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Bubberstation/code/modules/projectiles/projectile/magic.dm
SkyratBot 55de1e712a [MIRROR] Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles [MDB IGNORE] (#15323)
* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles (#68647)

The COMSIG_PROJECTILE_RANGE signal can be used to add signal handlers for behaviors that a projectile should execute each step of its travel. Currently, nothing uses it, but it is available for use in admin circuits or lua scripts.

The pixel_speed_multiplier var for projectiles acts as the value passed to the trajectory_multiplier argument of pixel_move, which originally was passed a constant value of 1. By lowering this var, you can reduce the speed of projectiles without them becoming jumpy. As an example, magic missile, gauntlet echo, the demonic watcher's temp beam, and the demonic frost miner's projectiles have all been changed to use this var. As such, their movement will be much smoother (but still the same effective speed).

* Adds the COMSIG_PROJECTILE_RANGE signal and the pixel_speed_multiplier var for projectiles

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-07-31 14:05:18 +01:00

601 lines
18 KiB
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/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = TRUE
armour_penetration = 100
armor_flag = NONE
/// determines what type of antimagic can block the spell projectile
var/antimagic_flags = MAGIC_RESISTANCE
/// determines the drain cost on the antimagic item
var/antimagic_charge_cost = 1
/obj/projectile/magic/prehit_pierce(mob/living/target)
. = ..()
if(istype(target) && target.can_block_magic(antimagic_flags, antimagic_charge_cost))
visible_message(span_warning("[src] fizzles on contact with [target]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(mob/living/target)
. = ..()
if(!isliving(target))
return
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/target)
. = ..()
if(!isliving(target))
return
if(target.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
target.death()
return
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)
. = ..()
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/smoke_range = max(round(4 - teleammount), 0)
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(smoke_range, holder = src, location = 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(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/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = src, location = 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(mob/living/target)
. = ..()
if(isliving(target))
target.wabbajack()
/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.mimic_blacklist))
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/netherworld/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
dismemberment = 50
nodamage = FALSE
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
nodamage = FALSE
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
nodamage = TRUE
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
var/datum/weakref/locker_ref
/obj/projectile/magic/locker/Initialize(mapload)
. = ..()
var/obj/structure/closet/decay/locker_temp_instance = new(src)
locker_ref = WEAKREF(locker_temp_instance)
/obj/projectile/magic/locker/prehit_pierce(atom/A)
. = ..()
if(. == PROJECTILE_DELETE_WITHOUT_HITTING)
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
qdel(locker_temp_instance)
return PROJECTILE_DELETE_WITHOUT_HITTING
if(isliving(A) && locker_suck)
var/mob/living/target = A
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance?.insertion_allowed(target))
return
target.forceMove(src)
return PROJECTILE_PIERCE_PHASE
/obj/projectile/magic/locker/on_hit(target)
if(created)
return ..()
if(LAZYLEN(contents))
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance)
return ..()
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
RemoveElement(/datum/element/connect_loc, projectile_connections) //We do this manually so the forcemoves don't "hit" us. This behavior is kinda dumb, someone refactor this
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(mapload)
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
/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)
///Fade away into nothing
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 3 SECONDS)
addtimer(CALLBACK(src, .proc/decay_finished), 3 SECONDS)
/obj/structure/closet/decay/proc/decay_finished()
dump_contents()
qdel(src)
/obj/projectile/magic/flying
name = "bolt of flying"
icon_state = "flight"
/obj/projectile/magic/flying/on_hit(mob/living/target)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, angle2dir(Angle))
target.throw_at(throw_target, 200, 4)
/obj/projectile/magic/bounty
name = "bolt of bounty"
icon_state = "bounty"
/obj/projectile/magic/bounty/on_hit(mob/living/target)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bounty, firer)
/obj/projectile/magic/antimagic
name = "bolt of antimagic"
icon_state = "antimagic"
/obj/projectile/magic/antimagic/on_hit(mob/living/target)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/song/antimagic)
/obj/projectile/magic/fetch
name = "bolt of fetching"
icon_state = "fetch"
/obj/projectile/magic/fetch/on_hit(mob/living/target)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, get_dir(target, firer))
target.throw_at(throw_target, 200, 4)
/obj/projectile/magic/sapping
name = "bolt of sapping"
icon_state = "sapping"
/obj/projectile/magic/sapping/on_hit(mob/living/target)
. = ..()
if(isliving(target))
SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, REF(src), /datum/mood_event/sapped)
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(mob/living/target)
. = ..()
if(!isliving(target))
return
// Performs a soul tap on living targets hit.
// Takes away max health, but refreshes their spell cooldowns (if any)
var/datum/action/cooldown/spell/tap/tap = new(src)
if(tap.is_valid_target(target))
tap.cast(target)
qdel(tap)
/obj/projectile/magic/wipe
name = "bolt of possession"
icon_state = "wipe"
/obj/projectile/magic/wipe/on_hit(mob/living/carbon/target)
. = ..()
if(iscarbon(target))
for(var/x in target.get_traumas())//checks to see if the victim is already going through possession
if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
to_chat(target, span_warning("Your mind has been opened to possession!"))
possession_test(target)
return BULLET_ACT_HIT
/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/target)
var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = target.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
var/poll_message = "Do you want to play as [target.real_name]?"
if(target.mind)
poll_message = "[poll_message] Job:[target.mind.assigned_role.title]."
if(target.mind && target.mind.special_role)
poll_message = "[poll_message] Status:[target.mind.special_role]."
else if(target.mind)
var/datum/antagonist/A = target.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[A.name]."
var/list/mob/dead/observer/candidates = poll_candidates_for_mob(poll_message, ROLE_PAI, FALSE, 10 SECONDS, target)
if(target.stat == DEAD)//boo.
return
if(LAZYLEN(candidates))
var/mob/dead/observer/ghost = pick(candidates)
to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
var/oldkey = target.key
target.ghostize(FALSE)
target.key = ghost.key
trauma.friend.key = oldkey
trauma.friend.reset_perspective(null)
trauma.friend.Show()
trauma.friend_initialized = TRUE
else
to_chat(target, span_notice("Your mind has managed to go unnoticed in the spirit world."))
qdel(trauma)
/// Gives magic projectiles an area of effect radius that will bump into any nearby mobs
/obj/projectile/magic/aoe
damage = 0
/// The AOE radius that the projectile will trigger on people.
var/trigger_range = 1
/// Whether our projectile will only be able to hit the original target / clicked on atom
var/can_only_hit_target = FALSE
/// Whether our projectile leaves a trail behind it as it moves.
var/trail = FALSE
/// The duration of the trail before deleting.
var/trail_lifespan = 0 SECONDS
/// The icon the trail uses.
var/trail_icon = 'icons/obj/wizard.dmi'
/// The icon state the trail uses.
var/trail_icon_state = "trail"
/obj/projectile/magic/aoe/Range()
if(trigger_range >= 1)
for(var/mob/living/nearby_guy in range(trigger_range, get_turf(src)))
if(nearby_guy.stat == DEAD)
continue
if(nearby_guy == firer)
continue
// Bump handles anti-magic checks for us, conveniently.
return Bump(nearby_guy)
return ..()
/obj/projectile/magic/aoe/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE)
if(can_only_hit_target && target != original)
return FALSE
return ..()
/obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(trail)
create_trail()
/// Creates and handles the trail that follows the projectile.
/obj/projectile/magic/aoe/proc/create_trail()
if(!trajectory)
return
var/datum/point/vector/previous = trajectory.return_vector_after_increments(1, -1)
var/obj/effect/overlay/trail = new /obj/effect/overlay(previous.return_turf())
trail.pixel_x = previous.return_px()
trail.pixel_y = previous.return_py()
trail.icon = trail_icon
trail.icon_state = trail_icon_state
//might be changed to temp overlay
trail.set_density(FALSE)
trail.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
QDEL_IN(trail, trail_lifespan)
/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
/// The power of the zap itself when it electrocutes someone
var/zap_power = 20000
/// The range of the zap itself when it electrocutes someone
var/zap_range = 15
/// The flags of the zap itself when it electrocutes someone
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/// A reference to the chain beam between the caster and the projectile
var/datum/beam/chain
/obj/projectile/magic/aoe/lightning/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]")
return ..()
/obj/projectile/magic/aoe/lightning/on_hit(target)
. = ..()
tesla_zap(src, zap_range, zap_power, zap_flags)
/obj/projectile/magic/aoe/lightning/Destroy()
QDEL_NULL(chain)
return ..()
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 10000
zap_range = 4
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/obj/projectile/magic/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BRUTE
nodamage = FALSE
/// Heavy explosion range of the fireball
var/exp_heavy = 0
/// Light explosion range of the fireball
var/exp_light = 2
/// Fire radius of the fireball
var/exp_fire = 2
/// Flash radius of the fireball
var/exp_flash = 3
/obj/projectile/magic/fireball/on_hit(atom/target, blocked = FALSE, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/mob_target = target
// between this 10 burn, the 10 brute, the explosion brute, and the onfire burn,
// you are at about 65 damage if you stop drop and roll immediately
mob_target.take_overall_damage(burn = 10)
var/turf/target_turf = get_turf(target)
explosion(
target_turf,
devastation_range = -1,
heavy_impact_range = exp_heavy,
light_impact_range = exp_light,
flame_range = exp_fire,
flash_range = exp_flash,
adminlog = FALSE,
explosion_cause = src,
)
/obj/projectile/magic/aoe/magic_missile
name = "magic missile"
icon_state = "magicm"
range = 100
speed = 1
pixel_speed_multiplier = 0.2
trigger_range = 0
can_only_hit_target = TRUE
nodamage = FALSE
paralyze = 6 SECONDS
hitsound = 'sound/magic/mm_hit.ogg'
trail = TRUE
trail_lifespan = 0.5 SECONDS
trail_icon_state = "magicmd"
/obj/projectile/magic/aoe/magic_missile/lesser
color = "red" //Looks more culty this way
range = 10
/obj/projectile/magic/aoe/juggernaut
name = "Gauntlet Echo"
icon_state = "cultfist"
alpha = 180
damage = 30
damage_type = BRUTE
knockdown = 50
hitsound = 'sound/weapons/punch3.ogg'
trigger_range = 0
antimagic_flags = MAGIC_RESISTANCE_HOLY
ignored_factions = list("cult")
range = 105
speed = 1
pixel_speed_multiplier = 1/7
/obj/projectile/magic/spell/juggernaut/on_hit(atom/target, blocked)
. = ..()
var/turf/target_turf = get_turf(src)
playsound(target_turf, 'sound/weapons/resonator_blast.ogg', 100, FALSE)
new /obj/effect/temp_visual/cult/sac(target_turf)
for(var/obj/adjacent_object in range(1, src))
if(!adjacent_object.density)
continue
if(istype(adjacent_object, /obj/structure/destructible/cult))
continue
adjacent_object.take_damage(90, BRUTE, MELEE, 0)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(adjacent_object))
//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
/obj/projectile/magic/nothing
name = "bolt of nothing"
/obj/projectile/magic/spellcard
name = "enchanted card"
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
damage = 2
nodamage = FALSE
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun