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Simple animals now use the base health system that most other mobs use. Fixes a bunch of Destroy()s so that they should qdel properly. Mend Synthetic can heal synthetic simple animals. Adds attack and spellcast animations to the golem. Adds system to manually flick because byond is stupid sometimes. Removes shield and reflect spells from the golem since SAs can't use shields at the moment. Adds more helpful spells to the golem. Golem and the Lost Drone now use the 'synthetic_evil' speech bubble.
191 lines
6.0 KiB
Plaintext
191 lines
6.0 KiB
Plaintext
/datum/technomancer/spell/illusion
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name = "Illusion"
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desc = "Allows you to create and control a holographic illusion, that can take the form of most object or entities."
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enhancement_desc = "Illusions will be made of hard light, allowing the interception of attacks, appearing more realistic."
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cost = 25
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obj_path = /obj/item/weapon/spell/illusion
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ability_icon_state = "tech_illusion"
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category = UTILITY_SPELLS
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/obj/item/weapon/spell/illusion
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name = "illusion"
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icon_state = "illusion"
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desc = "Now you can toy with the minds of the whole colony."
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aspect = ASPECT_LIGHT
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cast_methods = CAST_RANGED | CAST_USE
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var/atom/movable/copied = null
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var/mob/living/simple_animal/illusion/illusion = null
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/obj/item/weapon/spell/illusion/on_ranged_cast(atom/hit_atom, mob/user)
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if(istype(hit_atom, /atom/movable))
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var/atom/movable/AM = hit_atom
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if(pay_energy(100))
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copied = AM
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update_icon()
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user << "<span class='notice'>You've copied \the [AM]'s appearance.</span>"
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user << 'sound/weapons/flash.ogg'
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return 1
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else if(istype(hit_atom, /turf))
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var/turf/T = hit_atom
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if(!illusion)
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if(!copied)
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copied = user
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if(pay_energy(500))
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illusion = new(T)
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illusion.copy_appearance(copied)
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if(ishuman(copied))
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var/mob/living/carbon/human/H = copied
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// This is to try to have the illusion move at the same rate the real mob world.
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illusion.step_delay = max(H.movement_delay() + 4, 3)
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user << "<span class='notice'>An illusion of \the [copied] is made on \the [T].</span>"
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user << 'sound/effects/pop.ogg'
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return 1
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else
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if(pay_energy(100))
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spawn(1)
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illusion.walk_loop(T)
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/obj/item/weapon/spell/illusion/on_use_cast(mob/user)
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if(illusion)
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var/choice = alert(user, "Would you like to have \the [illusion] speak, or do an emote?", "Illusion", "Speak","Emote","Cancel")
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switch(choice)
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if("Cancel")
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return
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if("Speak")
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var/what_to_say = input(user, "What do you want \the [illusion] to say?","Illusion Speak") as null|text
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//what_to_say = sanitize(what_to_say) //Sanitize occurs inside say() already.
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if(what_to_say)
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illusion.say(what_to_say)
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if("Emote")
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var/what_to_emote = input(user, "What do you want \the [illusion] to do?","Illusion Emote") as null|text
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if(what_to_emote)
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illusion.emote(what_to_emote)
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/obj/item/weapon/spell/illusion/Destroy()
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if(illusion)
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qdel(illusion)
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return ..()
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// Makes a tiny overlay of the thing the player has copied, so they can easily tell what they currently have.
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/obj/item/weapon/spell/illusion/update_icon()
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overlays.Cut()
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if(copied)
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var/image/temp_image = image(copied)
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var/matrix/M = matrix()
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M.Scale(0.5, 0.5)
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temp_image.transform = M
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// temp_image.pixel_y = 8
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src.overlays.Add(temp_image)
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/mob/living/simple_animal/illusion
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name = "illusion" // gets overwritten
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desc = "If you can read me, the game broke. Please report this to a coder."
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resistance = 1000 // holograms are tough
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wander = 0
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response_help = "pushes a hand through"
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response_disarm = "tried to disarm"
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response_harm = "tried to punch"
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var/atom/movable/copying = null
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universal_speak = 1
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var/realistic = 0
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var/list/path = list() //Used for AStar pathfinding.
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var/walking = 0
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var/step_delay = 10
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/mob/living/simple_animal/illusion/update_icon() // We don't want the appearance changing AT ALL unless by copy_appearance().
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return
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/mob/living/simple_animal/illusion/proc/copy_appearance(var/atom/movable/thing_to_copy)
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if(!thing_to_copy)
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return 0
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name = thing_to_copy.name
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desc = thing_to_copy.desc
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gender = thing_to_copy.gender
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appearance = thing_to_copy.appearance
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copying = thing_to_copy
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return 1
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// We use special movement code for illusions, because BYOND's default pathfinding will use diagonal movement if it results
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// in the shortest path. As players are incapable of moving in diagonals, we must do this or else illusions will not be convincing.
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/mob/living/simple_animal/illusion/proc/calculate_path(var/turf/targeted_loc)
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if(!path.len || !path)
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spawn(0)
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path = AStar(loc, targeted_loc, /turf/proc/CardinalTurfs, /turf/proc/Distance, 0, 10, id = null)
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if(!path)
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path = list()
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return
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/mob/living/simple_animal/illusion/proc/walk_path(var/turf/targeted_loc)
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if(path && path.len)
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step_to(src, path[1])
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path -= path[1]
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return
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else
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if(targeted_loc)
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calculate_path(targeted_loc)
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/mob/living/simple_animal/illusion/proc/walk_loop(var/turf/targeted_loc)
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if(walking) //Already busy moving somewhere else.
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return 0
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walking = 1
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calculate_path(targeted_loc)
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if(!targeted_loc)
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walking = 0
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return 0
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if(path.len == 0)
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calculate_path(targeted_loc)
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while(loc != targeted_loc)
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walk_path(targeted_loc)
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sleep(step_delay)
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walking = 0
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return 1
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// Because we can't perfectly duplicate some examine() output, we directly examine the AM it is copying. It's messy but
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// this is to prevent easy checks from the opposing force.
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/mob/living/simple_animal/illusion/examine(mob/user)
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if(copying)
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copying.examine(user)
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return
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..()
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/mob/living/simple_animal/illusion/bullet_act(var/obj/item/projectile/P)
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if(!P)
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return
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if(realistic)
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return ..()
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return PROJECTILE_FORCE_MISS
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/mob/living/simple_animal/illusion/attack_hand(mob/living/carbon/human/M)
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if(!realistic)
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='warning'>[M]'s hand goes through \the [src]!</span>")
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return
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else
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switch(M.a_intent)
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if(I_HELP)
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M.visible_message("<span class='notice'>[M] hugs [src] to make \him feel better!</span>", \
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"<span class='notice'>You hug [src] to make \him feel better!</span>")
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(I_DISARM)
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playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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visible_message("<span class='danger'>[M] attempted to disarm [src]!</span>")
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M.do_attack_animation(src)
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if(I_GRAB)
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..()
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if(I_HURT)
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adjustBruteLoss(harm_intent_damage)
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M.visible_message("<font color='red'>[M] [response_harm] \the [src]</font>")
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M.do_attack_animation(src)
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return
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/mob/living/simple_animal/illusion/ex_act()
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return
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