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CHOMPStation2/code/game/gamemodes/technomancer/spell_objs.dm
Neerti b76b2c34a7 More Technomancer
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2017-05-05 19:02:48 -04:00

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