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# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams)
100 lines
4.0 KiB
Plaintext
100 lines
4.0 KiB
Plaintext
///how much we multiply cooldown (deciseconds) by to get the amount of blood to remove.
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///BLOOD_VOLUME_NORMAL is 560, expensive spells max out at around 60 seconds which is 600 deciseconds
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///removing 9/10ths of the cooldown from that puts us at 540 deciseconds, mult by 0.5 gives 270 blood taken
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///one second is worth 5 blood, roughly half of your normal amount of blood taken for a huge spell, seems fair
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#define COOLDOWN_TO_BLOOD_RATIO 0.5
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/**
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* # splattercasting component!
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*
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* Component that makes casted spells cost blood from the user and dramatically lowers their cooldown.
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*/
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/datum/component/splattercasting
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/datum/component/splattercasting/Initialize()
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if(!iscarbon(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/splattercasting/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_SPECIES_LOSS, PROC_REF(on_species_change))
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RegisterSignal(parent, COMSIG_MOB_SPELL_PROJECTILE, PROC_REF(on_spell_projectile))
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RegisterSignal(parent, COMSIG_MOB_BEFORE_SPELL_CAST, PROC_REF(on_before_spell_cast))
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RegisterSignal(parent, COMSIG_MOB_AFTER_SPELL_CAST, PROC_REF(on_after_spell_cast))
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/datum/component/splattercasting/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(COMSIG_SPECIES_LOSS, COMSIG_MOB_SPELL_PROJECTILE, COMSIG_MOB_BEFORE_SPELL_CAST, COMSIG_MOB_AFTER_SPELL_CAST))
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///signal sent when a spell casts a projectile
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/datum/component/splattercasting/proc/on_species_change(mob/living/carbon/source, datum/species/lost_species)
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SIGNAL_HANDLER
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qdel(src)
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///signal sent when the parent casts a spell that has a projectile
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/datum/component/splattercasting/proc/on_spell_projectile(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on, obj/projectile/to_fire)
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SIGNAL_HANDLER
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if(spell.school == SCHOOL_SANGUINE)
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//already has blood themed projectiles
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return
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playsound(source, 'sound/effects/wounds/splatter.ogg', 60, TRUE, -1)
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to_fire.color = "#ff7070"
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to_fire.name = "blood-[to_fire.name]"
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to_fire.set_light(2, 2, LIGHT_COLOR_BLOOD_MAGIC, TRUE)
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///signal sent before parent casts a spell
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/datum/component/splattercasting/proc/on_before_spell_cast(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on)
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SIGNAL_HANDLER
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var/changed_spell = FALSE
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if(!(spell.spell_requirements & SPELL_REQUIRES_NO_ANTIMAGIC))
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spell.spell_requirements |= SPELL_REQUIRES_NO_ANTIMAGIC
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changed_spell = TRUE
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if(!(spell.antimagic_flags & MAGIC_RESISTANCE_HOLY))
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spell.antimagic_flags |= MAGIC_RESISTANCE_HOLY
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changed_spell = TRUE
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if(changed_spell)
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//we changed some kind of antimagic so we should check if the new version of the spell is still valid.
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//since can_cast_spell has already been checked before "before spell cast" only antimagic check should fail
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if(!spell.can_cast_spell(feedback = TRUE))
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return SPELL_CANCEL_CAST
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///signal sent after parent casts a spell
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/datum/component/splattercasting/proc/on_after_spell_cast(mob/living/carbon/source, datum/action/cooldown/spell/spell, atom/cast_on)
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SIGNAL_HANDLER
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if(spell.school == SCHOOL_SANGUINE)
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//allows for sanguine spells that work specially with blood to not interact with splattercasting.
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//might sound weird, but maybe in the future we'll have a spell that adds blood to the user when it hits a target
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//we wouldn't want that to cost blood.
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return
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//normal cooldown spell has
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var/cooldown_remaining = spell.next_use_time - world.time
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//how much we discount, we make the spell cost 1/10th of its actual cooldown
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var/new_cooldown = cooldown_remaining / 10
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//convert how much cooldown that spell saved into blood cost
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var/blood_cost = (cooldown_remaining - new_cooldown ) * COOLDOWN_TO_BLOOD_RATIO
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spell.StartCooldown(new_cooldown)
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source.blood_volume -= blood_cost
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var/cost_desc
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switch(blood_cost)
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if(1 to 50)
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cost_desc = "trickle"
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if(51 to 100)
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cost_desc = "stream"
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if(101 to 200)
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cost_desc = "river"
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if(201 to INFINITY)
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cost_desc = "torrent"
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to_chat(source, span_danger("You feel a [cost_desc] of your blood drained into the spell you just cast."))
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#undef COOLDOWN_TO_BLOOD_RATIO
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