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315 lines
13 KiB
Plaintext
315 lines
13 KiB
Plaintext
//cast_method flags
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#define CAST_USE 1 // Clicking the spell in your hand.
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#define CAST_MELEE 2 // Clicking an atom in melee range.
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#define CAST_RANGED 4 // Clicking an atom beyond melee range.
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#define CAST_THROW 8 // Throwing the spell and hitting an atom.
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#define CAST_COMBINE 16 // Clicking another spell with this spell.
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#define CAST_INNATE 32 // Activates upon verb usage, used for mobs without hands.
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//Aspects
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#define ASPECT_FIRE "fire" //Damage over time and raising body-temp. Firesuits protect from this.
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#define ASPECT_FROST "frost" //Slows down the affected, also involves imbedding with icicles. Winter coats protect from this.
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#define ASPECT_SHOCK "shock" //Energy-expensive, usually stuns. Insulated armor protects from this.
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#define ASPECT_AIR "air" //Mostly involves manipulation of atmos, useless in a vacuum. Magboots protect from this.
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#define ASPECT_FORCE "force" //Manipulates gravity to push things away or towards a location.
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#define ASPECT_TELE "tele" //Teleportation of self, other objects, or other people.
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#define ASPECT_DARK "dark" //Makes all those photons vanish using magic-- WITH SCIENCE. Used for sneaky stuff.
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#define ASPECT_LIGHT "light" //The opposite of dark, usually blinds, makes holo-illusions, or makes laser lightshows.
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#define ASPECT_BIOMED "biomed" //Mainly concerned with healing and restoration.
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#define ASPECT_EMP "emp" //Unused now.
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#define ASPECT_UNSTABLE "unstable" //Heavily RNG-based, causes instability to the victim.
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#define ASPECT_CHROMATIC "chromatic" //Used to combine with other spells.
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/obj/item/weapon/spell
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name = "glowing particles"
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desc = "Your hands appear to be glowing brightly."
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icon = 'icons/obj/spells.dmi'
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icon_state = "generic"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_spells.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_spells.dmi',
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)
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throwforce = 0
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force = 0
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// var/mob/living/carbon/human/owner = null
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var/mob/living/owner = null
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var/obj/item/weapon/technomancer_core/core = null
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var/cast_methods = null // Controls how the spell is casted.
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var/aspect = null // Used for combining spells.
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var/toggled = 0 // Mainly used for overlays.
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var/cooldown = 0 // If set, will add a cooldown overlay and adjust click delay. Must be a multiple of 5 for overlays.
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var/cast_sound = null // Sound file played when this is used.
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// Proc: on_use_cast()
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// Parameters: 1 (user - the technomancer casting the spell)
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// Description: Override this for clicking the spell in your hands.
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/obj/item/weapon/spell/proc/on_use_cast(mob/user)
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return
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// Proc: on_throw_cast()
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// Parameters: 1 (hit_atom - the atom hit by the spell object)
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// Description: Override this for throwing effects.
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/obj/item/weapon/spell/proc/on_throw_cast(atom/hit_atom)
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return
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// Proc: on_ranged_cast()
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// Parameters: 2 (hit_atom - the atom clicked on by the user, user - the technomancer that clicked hit_atom)
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// Description: Override this for ranged effects.
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/obj/item/weapon/spell/proc/on_ranged_cast(atom/hit_atom, mob/user)
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return
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// Proc: on_melee_cast()
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// Parameters: 3 (hit_atom - the atom clicked on by the user, user - the technomancer that clicked hit_atom, def_zone - unknown)
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// Description: Override this for effects that occur at melee range.
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/obj/item/weapon/spell/proc/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
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return
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// Proc: on_combine_cast()
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// Parameters: 2 (I - the item trying to merge with the spell, user - the technomancer who initiated the merge)
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// Description: Override this for combining spells, like Aspect spells.
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/obj/item/weapon/spell/proc/on_combine_cast(obj/item/I, mob/user)
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return
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// Proc: on_innate_cast()
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// Parameters: 1 (user - the entity who is casting innately (without using hands).)
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// Description: Override this for casting without using hands (and as a result not using spell objects).
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/obj/item/weapon/spell/proc/on_innate_cast(mob/user)
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return
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// Proc: on_scepter_use_cast()
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// Parameters: 1 (user - the holder of the Scepter that clicked.)
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// Description: Override this for spell casts which have additional functionality when a Scepter is held in the offhand, and the
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// scepter is being clicked by the technomancer in their hand.
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/obj/item/weapon/spell/proc/on_scepter_use_cast(mob/user)
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return
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// Proc: on_scepter_use_cast()
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// Parameters: 2 (hit_atom - the atom clicked by user, user - the holder of the Scepter that clicked.)
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// Description: Similar to the above proc, however this is for when someone with a Scepter clicks something far away with the scepter
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// while holding a spell in the offhand that reacts to that.
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/obj/item/weapon/spell/proc/on_scepter_ranged_cast(atom/hit_atom, mob/user)
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return
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// Proc: pay_energy()
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// Parameters: 1 (amount - how much to test and drain if there is enough)
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// Description: Use this to make spells cost energy. It returns false if the technomancer cannot pay for the spell for any reason, and
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// if they are able to pay, it is deducted automatically.
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/obj/item/weapon/spell/proc/pay_energy(var/amount)
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if(!core)
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return 0
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return core.pay_energy(amount)
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// Proc: give_energy()
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// Parameters: 1 (amount - how much to give to the technomancer)
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// Description: Redirects the call to the core's give_energy().
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/obj/item/weapon/spell/proc/give_energy(var/amount)
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if(!core)
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return 0
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return core.give_energy(amount)
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// Proc: adjust_instability()
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// Parameters: 1 (amount - how much instability to give)
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// Description: Use this to quickly add or subtract instability from the caster of the spell. Owner is set by New().
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/obj/item/weapon/spell/proc/adjust_instability(var/amount)
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if(!owner || !core)
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return 0
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amount = round(amount * core.instability_modifier, 0.1)
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owner.adjust_instability(amount)
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// Proc: get_technomancer_core()
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// Parameters: 0
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// Description: Returns the technomancer's core, assuming it is being worn properly.
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/mob/living/proc/get_technomancer_core()
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return null
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/mob/living/carbon/human/get_technomancer_core()
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var/obj/item/weapon/technomancer_core/core = back
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if(istype(core))
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return core
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return null
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// Proc: New()
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// Parameters: 0
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// Description: Sets owner to equal its loc, links to the owner's core, then applies overlays if needed.
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/obj/item/weapon/spell/New()
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..()
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if(isliving(loc))
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owner = loc
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if(owner)
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core = owner.get_technomancer_core()
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if(!core)
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to_chat(owner, "<span class='warning'>You need a Core to do that.</span>")
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qdel(src)
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return
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// if(istype(/obj/item/weapon/technomancer_core, owner.back))
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// core = owner.back
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update_icon()
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// Proc: Destroy()
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// Parameters: 0
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// Description: Nulls object references so it can qdel() cleanly.
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/obj/item/weapon/spell/Destroy()
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owner = null
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core = null
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..()
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// Proc: update_icon()
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// Parameters: 0
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// Description: Applys an overlay if it is a passive spell.
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/obj/item/weapon/spell/update_icon()
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if(toggled)
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var/image/new_overlay = image('icons/obj/spells.dmi',"toggled")
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overlays |= new_overlay
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else
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overlays.Cut()
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..()
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// Proc: run_checks()
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// Parameters: 0
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// Description: Ensures spells should not function if something is wrong. If a core is missing, it will try to find one, then fail
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// if it still can't find one. It will also check if the core is being worn properly, and finally checks if the owner is a technomancer.
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/obj/item/weapon/spell/proc/run_checks()
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if(!owner)
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return 0
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if(!core)
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core = locate(/obj/item/weapon/technomancer_core) in owner
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if(!core)
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owner << "<span class='danger'>You need to be wearing a core on your back!</span>"
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return 0
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if(core.loc != owner || owner.back != core) //Make sure the core's being worn.
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owner << "<span class='danger'>You need to be wearing a core on your back!</span>"
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return 0
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if(!technomancers.is_antagonist(owner.mind)) //Now make sure the person using this is the actual antag.
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owner << "<span class='danger'>You can't seem to figure out how to make the machine work properly.</span>"
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return 0
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return 1
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// Proc: check_for_scepter()
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// Parameters: 0
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// Description: Terrible code to check if a scepter is in the offhand, returns 1 if yes.
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/obj/item/weapon/spell/proc/check_for_scepter()
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if(!src || !owner) return 0
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if(owner.r_hand == src)
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if(istype(owner.l_hand, /obj/item/weapon/scepter))
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return 1
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else
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if(istype(owner.r_hand, /obj/item/weapon/scepter))
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return 1
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return 0
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// Proc: get_other_hand()
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// Parameters: 1 (I - item being compared to determine what the offhand is)
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// Description: Helper for Aspect spells.
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/mob/living/carbon/human/proc/get_other_hand(var/obj/item/I)
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if(r_hand == I)
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return l_hand
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else
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return r_hand
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// Proc: attack_self()
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// Parameters: 1 (user - the Technomancer that invoked this proc)
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// Description: Tries to call on_use_cast() if it is allowed to do so. Don't override this, override on_use_cast() instead.
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/obj/item/weapon/spell/attack_self(mob/user)
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if(run_checks() && (cast_methods & CAST_USE))
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on_use_cast(user)
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..()
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// Proc: attackby()
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// Parameters: 2 (W - the item this spell object is hitting, user - the technomancer who clicked the other object)
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// Description: Tries to combine the spells, if W is a spell, and has CHROMATIC aspect.
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/obj/item/weapon/spell/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/spell))
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var/obj/item/weapon/spell/spell = W
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if(run_checks() & (cast_methods & CAST_COMBINE))
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spell.on_combine_cast(src, user)
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else
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..()
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// Proc: afterattack()
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// Parameters: 4 (target - the atom clicked on by user, user - the technomancer who clicked with the spell, proximity_flag - argument
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// telling the proc if target is adjacent to user, click_parameters - information on where exactly the click occured on the screen.)
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// Description: Tests to make sure it can cast, then casts a combined, ranged, or melee spell based on what it can do and the
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// range the click occured. Melee casts have higher priority than ranged if both are possible. Sets cooldown at the end.
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// Don't override this for spells, override the on_*_cast() spells shown above.
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/obj/item/weapon/spell/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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if(!run_checks())
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return
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if(!proximity_flag)
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if(cast_methods & CAST_RANGED)
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on_ranged_cast(target, user)
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else
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if(istype(target, /obj/item/weapon/spell))
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var/obj/item/weapon/spell/spell = target
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if(spell.cast_methods & CAST_COMBINE)
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spell.on_combine_cast(src, user)
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return
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if(cast_methods & CAST_MELEE)
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on_melee_cast(target, user)
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else if(cast_methods & CAST_RANGED) //Try to use a ranged method if a melee one doesn't exist.
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on_ranged_cast(target, user)
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if(cooldown)
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var/effective_cooldown = round(cooldown * core.cooldown_modifier, 5)
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user.setClickCooldown(effective_cooldown)
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flick("cooldown_[effective_cooldown]",src)
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// Proc: place_spell_in_hand()
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// Parameters: 1 (path - the type path for the spell that is desired.)
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// Description: Returns immediately, this is here to override for other mobs as needed.
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/mob/living/proc/place_spell_in_hand(var/path)
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return
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// Proc: place_spell_in_hand()
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// Parameters: 1 (path - the type path for the spell that is desired.)
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// Description: Gives the spell to the human mob, if it is allowed to have spells, hands are not full, etc. Otherwise it deletes itself.
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/mob/living/carbon/human/place_spell_in_hand(var/path)
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if(!path || !ispath(path))
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return 0
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//var/obj/item/weapon/spell/S = PoolOrNew(path, src)
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var/obj/item/weapon/spell/S = new path(src)
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//No hands needed for innate casts.
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if(S.cast_methods & CAST_INNATE)
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if(S.run_checks())
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S.on_innate_cast(src)
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if(l_hand && r_hand) //Make sure our hands aren't full.
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if(istype(r_hand, /obj/item/weapon/spell)) //If they are full, perhaps we can still be useful.
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var/obj/item/weapon/spell/r_spell = r_hand
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if(r_spell.aspect == ASPECT_CHROMATIC) //Check if we can combine the new spell with one in our hands.
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r_spell.on_combine_cast(S, src)
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else if(istype(l_hand, /obj/item/weapon/spell))
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var/obj/item/weapon/spell/l_spell = l_hand
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if(l_spell.aspect == ASPECT_CHROMATIC) //Check the other hand too.
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l_spell.on_combine_cast(S, src)
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else //Welp
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src << "<span class='warning'>You require a free hand to use this function.</span>"
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return 0
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if(S.run_checks())
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put_in_hands(S)
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return 1
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else
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qdel(S)
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return 0
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// Proc: dropped()
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// Parameters: 0
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// Description: Deletes the spell object immediately.
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/obj/item/weapon/spell/dropped()
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spawn(1)
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if(src)
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qdel(src)
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// Proc: throw_impact()
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// Parameters: 1 (hit_atom - the atom that got hit by the spell as it was thrown)
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// Description: Calls on_throw_cast() on whatever was hit, then deletes itself incase it missed.
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/obj/item/weapon/spell/throw_impact(atom/hit_atom)
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..()
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if(cast_methods & CAST_THROW)
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on_throw_cast(hit_atom)
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// If we miss or hit an obstacle, we still want to delete the spell.
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spawn(20)
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if(src)
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qdel(src) |