Files
Bubberstation/code/modules/projectiles/projectile/magic.dm
Sealed101 74ea577e33 Fixes bolt of possession's previous owner's camera mob setup (#87288)
## About The Pull Request

Title; it's all handled by the camera mob's proc `add_friend()`, which
ticks off all the needed vars for the trauma and the camera mob to
function properly. It also enables logging of the sorry sucker hit by
the bolt becoming the "imaginary friend"! However it's logged as an
imaginary friend, not a magic bolt happenstance. Suggestions on how to
not snowflake that logging bit are welcome.

## Why It's Good For The Game

Fixes #65669

## Changelog

🆑
fix: fixed bolt of possession incorrectly setting up the previous owner
of the victim's body, resulting in a fucked-up camera mob with no icon
or movement capability
/🆑
2024-10-21 09:27:09 +02:00

607 lines
20 KiB
Plaintext

/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0 // MOST magic projectiles pass the "not a hostile projectile" test, despite many having negative effects
damage_type = OXY
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(atom/target)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost))
visible_message(span_warning("[src] fizzles on contact with [victim]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
if(istype(target, /obj/machinery/hydroponics)) // even plants can block antimagic
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
if(plant_tray.myseed.get_gene(/datum/plant_gene/trait/anti_magic))
visible_message(span_warning("[src] fizzles on contact with [plant_tray]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
victim.grab_ghost(force = TRUE)
to_chat(victim, span_notice("You rise with a start, you're undead!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
return
victim.investigate_log("has been killed by a bolt of death.", INVESTIGATE_DEATHS)
victim.death()
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_weedlevel(0) // even the weeds perish
plant_tray.plantdies()
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
/obj/projectile/magic/resurrection/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
victim.investigate_log("has been killed by a bolt of life.", INVESTIGATE_DEATHS)
victim.death()
return
if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
to_chat(victim, span_notice("You rise with a start, you're alive!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_plant_health(plant_tray.myseed.endurance, forced = TRUE)
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/projectile/magic/teleport/on_hit(mob/target, blocked = 0, pierce_hit)
. = ..()
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"
/obj/projectile/magic/safety/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isturf(target))
return BULLET_ACT_HIT
var/turf/origin_turf = get_turf(target)
var/turf/destination_turf = find_safe_turf(extended_safety_checks = TRUE)
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"
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, blocked = 0, pierce_hit)
. = ..()
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.unlock()
D.open()
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage_type = BURN
/// If set, this projectile will only do a certain wabbajack effect
var/set_wabbajack_effect
/// If set, this projectile will only pass certain changeflags to wabbajack
var/set_wabbajack_changeflags
/obj/projectile/magic/change/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
victim.wabbajack(set_wabbajack_effect, set_wabbajack_changeflags)
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.polymorph()
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage_type = BURN
/obj/projectile/magic/animate/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(!is_type_in_typecache(target, GLOB.animatable_blacklist))
target.animate_atom_living(firer)
///proc to animate the target into a living creature
/atom/proc/animate_atom_living(mob/living/owner)
return
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
dismemberment = 50
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
hitsound = 'sound/items/weapons/barragespellhit.ogg'
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
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(atom/target, blocked = 0, pierce_hit)
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"
paint_jobs = null
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize(mapload)
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, PROC_REF(bust_open)), 5 MINUTES)
/obj/structure/closet/decay/after_open(mob/living/user, force)
. = ..()
unmagify()
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
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_REF(decay)), 15 SECONDS)
///Fade away into nothing
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 3 SECONDS)
addtimer(CALLBACK(src, PROC_REF(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, blocked = 0, pierce_hit)
. = ..()
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, blocked = 0, pierce_hit)
. = ..()
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, blocked = 0, pierce_hit)
. = ..()
if(istype(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, blocked = 0, pierce_hit)
. = ..()
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/babel
name = "bolt of babel"
icon_state = "babel"
/obj/projectile/magic/babel/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
if(curse_of_babel(target))
target.add_mood_event("curse_of_babel", /datum/mood_event/tower_of_babel)
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
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, blocked = 0, pierce_hit)
. = ..()
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 [span_danger(target.real_name)]?"
if(target.mind)
poll_message = "[poll_message] Job:[span_notice(target.mind.assigned_role.title)]."
if(target.mind && target.mind.special_role)
poll_message = "[poll_message] Status:[span_boldnotice(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:[span_boldnotice(A.name)]."
var/mob/chosen_one = SSpolling.poll_ghosts_for_target(poll_message, check_jobban = ROLE_PAI, poll_time = 10 SECONDS, checked_target = target, alert_pic = target, role_name_text = "bolt of possession")
if(target.stat == DEAD)//boo.
return
if(chosen_one)
to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
var/mob/dead/observer/ghosted_target = target.ghostize(FALSE)
target.key = chosen_one.key
trauma.add_friend(ghosted_target)
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/effects/magic.dmi'
/// The icon state the trail uses.
var/trail_icon_state = "arrow"
/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
speed = 0.3
/// The power of the zap itself when it electrocutes someone
var/zap_power = 2e4
/// 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(atom/target, blocked = 0, pierce_hit)
. = ..()
tesla_zap(source = src, zap_range = zap_range, power = zap_power, cutoff = 1e3, zap_flags = zap_flags)
/obj/projectile/magic/aoe/lightning/Destroy()
QDEL_NULL(chain)
return ..()
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 1e4
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
/// 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 = 0, 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
paralyze = 6 SECONDS
hitsound = 'sound/effects/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/items/weapons/punch3.ogg'
trigger_range = 0
antimagic_flags = MAGIC_RESISTANCE_HOLY
ignored_factions = list(FACTION_CULT)
range = 105
speed = 1
pixel_speed_multiplier = 1/7
/obj/projectile/magic/aoe/juggernaut/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
var/turf/target_turf = get_turf(src)
playsound(target_turf, 'sound/items/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_type = BURN
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
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun
//a shrink ray that shrinks stuff, which grows back after a short while.
/obj/projectile/magic/shrink
name = "shrink ray"
icon_state = "blue_laser"
hitsound = 'sound/items/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
armor_flag = ENERGY
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
light_color = LIGHT_COLOR_BLUE
var/shrink_time = -1
/obj/projectile/magic/shrink/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isopenturf(target) || isindestructiblewall(target))//shrunk floors wouldnt do anything except look weird, i-walls shouldn't be bypassable
return
target.AddComponent(/datum/component/shrink, shrink_time)
/obj/projectile/magic/shrink/is_hostile_projectile()
return TRUE
/obj/projectile/magic/shrink/wand
shrink_time = 90 SECONDS
/obj/projectile/magic/shrink/wand/on_hit(atom/target, blocked = 0, pierce_hit)
shrink_time = rand(60 SECONDS, 90 SECONDS)
return ..()