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Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com> Co-authored-by: Kashargul <KashL@t-online.de>
80 lines
3.0 KiB
Plaintext
80 lines
3.0 KiB
Plaintext
/datum/technomancer/spell/passwall
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name = "Passwall"
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desc = "An uncommon function that allows the user to phase through matter (usually walls) in order to enter or exit a room. Be careful you don't pass into \
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somewhere dangerous."
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enhancement_desc = "Cost per tile is halved."
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cost = 100
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obj_path = /obj/item/spell/passwall
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ability_icon_state = "tech_passwall"
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category = UTILITY_SPELLS
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/obj/item/spell/passwall
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name = "passwall"
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desc = "No walls can hold you back."
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cast_methods = CAST_MELEE
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aspect = ASPECT_TELE
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var/maximum_distance = 20 //Measured in tiles.
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var/busy = 0
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/obj/item/spell/passwall/on_melee_cast(atom/hit_atom, mob/user)
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if(busy) //Prevent someone from trying to get two uses of the spell from one instance.
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return 0
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if(!allowed_to_teleport())
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to_chat(user, span_warning("You can't teleport here!"))
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return 0
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// if(isturf(hit_atom))
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var/turf/T = get_turf(hit_atom) //Turf we touched.
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var/turf/our_turf = get_turf(user) //Where we are.
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if(!T.density)
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if(!T.check_density())
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to_chat(user, span_warning("Perhaps you should try using passWALL on a wall, or other solid object."))
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return 0
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var/direction = get_dir(our_turf, T)
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var/total_cost = 0
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var/turf/checked_turf = T //Turf we're currently checking for density in the loop below.
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var/turf/found_turf = null //Our destination, if one is found.
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var/i = maximum_distance
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visible_message(span_info("[user] rests a hand on \the [hit_atom]."))
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busy = 1
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, our_turf)
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while(i)
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checked_turf = get_step(checked_turf, direction) //Advance in the given direction
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total_cost += check_for_scepter() ? 400 : 800 //Phasing through matter's expensive, you know.
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i--
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if(checked_turf.block_tele) // The fun ends here.
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break
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if(!checked_turf.density) //If we found a destination (a non-dense turf), then we can stop.
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var/dense_objs_on_turf = 0
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for(var/atom/movable/stuff in checked_turf.contents) //Make sure nothing dense is where we want to go, like an airlock or window.
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if(stuff.density)
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dense_objs_on_turf = 1
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if(!dense_objs_on_turf) //If we found a non-dense turf with nothing dense on it, then that's our destination.
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found_turf = checked_turf
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break
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sleep(10)
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if(found_turf)
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if(user.loc != our_turf)
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to_chat(user, span_warning("You need to stand still in order to phase through \the [hit_atom]."))
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return 0
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if(pay_energy(total_cost) && !user.incapacitated() )
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visible_message(span_warning("[user] appears to phase through \the [hit_atom]!"))
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to_chat(user, span_info("You find a destination on the other side of \the [hit_atom], and phase through it."))
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spark_system.start()
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user.forceMove(found_turf)
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qdel(src)
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return 1
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else
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to_chat(user, span_warning("You don't have enough energy to phase through these walls!"))
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busy = 0
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else
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to_chat(user, span_info("You weren't able to find an open space to go to."))
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busy = 0
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