Files
CHOMPStation2/code/game/gamemodes/technomancer/core_obj.dm
Neerti a0b46a79ee Technomancer Additions Yet Again
Adds cores and other belongings to the tracking list for Track.
Cores worn or held by nontechnomancers cause instability buildup.
Frost Aura glow is now blue and not red.
Illusions can now do emotes as well as talk.
Illusion talking shouldn't be ruined due to double sanitize.
Phase Shift should work properly now.
Freedom and explosive implants can be bought in the catalog.
2016-07-28 01:06:33 -04:00

290 lines
11 KiB
Plaintext

//The base core object, worn on the wizard's back.
/obj/item/weapon/technomancer_core
name = "manipulation core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats."
icon = 'icons/obj/technomancer.dmi'
icon_state = "technomancer_core"
item_state = "technomancer_core"
w_class = 5
slot_flags = SLOT_BACK
unacidable = 1
origin_tech = list(
TECH_MATERIAL = 8, TECH_ENGINEERING = 8, TECH_POWER = 8, TECH_BLUESPACE = 10,
TECH_COMBAT = 7, TECH_MAGNET = 9, TECH_DATA = 5
)
sprite_sheets = list(
"Teshari" = 'icons/mob/species/seromi/back.dmi'
)
var/energy = 10000
var/max_energy = 10000
var/regen_rate = 50 // 200 seconds to full
var/energy_delta = 0 // How much we're gaining (or perhaps losing) every process().
var/mob/living/wearer = null // Reference to the mob wearing the core.
var/instability_modifer = 0.8 // Multiplier on how much instability is added.
var/list/spells = list() // This contains the buttons used to make spells in the user's hand.
var/list/appearances = list( // Assoc list containing possible icon_states that the wiz can change the core to.
"default" = "technomancer_core",
"wizard's cloak" = "wizard_cloak"
)
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than \
// mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list().
var/list/wards_in_use = list() // Wards don't count against the cap for other summons.
var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps.
/obj/item/weapon/technomancer_core/New()
..()
processing_objects |= src
/obj/item/weapon/technomancer_core/Destroy()
dismiss_all_summons()
processing_objects.Remove(src)
..()
// Add the spell buttons to the HUD.
/obj/item/weapon/technomancer_core/equipped(mob/user)
wearer = user
for(var/obj/spellbutton/spell in spells)
wearer.ability_master.add_technomancer_ability(spell, spell.ability_icon_state)
..()
// Removes the spell buttons from the HUD.
/obj/item/weapon/technomancer_core/dropped(mob/user)
for(var/obj/screen/ability/obj_based/technomancer/A in wearer.ability_master.ability_objects)
wearer.ability_master.remove_ability(A)
wearer = null
..()
// 'pay_energy' is too vague of a name for a proc at the mob level.
/mob/proc/technomancer_pay_energy(amount)
return 0
/mob/living/carbon/human/technomancer_pay_energy(amount)
if(istype(back, /obj/item/weapon/technomancer_core))
var/obj/item/weapon/technomancer_core/TC = back
return TC.pay_energy(amount)
return 0
/obj/item/weapon/technomancer_core/proc/pay_energy(amount)
if(amount <= energy)
energy = max(energy - amount, 0)
return 1
return 0
/obj/item/weapon/technomancer_core/proc/give_energy(amount)
energy = min(energy + amount, max_energy)
return 1
/obj/item/weapon/technomancer_core/process()
var/old_energy = energy
regenerate()
pay_dues()
energy_delta = energy - old_energy
if(world.time % 5 == 0) // Maintaining fat lists is expensive, I imagine.
maintain_summon_list()
if(wearer && wearer.mind)
if(!(technomancers.is_antagonist(wearer.mind))) // In case someone tries to wear a stolen core.
wearer.adjust_instability(20)
/obj/item/weapon/technomancer_core/proc/regenerate()
energy = min(max(energy + regen_rate, 0), max_energy)
if(wearer && ishuman(wearer))
var/mob/living/carbon/human/H = wearer
H.wiz_energy_update_hud()
// We pay for on-going effects here.
/obj/item/weapon/technomancer_core/proc/pay_dues()
if(summoned_mobs.len)
pay_energy( round(summoned_mobs.len * 5) )
// Because sometimes our summoned mobs will stop existing and leave a null entry in the list, we need to do cleanup every
// so often so .len remains reliable.
/obj/item/weapon/technomancer_core/proc/maintain_summon_list()
if(!summoned_mobs.len) // No point doing work if there's no work to do.
return
for(var/A in summoned_mobs)
// First, a null check.
if(isnull(A))
summoned_mobs -= A
continue
// Now check for dead mobs who shouldn't be on the list.
if(istype(A, /mob/living))
var/mob/living/L = A
if(L.stat == DEAD)
summoned_mobs -= L
qdel(L)
// Deletes all the summons and wards from the core, so that Destroy() won't have issues.
/obj/item/weapon/technomancer_core/proc/dismiss_all_summons()
for(var/mob/living/L in summoned_mobs)
summoned_mobs -= L
qdel(L)
for(var/mob/living/simple_animal/ward/ward in wards_in_use)
wards_in_use -= ward
qdel(ward)
// This is what is clicked on to place a spell in the user's hands.
/obj/spellbutton
name = "generic spellbutton"
var/spellpath = null
var/obj/item/weapon/technomancer_core/core = null
var/was_bought_by_preset = 0 // Relevant for refunding via the spellbook. Presets may be priced differently.
var/ability_icon_state = null
/obj/spellbutton/New(loc, var/path, var/new_name, var/new_icon_state)
if(!path || !ispath(path))
message_admins("ERROR: /obj/spellbutton/New() was not given a proper path!")
qdel(src)
src.name = new_name
src.spellpath = path
src.loc = loc
src.core = loc
src.ability_icon_state = new_icon_state
/obj/spellbutton/Click()
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.place_spell_in_hand(spellpath)
/obj/spellbutton/DblClick()
return Click()
/mob/living/carbon/human/Stat()
. = ..()
if(. && istype(back,/obj/item/weapon/technomancer_core))
var/obj/item/weapon/technomancer_core/core = back
setup_technomancer_stat(core)
/mob/living/carbon/human/proc/setup_technomancer_stat(var/obj/item/weapon/technomancer_core/core)
if(core && statpanel("Spell Core"))
var/charge_status = "[core.energy]/[core.max_energy] ([round( (core.energy / core.max_energy) * 100)]%) \
([round(core.energy_delta)]/s)"
var/instability_status = "[src.instability]"
stat("Core charge", charge_status)
stat("User instability", instability_status)
for(var/obj/spellbutton/button in core.spells)
stat(button)
/obj/item/weapon/technomancer_core/proc/add_spell(var/path, var/new_name, var/ability_icon_state)
if(!path || !ispath(path))
message_admins("ERROR: /obj/item/weapon/technomancer_core/add_spell() was not given a proper path! \
The path supplied was [path].")
return
var/obj/spellbutton/spell = new(src, path, new_name, ability_icon_state)
spells.Add(spell)
if(wearer)
wearer.ability_master.add_technomancer_ability(spell, ability_icon_state)
/obj/item/weapon/technomancer_core/proc/remove_spell(var/obj/spellbutton/spell_to_remove)
if(spell_to_remove in spells)
spells.Remove(spell_to_remove)
if(wearer)
var/obj/screen/ability/obj_based/technomancer/A = wearer.ability_master.get_ability_by_instance(spell_to_remove)
if(A)
wearer.ability_master.remove_ability(A)
qdel(spell_to_remove)
/obj/item/weapon/technomancer_core/proc/remove_all_spells()
for(var/obj/spellbutton/spell in spells)
spells.Remove(spell)
qdel(spell)
/obj/item/weapon/technomancer_core/proc/has_spell(var/datum/technomancer/spell_to_check)
for(var/obj/spellbutton/spell in spells)
if(spell.spellpath == spell_to_check.obj_path)
return 1
return 0
/mob/living/carbon/human/proc/wiz_energy_update_hud()
if(client && hud_used)
if(istype(back, /obj/item/weapon/technomancer_core)) //I reckon there's a better way of doing this.
var/obj/item/weapon/technomancer_core/core = back
wiz_energy_display.invisibility = 0
var/ratio = core.energy / core.max_energy
ratio = max(round(ratio, 0.05) * 100, 5)
wiz_energy_display.icon_state = "wiz_energy[ratio]"
else
wiz_energy_display.invisibility = 101
//Resonance Aperture
//Variants which the wizard can buy.
//High risk, high reward core.
/obj/item/weapon/technomancer_core/unstable
name = "unstable core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This one is rather unstable, \
and could prove dangerous to the user, as it feeds off unstable energies that can occur with overuse of this machine."
energy = 13000
max_energy = 13000
regen_rate = 35 //~371 seconds to full, 118 seconds to full at 50 instability (rate of 110)
instability_modifer = 1.2
/obj/item/weapon/technomancer_core/unstable/regenerate()
var/instability_bonus = 0
if(loc && ishuman(loc))
var/mob/living/carbon/human/H = loc
instability_bonus = H.instability * 1.5
energy = min(energy + regen_rate + instability_bonus, max_energy)
if(loc && ishuman(loc))
var/mob/living/carbon/human/H = loc
H.wiz_energy_update_hud()
//Lower capacity but safer core.
/obj/item/weapon/technomancer_core/rapid
name = "rapid core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This one has a superior \
recharge rate, at the price of storage capacity. It also includes integrated motion assistance, increasing agility somewhat."
energy = 7000
max_energy = 7000
regen_rate = 70 //100 seconds to full
slowdown = -1
instability_modifer = 0.9
//Big batteries but slow regen, buying energy spells is highly recommended.
/obj/item/weapon/technomancer_core/bulky
name = "bulky core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This variant is more \
cumbersome and bulky, due to the additional energy capacitors installed. It also comes at a price of a subpar fractal \
reactor."
energy = 20000
max_energy = 20000
regen_rate = 25 //800 seconds to full
slowdown = 1
instability_modifer = 1.0
// Using this can result in abilities costing less energy. If you're lucky.
/obj/item/weapon/technomancer_core/recycling
name = "recycling core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type tries to recover \
some of the energy lost from using functions due to inefficiency."
energy = 12000
max_energy = 12000
regen_rate = 40 //300 seconds to full
instability_modifer = 0.6
/obj/item/weapon/technomancer_core/recycling/pay_energy(amount)
..()
if(.)
if(prob(30))
give_energy(round(amount / 2))
if(amount >= 100) // Managing to recover less than half of this isn't worth telling the user about.
wearer << "<span class='notice'>\The [src] has recovered [amount/2 >= 1000 ? "a lot of" : "some"] energy.</span>"
// For those dedicated to summoning hoards of things.
/obj/item/weapon/technomancer_core/summoner
name = "summoner core"
desc = "A bewilderingly complex 'black box' that allows the wearer to accomplish amazing feats. This type is optimized for \
plucking hapless creatures and machines from other locations, to do your bidding. The maximum amount of entities that you can \
bring over at once is higher with this core, up to 40 entities, and the maintenance cost is significantly lower."
energy = 8000
max_energy = 8000
regen_rate = 35 //228 seconds to full
max_summons = 40
instability_modifer = 1.0
/obj/item/weapon/technomancer_core/summoner/pay_dues()
if(summoned_mobs.len)
pay_energy( round(summoned_mobs.len) )