Files
Bubberstation/code/modules/projectiles/projectile/magic.dm
SkyratBot c8cae9692c [MIRROR] Fix polymorph behavior for pAIs and mimics (#7406)
* Fix polymorph behavior for pAIs and mimics (#60502)

This fixes #58258. Basically anytime a pAI holoform gets shot with a staff of changing or polymorph item it would change their mob type. This allowed ghost roles infinite respawns since the pAI card is not destroyed when it gets polymorphed. An unlimited army can be created with no downsides since you can keep bringing people back to life with the pAI requests.

I also went and fixed another strange behavior with polymorph, where if you used a staff of animate on an object, you could turn around and then polymorph the object into a mob. The animate magic is supposed to wear off the object after a certain while so I made the mimic immune to polymorph effects.

* Fix polymorph behavior for pAIs and mimics

Co-authored-by: Tim <timothymtorres@gmail.com>
2021-08-05 22:50:28 +01:00

544 lines
16 KiB
Plaintext

/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = TRUE
armour_penetration = 100
flag = MAGIC
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(mob/living/target)
. = ..()
if(!istype(target))
return
if(target.anti_magic_check())
target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
if(target.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(target.revive(full_heal = TRUE, admin_revive = TRUE))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, span_notice("You rise with a start, you're undead!!!"))
else if(target.stat != DEAD)
to_chat(target, span_notice("You feel great!"))
return
target.death()
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
damage = 0
damage_type = OXY
nodamage = TRUE
/obj/projectile/magic/resurrection/on_hit(mob/living/carbon/target)
. = ..()
if(isliving(target))
if(target.anti_magic_check())
target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
if(target.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
target.death(0)
else
if(target.revive(full_heal = TRUE, admin_revive = TRUE))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, span_notice("You rise with a start, you're alive!!!"))
else if(target.stat != DEAD)
to_chat(target, span_notice("You feel great!"))
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
damage = 0
damage_type = OXY
nodamage = TRUE
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/projectile/magic/teleport/on_hit(mob/target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] fizzles on contact with [target]!"))
return BULLET_ACT_BLOCK
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
teleloc = target.loc
for(var/atom/movable/stuff in teleloc)
if(!stuff.anchored && stuff.loc && !isobserver(stuff))
if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
teleammount++
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(max(round(4 - teleammount),0), stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
smoke.start()
/obj/projectile/magic/safety
name = "bolt of safety"
icon_state = "bluespace"
damage = 0
damage_type = OXY
nodamage = TRUE
/obj/projectile/magic/safety/on_hit(atom/target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] fizzles on contact with [target]!"))
return BULLET_ACT_BLOCK
if(isturf(target))
return BULLET_ACT_HIT
var/turf/origin_turf = get_turf(target)
var/turf/destination_turf = find_safe_turf()
if(do_teleport(target, destination_turf, channel=TELEPORT_CHANNEL_MAGIC))
for(var/t in list(origin_turf, destination_turf))
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(0, t)
smoke.start()
/obj/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = TRUE
var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
/obj/projectile/magic/door/on_hit(atom/target)
. = ..()
if(istype(target, /obj/machinery/door))
OpenDoor(target)
else
var/turf/T = get_turf(target)
if(isclosedturf(T) && !isindestructiblewall(T))
CreateDoor(T)
/obj/projectile/magic/door/proc/CreateDoor(turf/T)
var/door_type = pick(door_types)
var/obj/structure/mineral_door/D = new door_type(T)
T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
D.Open()
/obj/projectile/magic/door/proc/OpenDoor(obj/machinery/door/D)
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
A.locked = FALSE
D.open()
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = TRUE
/obj/projectile/magic/change/on_hit(atom/change)
. = ..()
if(isliving(change))
var/mob/living/M = change
if(M.anti_magic_check())
M.visible_message(span_warning("[src] fizzles on contact with [M]!"))
qdel(src)
return BULLET_ACT_BLOCK
M.wabbajack()
qdel(src)
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage = 0
damage_type = BURN
nodamage = TRUE
/obj/projectile/magic/animate/on_hit(atom/target, blocked = FALSE)
target.animate_atom_living(firer)
..()
/atom/proc/animate_atom_living(mob/living/owner = null)
if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.protected_objects))
if(istype(src, /obj/structure/statue/petrified))
var/obj/structure/statue/petrified/P = src
if(P.petrified_mob)
var/mob/living/L = P.petrified_mob
var/mob/living/simple_animal/hostile/statue/S = new(P.loc, owner)
S.name = "statue of [L.name]"
if(owner)
S.faction = list("[REF(owner)]")
S.icon = P.icon
S.icon_state = P.icon_state
S.copy_overlays(P, TRUE)
S.color = P.color
S.atom_colours = P.atom_colours.Copy()
if(L.mind)
L.mind.transfer_to(S)
if(owner)
to_chat(S, span_userdanger("You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator."))
P.forceMove(S)
return
else
var/obj/O = src
if(istype(O, /obj/item/gun))
new /mob/living/simple_animal/hostile/mimic/copy/ranged(drop_location(), src, owner)
else
new /mob/living/simple_animal/hostile/mimic/copy(drop_location(), src, owner)
else if(istype(src, /mob/living/simple_animal/hostile/mimic/copy))
// Change our allegiance!
var/mob/living/simple_animal/hostile/mimic/copy/C = src
if(owner)
C.ChangeOwner(owner)
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
flag = MAGIC
dismemberment = 50
nodamage = FALSE
/obj/projectile/magic/spellblade/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] vanishes on contact with [target]!"))
qdel(src)
return BULLET_ACT_BLOCK
. = ..()
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
nodamage = FALSE
armour_penetration = 0
flag = MAGIC
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/projectile/magic/arcane_barrage/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] vanishes on contact with [target]!"))
qdel(src)
return BULLET_ACT_BLOCK
. = ..()
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
nodamage = TRUE
flag = MAGIC
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
var/obj/structure/closet/decay/locker_temp_instance
/obj/projectile/magic/locker/Initialize()
. = ..()
locker_temp_instance = new(src)
/obj/projectile/magic/locker/prehit_pierce(atom/A)
. = ..()
if(isliving(A) && locker_suck)
var/mob/living/M = A
if(M.anti_magic_check()) // no this doesn't check if ..() returned to phase through do I care no it's magic ain't gotta explain shit
M.visible_message(span_warning("[src] vanishes on contact with [A]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
if(!locker_temp_instance.insertion_allowed(M))
return
M.forceMove(src)
return PROJECTILE_PIERCE_PHASE
/obj/projectile/magic/locker/on_hit(target)
if(created)
return ..()
if(LAZYLEN(contents))
for(var/atom/movable/AM in contents)
locker_temp_instance.insert(AM)
locker_temp_instance.welded = weld
locker_temp_instance.update_appearance()
created = TRUE
return ..()
/obj/projectile/magic/locker/Destroy()
locker_suck = FALSE
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
/obj/structure/closet/decay
breakout_time = 600
icon_welded = null
icon_state = "cursed"
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize()
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
///Fade away into nothing
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 30)
addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 30)
/obj/structure/closet/decay/open(mob/living/user, force = FALSE)
. = ..()
if(.)
unmagify()
///Give it the lesser magic icon and tell it to delete itself
/obj/structure/closet/decay/proc/unmagify()
icon_state = weakened_icon
update_appearance()
addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
/obj/projectile/magic/flying
name = "bolt of flying"
icon_state = "flight"
/obj/projectile/magic/flying/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check())
L.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
var/atom/throw_target = get_edge_target_turf(L, angle2dir(Angle))
L.throw_at(throw_target, 200, 4)
/obj/projectile/magic/bounty
name = "bolt of bounty"
icon_state = "bounty"
/obj/projectile/magic/bounty/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !firer)
L.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
L.apply_status_effect(STATUS_EFFECT_BOUNTY, firer)
/obj/projectile/magic/antimagic
name = "bolt of antimagic"
icon_state = "antimagic"
/obj/projectile/magic/antimagic/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check())
L.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
L.apply_status_effect(STATUS_EFFECT_ANTIMAGIC)
/obj/projectile/magic/fetch
name = "bolt of fetching"
icon_state = "fetch"
/obj/projectile/magic/fetch/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !firer)
L.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
var/atom/throw_target = get_edge_target_turf(L, get_dir(L, firer))
L.throw_at(throw_target, 200, 4)
/obj/projectile/magic/sapping
name = "bolt of sapping"
icon_state = "sapping"
/obj/projectile/magic/sapping/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, src, /datum/mood_event/sapped)
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !L.mind)
L.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
to_chat(L, span_danger("Your body feels drained and there is a burning pain in your chest."))
L.maxHealth -= 20
L.health = min(L.health, L.maxHealth)
if(L.maxHealth <= 0)
to_chat(L, span_userdanger("Your weakened soul is completely consumed by the [src]!"))
return
for(var/obj/effect/proc_holder/spell/spell in L.mind.spell_list)
spell.charge_counter = spell.charge_max
spell.recharging = FALSE
spell.update_appearance()
/obj/projectile/magic/wipe
name = "bolt of possession"
icon_state = "wipe"
/obj/projectile/magic/wipe/on_hit(target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
if(M.anti_magic_check())
M.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
for(var/x in M.get_traumas())//checks to see if the victim is already going through possession
if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
M.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
to_chat(M, span_warning("Your mind has been opened to possession!"))
possession_test(M)
return BULLET_ACT_HIT
/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/M)
var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = M.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
var/poll_message = "Do you want to play as [M.real_name]?"
if(M.mind)
poll_message = "[poll_message] Job:[M.mind.assigned_role.title]."
if(M.mind && M.mind.special_role)
poll_message = "[poll_message] Status:[M.mind.special_role]."
else if(M.mind)
var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[A.name]."
var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, FALSE, 100, M)
if(M.stat == DEAD)//boo.
return
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
to_chat(M, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
var/oldkey = M.key
M.ghostize(0)
M.key = C.key
trauma.friend.key = oldkey
trauma.friend.reset_perspective(null)
trauma.friend.Show()
trauma.friend_initialized = TRUE
else
to_chat(M, span_notice("Your mind has managed to go unnoticed in the spirit world."))
qdel(trauma)
/obj/projectile/magic/aoe
name = "Area Bolt"
desc = "What the fuck does this do?!"
damage = 0
var/proxdet = TRUE
/obj/projectile/magic/aoe/Range()
if(proxdet)
for(var/mob/living/L in range(1, get_turf(src)))
if(L.stat != DEAD && L != firer && !L.anti_magic_check())
return Bump(L)
..()
/obj/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
damage = 15
damage_type = BURN
nodamage = FALSE
speed = 0.3
flag = MAGIC
var/zap_power = 20000
var/zap_range = 15
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE
var/chain
var/mob/living/caster
/obj/projectile/magic/aoe/lightning/fire(setAngle)
if(caster)
chain = caster.Beam(src, icon_state = "lightning[rand(1, 12)]")
..()
/obj/projectile/magic/aoe/lightning/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
visible_message(span_warning("[src] fizzles on contact with [target]!"))
qdel(src)
return BULLET_ACT_BLOCK
tesla_zap(src, zap_range, zap_power, zap_flags)
qdel(src)
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 10000
zap_range = 4
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
/obj/projectile/magic/aoe/lightning/Destroy()
qdel(chain)
. = ..()
/obj/projectile/magic/aoe/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BRUTE
nodamage = FALSE
//explosion values
var/exp_heavy = 0
var/exp_light = 2
var/exp_flash = 3
var/exp_fire = 2
/obj/projectile/magic/aoe/fireball/on_hit(target)
. = ..()
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
visible_message(span_warning("[src] vanishes into smoke on contact with [target]!"))
return BULLET_ACT_BLOCK
M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
var/turf/T = get_turf(target)
explosion(T, devastation_range = -1, heavy_impact_range = exp_heavy, light_impact_range = exp_light, flame_range = exp_fire, flash_range = exp_flash, adminlog = FALSE)
//still magic related, but a different path
/obj/projectile/temp/chill
name = "bolt of chills"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = FALSE
armour_penetration = 100
temperature = -200 // Cools you down greatly per hit
flag = MAGIC
/obj/projectile/magic/nothing
name = "bolt of nothing"