immense damage with their fists, especially to structures, but cannot hold items. Void / blade 3: Maid in the Mirror. A summon that can jaunt infinitely around the station. They can only enter and exit the jaunt around reflective surfaces, such as mirrors, windows, titanium walls, or reflective armor. Rust / blade 3: Lionhunter's rifle. A three shot rifle. When fired at a non-living or close range target, it fires like a normal weapon, however clicking on distant targets will aim at them. The projectile shot at aimed targets deal massively increased damage and cause stuns / knockdowns. It will also track them and travel through walls. Rust / blade 3+1: Additional ammo for the lionhunter's rifle. Other side path changes: Blood Siphon is now a t2 side path, between Flesh and Void. Cleave has been moved to between Flesh and Void Rusted Ritual has been moved to beween ash and rust Also refactors heretic paths a great deal, making it much easier to add new heretic paths.
202 lines
6.6 KiB
Plaintext
202 lines
6.6 KiB
Plaintext
// teleatom: atom to teleport
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// destination: destination to teleport to
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// precision: teleport precision (0 is most precise, the default)
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// effectin: effect to show right before teleportation
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// effectout: effect to show right after teleportation
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// asoundin: soundfile to play before teleportation
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// asoundout: soundfile to play after teleportation
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// no_effects: disable the default effectin/effectout of sparks
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// forced: whether or not to ignore no_teleport
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/proc/do_teleport(atom/movable/teleatom, atom/destination, precision=null, datum/effect_system/effectin=null, datum/effect_system/effectout=null, asoundin=null, asoundout=null, no_effects=FALSE, channel=TELEPORT_CHANNEL_BLUESPACE, forced = FALSE)
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// teleporting most effects just deletes them
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var/static/list/delete_atoms = zebra_typecacheof(list(
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/obj/effect = TRUE,
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/obj/effect/dummy/chameleon = FALSE,
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/obj/effect/wisp = FALSE,
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/obj/effect/mob_spawn = FALSE,
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/obj/effect/immovablerod = FALSE,
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))
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if(delete_atoms[teleatom.type])
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qdel(teleatom)
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return FALSE
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// argument handling
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// if the precision is not specified, default to 0, but apply BoH penalties
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if (isnull(precision))
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precision = 0
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switch(channel)
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if(TELEPORT_CHANNEL_BLUESPACE)
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if(istype(teleatom, /obj/item/storage/backpack/holding))
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precision = rand(1,100)
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var/static/list/bag_cache = typecacheof(/obj/item/storage/backpack/holding)
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var/list/bagholding = typecache_filter_list(teleatom.get_all_contents(), bag_cache)
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if(bagholding.len)
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precision = max(rand(1,100)*bagholding.len,100)
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if(isliving(teleatom))
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var/mob/living/MM = teleatom
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to_chat(MM, span_warning("The bluespace interface on your bag of holding interferes with the teleport!"))
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// if effects are not specified and not explicitly disabled, sparks
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if ((!effectin || !effectout) && !no_effects)
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var/datum/effect_system/spark_spread/sparks = new
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sparks.set_up(5, 1, teleatom)
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if (!effectin)
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effectin = sparks
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if (!effectout)
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effectout = sparks
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if(TELEPORT_CHANNEL_QUANTUM)
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// if effects are not specified and not explicitly disabled, rainbow sparks
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if ((!effectin || !effectout) && !no_effects)
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var/datum/effect_system/spark_spread/quantum/sparks = new
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sparks.set_up(5, 1, teleatom)
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if (!effectin)
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effectin = sparks
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if (!effectout)
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effectout = sparks
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// perform the teleport
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var/turf/curturf = get_turf(teleatom)
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var/turf/destturf = get_teleport_turf(get_turf(destination), precision)
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if(!destturf || !curturf || destturf.is_transition_turf())
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return FALSE
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var/area/from_area = get_area(curturf)
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var/area/to_area = get_area(destturf)
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if(!forced)
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if(HAS_TRAIT(teleatom, TRAIT_NO_TELEPORT))
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return FALSE
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if((from_area.area_flags & NOTELEPORT) || (to_area.area_flags & NOTELEPORT))
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return FALSE
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if(SEND_SIGNAL(teleatom, COMSIG_MOVABLE_TELEPORTED, destination, channel) & COMPONENT_BLOCK_TELEPORT)
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return FALSE
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if(SEND_SIGNAL(destturf, COMSIG_ATOM_INTERCEPT_TELEPORT, channel, curturf, destturf) & COMPONENT_BLOCK_TELEPORT)
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return FALSE
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if(isobserver(teleatom))
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teleatom.abstract_move(destturf)
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return TRUE
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tele_play_specials(teleatom, curturf, effectin, asoundin)
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var/success = teleatom.forceMove(destturf)
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if(success)
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log_game("[key_name(teleatom)] has teleported from [loc_name(curturf)] to [loc_name(destturf)]")
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tele_play_specials(teleatom, destturf, effectout, asoundout)
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if(ismob(teleatom))
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var/mob/M = teleatom
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M.cancel_camera()
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SEND_SIGNAL(teleatom, COMSIG_MOVABLE_POST_TELEPORT)
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return TRUE
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/proc/tele_play_specials(atom/movable/teleatom, atom/location, datum/effect_system/effect, sound)
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if(!location)
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return
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if(sound)
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playsound(location, sound, 60, TRUE)
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if(effect)
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effect.attach(location)
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effect.start()
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// Safe location finder
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/proc/find_safe_turf(zlevel, list/zlevels, extended_safety_checks = FALSE, dense_atoms = FALSE)
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if(!zlevels)
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if (zlevel)
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zlevels = list(zlevel)
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else
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zlevels = SSmapping.levels_by_trait(ZTRAIT_STATION)
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var/cycles = 1000
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for(var/cycle in 1 to cycles)
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// DRUNK DIALLING WOOOOOOOOO
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var/x = rand(1, world.maxx)
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var/y = rand(1, world.maxy)
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var/z = pick(zlevels)
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var/random_location = locate(x,y,z)
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if(is_safe_turf(random_location, extended_safety_checks, dense_atoms, cycle < 300))//if the area is mostly NOTELEPORT (centcom) we gotta give up on this fantasy at some point.
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return random_location
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/// Checks if a given turf is a "safe" location
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/proc/is_safe_turf(turf/random_location, extended_safety_checks = FALSE, dense_atoms = FALSE, no_teleport = FALSE)
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. = FALSE
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if(!isfloorturf(random_location))
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return
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var/turf/open/floor/floor_turf = random_location
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var/area/destination_area = floor_turf.loc
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if(no_teleport && (destination_area.area_flags & NOTELEPORT))
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return
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var/datum/gas_mixture/floor_gas_mixture = floor_turf.air
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if(!floor_gas_mixture)
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return
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var/list/floor_gases = floor_gas_mixture.gases
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var/trace_gases
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for(var/id in floor_gases)
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if(id in GLOB.hardcoded_gases)
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continue
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trace_gases = TRUE
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break
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// Can most things breathe?
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if(trace_gases)
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return
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if(!(floor_gases[/datum/gas/oxygen] && floor_gases[/datum/gas/oxygen][MOLES] >= 16))
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return
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if(floor_gases[/datum/gas/plasma])
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return
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if(floor_gases[/datum/gas/carbon_dioxide] && floor_gases[/datum/gas/carbon_dioxide][MOLES] >= 10)
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return
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// Aim for goldilocks temperatures and pressure
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if((floor_gas_mixture.temperature <= 270) || (floor_gas_mixture.temperature >= 360))
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return
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var/pressure = floor_gas_mixture.return_pressure()
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if((pressure <= 20) || (pressure >= 550))
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return
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if(extended_safety_checks)
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if(islava(floor_turf)) //chasms aren't /floor, and so are pre-filtered
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var/turf/open/lava/lava_turf = floor_turf // Cyberboss: okay, this makes no sense and I don't understand the above comment, but I'm too lazy to check history to see what it's supposed to do right now
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if(!lava_turf.is_safe())
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return
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// Check that we're not warping onto a table or window
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if(!dense_atoms)
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var/density_found = FALSE
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for(var/atom/movable/found_movable in floor_turf)
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if(found_movable.density)
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density_found = TRUE
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break
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if(density_found)
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return
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// DING! You have passed the gauntlet, and are "probably" safe.
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return TRUE
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/proc/get_teleport_turfs(turf/center, precision = 0)
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if(!precision)
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return list(center)
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var/list/posturfs = list()
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for(var/turf/T as anything in RANGE_TURFS(precision,center))
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if(T.is_transition_turf())
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continue // Avoid picking these.
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var/area/A = T.loc
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if(!(A.area_flags & NOTELEPORT))
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posturfs.Add(T)
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return posturfs
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/proc/get_teleport_turf(turf/center, precision = 0)
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var/list/turfs = get_teleport_turfs(center, precision)
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if (length(turfs))
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return pick(turfs)
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