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Paradise/code/datums/spell.dm
Qwertytoforty c398e4a617 Adds 2 cybernetic implants, makes emag_act return TRUE (#23876)
* Adds 2 cybernetic implants, makes emag_act return TRUE

* the rest of the fucking owl

* yeah that would do it

* remove this

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* request changes, scaling burn damage, 3 tile range, lowers tech level

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/game/objects/structures/crates_lockers/crates.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update scanners.dm

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Lewcs good to them?

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* fuck me

* there are no message admins in ba-sing

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2024-02-08 12:52:11 +00:00

566 lines
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/obj/effect/proc_holder
var/panel = "Debug"//What panel the proc holder needs to go on.
var/active = FALSE //Used by toggle based abilities.
var/ranged_mousepointer
var/mob/ranged_ability_user
/obj/effect/proc_holder/singularity_act()
return
/obj/effect/proc_holder/singularity_pull()
return
GLOBAL_LIST_INIT(spells, typesof(/obj/effect/proc_holder/spell))
/obj/effect/proc_holder/proc/InterceptClickOn(mob/user, params, atom/A)
if(user.ranged_ability != src)
to_chat(user, "<span class='warning'><b>[user.ranged_ability.name]</b> has been disabled.")
user.ranged_ability.remove_ranged_ability(user)
return TRUE //TRUE for failed, FALSE for passed.
user.face_atom(A)
return FALSE
/datum/click_intercept/proc_holder
var/obj/effect/proc_holder/spell
/datum/click_intercept/proc_holder/New(client/C, obj/effect/proc_holder/spell_to_cast)
. = ..()
spell = spell_to_cast
/datum/click_intercept/proc_holder/InterceptClickOn(user, params, atom/object)
spell.InterceptClickOn(user, params, object)
/datum/click_intercept/proc_holder/quit()
spell.remove_ranged_ability(spell.ranged_ability_user)
return ..()
/obj/effect/proc_holder/proc/add_ranged_ability(mob/user, msg)
if(!user || !user.client)
return
if(user.ranged_ability && user.ranged_ability != src)
to_chat(user, "<span class='warning'><b>[user.ranged_ability.name]</b> has been replaced by <b>[name]</b>.")
user.ranged_ability.remove_ranged_ability(user)
user.ranged_ability = src
ranged_ability_user = user
user.client.click_intercept = new /datum/click_intercept/proc_holder(user.client, user.ranged_ability)
add_mousepointer(user.client)
active = TRUE
if(msg)
to_chat(user, msg)
update_icon()
/obj/effect/proc_holder/proc/add_mousepointer(client/C)
if(C && ranged_mousepointer && C.mouse_pointer_icon == initial(C.mouse_pointer_icon))
C.mouse_pointer_icon = ranged_mousepointer
/obj/effect/proc_holder/proc/remove_mousepointer(client/C)
if(C && ranged_mousepointer && C.mouse_pointer_icon == ranged_mousepointer)
C.mouse_pointer_icon = initial(C.mouse_pointer_icon)
/obj/effect/proc_holder/proc/remove_ranged_ability(mob/user, msg)
if(!user || (user.ranged_ability && user.ranged_ability != src)) //To avoid removing the wrong ability
return
user.ranged_ability = null
ranged_ability_user = null
active = FALSE
if(user.client)
qdel(user.client.click_intercept)
user.client.click_intercept = null
remove_mousepointer(user.client)
if(msg)
to_chat(user, msg)
update_icon()
/obj/effect/proc_holder/spell
name = "Spell" // Only rename this if the spell you're making is not abstract
desc = "A wizard spell"
panel = "Spells"//What panel the proc holder needs to go on.
density = FALSE
opacity = FALSE
var/school = "evocation" //not relevant at now, but may be important later if there are changes to how spells work. the ones I used for now will probably be changed... maybe spell presets? lacking flexibility but with some other benefit?
///recharge time in deciseconds
var/base_cooldown = 10 SECONDS
var/starts_charged = TRUE //Does this spell start ready to go?
var/should_recharge_after_cast = TRUE
var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
var/holder_var_type = "bruteloss" //only used if charge_type equals to "holder_var"
var/holder_var_amount = 20 //same. The amount adjusted with the mob's var when the spell is used
var/ghost = FALSE // Skip life check.
var/clothes_req = TRUE //see if it requires clothes
var/human_req = FALSE //spell can only be cast by humans
var/nonabstract_req = FALSE //spell can only be cast by mobs that are physical entities
var/stat_allowed = CONSCIOUS //see if it requires being conscious/alive, need to set to 1 for ghostpells
var/invocation = "HURP DURP" //what is uttered when the wizard casts the spell
var/invocation_emote_self = null
var/invocation_type = "none" //can be none, whisper and shout
var/message = "" //whatever it says to the guy affected by it
var/spell_level = 0 //if a spell can be taken multiple times, this raises
var/level_max = 4 //The max possible level_max is 4
var/cooldown_min = 0 //This defines what spell quickened four timeshas as a cooldown. Make sure to set this for every spell
var/overlay = 0
var/overlay_icon = 'icons/obj/wizard.dmi'
var/overlay_icon_state = "spell"
var/overlay_lifespan = 0
var/sparks_spread = FALSE
var/sparks_amt = 0
///Determines if the spell has smoke, and if so what effect the smoke has. See spell defines.
var/smoke_type = SMOKE_NONE
var/smoke_amt = 0
var/centcom_cancast = TRUE //Whether or not the spell should be allowed on the admin zlevel
/// Whether or not the spell functions in a holy place
var/holy_area_cancast = TRUE
var/datum/action/spell_action/action = null
var/action_icon = 'icons/mob/actions/actions.dmi'
var/action_icon_state = "spell_default"
var/action_background_icon_state = "bg_spell"
var/sound = null //The sound the spell makes when it is cast
var/gain_desc = null
/// The message displayed when a click based spell gets activated
var/selection_activated_message = "<span class='notice'>Click on a target to cast the spell.</span>"
/// The message displayed when a click based spell gets deactivated
var/selection_deactivated_message = "<span class='notice'>You choose to not cast this spell.</span>"
/// does this spell generate attack logs?
var/create_attack_logs = TRUE
/// If this spell creates custom logs using the write_custom_logs() proc. Will ignore create_attack_logs
var/create_custom_logs = FALSE
/// Which targeting system is used. Set this in create_new_targeting
var/datum/spell_targeting/targeting
/// List with the targeting datums per spell type. Key = src.type, value = the targeting datum created by create_new_targeting()
var/static/list/targeting_datums = list()
/// Which spell_handler is used in addition to the normal spells behaviour, can be null. Set this in create_new_handler if needed
var/datum/spell_handler/custom_handler
/// List with the handler datums per spell type. Key = src.type, value = the handler datum created by create_new_handler()
var/static/list/spell_handlers = list()
/// handles a given spells cooldowns. tracks the time until its off cooldown,
var/datum/spell_cooldown/cooldown_handler
/* Checks if the user can cast the spell
* @param charge_check If the proc should do the cooldown check
* @param start_recharge If the proc should set the cooldown
* @param user The caster of the spell
*/
/obj/effect/proc_holder/spell/proc/cast_check(charge_check = TRUE, start_recharge = TRUE, mob/user = usr) //checks if the spell can be cast based on its settings; skipcharge is used when an additional cast_check is called inside the spell
// SHOULD_NOT_OVERRIDE(TRUE) Todo for another refactor
if(!can_cast(user, charge_check, TRUE))
return FALSE
user.changeNext_click(CLICK_CD_CLICK_ABILITY)
if(ishuman(user))
var/mob/living/carbon/human/caster = user
if(caster.remoteview_target)
caster.remoteview_target = null
caster.reset_perspective(0)
return 0
if(start_recharge)
spend_spell_cost(user)
return 1
/**
* Allows for spell specific target validation. Will be used by the spell_targeting datums
*
* Arguments:
* * target - Who is being considered
* * user - Who is the user of this spell
*/
/obj/effect/proc_holder/spell/proc/valid_target(target, user)
return TRUE
/**
* Will spend the cost of using this spell once. Will update the action button's icon if there is any
*
* Arguments:
* * user - Who used this spell?
*/
/obj/effect/proc_holder/spell/proc/spend_spell_cost(mob/user)
SHOULD_CALL_PARENT(TRUE)
custom_handler?.spend_spell_cost(user, src)
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/invocation(mob/user) //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if("shout")
if(!user.IsVocal() || user.cannot_speak_loudly())
user.custom_emote(EMOTE_VISIBLE, "makes frantic gestures!")
else
if(prob(50))//Auto-mute? Fuck that noise
user.say(invocation)
else
user.say(replacetext(invocation," ","`"))
if("whisper")
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if("emote")
user.visible_message(invocation, invocation_emote_self) //same style as in mob/living/emote.dm
/obj/effect/proc_holder/spell/proc/playMagSound()
playsound(get_turf(usr), sound,50,1)
/obj/effect/proc_holder/spell/New()
..()
action = new(src)
still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
if(!gain_desc)
gain_desc = "You can now use [src]."
if(!targeting_datums[type])
targeting_datums[type] = create_new_targeting()
if(!targeting_datums[type])
stack_trace("Spell of type [type] did not implement create_new_targeting")
if(isnull(spell_handlers[type]))
spell_handlers[type] = create_new_handler()
if(spell_handlers[type] != NONE)
custom_handler = spell_handlers[type]
targeting = targeting_datums[type]
cooldown_handler = create_new_cooldown()
cooldown_handler.cooldown_init(src)
/obj/effect/proc_holder/spell/Destroy()
QDEL_NULL(action)
QDEL_NULL(cooldown_handler)
return ..()
/**
* Creates and returns the targeting datum for this spell type. Override this!
* Should return a value of type [/datum/spell_targeting]
*/
/obj/effect/proc_holder/spell/proc/create_new_targeting()
RETURN_TYPE(/datum/spell_targeting)
return
/**
* Creates and returns the handler datum for this spell type.
* Override this if you want a custom spell handler.
* Should return a value of type [/datum/spell_handler] or NONE
*/
/obj/effect/proc_holder/spell/proc/create_new_handler()
RETURN_TYPE(/datum/spell_handler)
return NONE
/**
* Creates and returns the spells cooldown handler, defaults to the standard recharge handler.
* Override this if you wish to use a different method of cooldown
*/
/obj/effect/proc_holder/spell/proc/create_new_cooldown()
RETURN_TYPE(/datum/spell_cooldown)
var/datum/spell_cooldown/S = new
S.recharge_duration = base_cooldown
S.starts_off_cooldown = starts_charged
return S
/obj/effect/proc_holder/spell/Click()
if(cast_check(TRUE, FALSE, usr))
choose_targets(usr)
return 1
/obj/effect/proc_holder/spell/AltClick(mob/user)
return Click()
/obj/effect/proc_holder/spell/InterceptClickOn(mob/user, params, atom/A)
. = ..()
if(.)
return
targeting.InterceptClickOn(user, params, A, src)
///Lets the spell have a special effect applied to it when upgraded. By default, does nothing.
/obj/effect/proc_holder/spell/proc/on_purchase_upgrade()
return
/**
* Will try to choose targets using the targeting variable and perform the spell if it can
* Do not override this! Override create_new_targeting instead
*
* Arguments:
* * user - The caster of the spell
*/
/obj/effect/proc_holder/spell/proc/choose_targets(mob/user)
SHOULD_NOT_OVERRIDE(TRUE)
if(targeting.use_intercept_click)
if(active)
remove_ranged_ability(user, selection_deactivated_message)
return
if(targeting.try_auto_target && targeting.attempt_auto_target(user, src))
return
add_ranged_ability(user, selection_activated_message)
else
var/list/targets = targeting.choose_targets(user, src)
try_perform(targets, user)
/**
* Will try and perform the spell using the given targets and user. Will spend one charge of the spell
*
* Arguments:
* * targets - The targets the spell is being performed on
* * user - The caster of the spell
*/
/obj/effect/proc_holder/spell/proc/try_perform(list/targets, mob/user)
SHOULD_NOT_OVERRIDE(TRUE)
if(!length(targets))
to_chat(user, "<span class='warning'>No suitable target found.</span>")
return FALSE
if(should_remove_click_intercept()) // returns TRUE by default
remove_ranged_ability(user) // Targeting succeeded. So remove the click interceptor if there is one. Even if the cast didn't succeed afterwards
if(!cast_check(TRUE, TRUE, user))
return
perform(targets, should_recharge_after_cast, user)
/**
* Called in `try_perform` before removing the click interceptor. useful to override if you have a spell that requires more than 1 click
*/
/obj/effect/proc_holder/spell/proc/should_remove_click_intercept()
return TRUE
/**
* Handles all the code for performing a spell once the targets are known
*
* Arguments:
* * targets - The list of targets the spell is being cast on. Will not be empty or null
* * recharge - Whether or not the spell should go recharge
* * user - The caster of the spell
*/
/obj/effect/proc_holder/spell/proc/perform(list/targets, recharge = TRUE, mob/user = usr) //if recharge is started is important for the trigger spells
SHOULD_NOT_OVERRIDE(TRUE)
before_cast(targets, user)
invocation(user)
if(user && user.ckey)
if(create_custom_logs)
write_custom_logs(targets, user)
if(create_attack_logs)
add_attack_logs(user, targets, "cast the spell [name]", ATKLOG_ALL)
if(recharge)
cooldown_handler.start_recharge()
if(sound)
playMagSound()
cast(targets, user = user)
after_cast(targets, user)
if(action)
action.UpdateButtonIcon()
/**
* Will write additional logs if create_custom_logs is TRUE and the caster has a ckey. Override this
*
* Arguments:
* * targets - The targets being targeted by the spell
* * user - The user of the spell
*/
/obj/effect/proc_holder/spell/proc/write_custom_logs(list/targets, mob/user)
return
/obj/effect/proc_holder/spell/proc/before_cast(list/targets, mob/user)
SHOULD_CALL_PARENT(TRUE)
if(overlay)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.anchored = TRUE
spell.density = FALSE
spawn(overlay_lifespan)
qdel(spell)
custom_handler?.before_cast(targets, user, src)
/obj/effect/proc_holder/spell/proc/after_cast(list/targets, mob/user)
SHOULD_CALL_PARENT(TRUE)
for(var/atom/target in targets)
var/location
if(isliving(target))
location = target.loc
else if(isturf(target))
location = target
if(isliving(target) && message)
to_chat(target, "[message]")
if(sparks_spread)
do_sparks(sparks_amt, 0, location)
if(smoke_type)
var/datum/effect_system/smoke_spread/smoke
switch(smoke_type)
if(SMOKE_HARMLESS)
smoke = new /datum/effect_system/smoke_spread()
if(SMOKE_COUGHING)
smoke = new /datum/effect_system/smoke_spread/bad()
if(SMOKE_SLEEPING)
smoke = new /datum/effect_system/smoke_spread/sleeping()
smoke.set_up(smoke_amt, FALSE, location)
smoke.start()
custom_handler?.after_cast(targets, user, src)
/**
* The proc where the actual spell gets cast.
*
* Arguments:
* * targets - The targets being targeted by the spell
* * user - The caster of the spell
*/
/obj/effect/proc_holder/spell/proc/cast(list/targets, mob/user = usr)
return
/obj/effect/proc_holder/spell/proc/revert_cast(mob/user = usr) //resets recharge or readds a charge
cooldown_handler.revert_cast()
custom_handler?.revert_cast(user, src)
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/updateButtonIcon()
if(action)
action.UpdateButtonIcon()
/obj/effect/proc_holder/spell/proc/adjust_var(mob/living/target = usr, type, amount) //handles the adjustment of the var when the spell is used. has some hardcoded types
switch(type)
if("bruteloss")
target.adjustBruteLoss(amount)
if("fireloss")
target.adjustFireLoss(amount)
if("toxloss")
target.adjustToxLoss(amount)
if("oxyloss")
target.adjustOxyLoss(amount)
if("stunned")
target.AdjustStunned(amount)
if("weakened")
target.AdjustWeakened(amount)
if("paralysis")
target.AdjustParalysis(amount)
else
target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars
return
///This proc is ran when a mind is transfered to a new mob. Tells it if the action should be transfered on return true, and tells it not to remove it on false
/obj/effect/proc_holder/spell/proc/on_mind_transfer(mob/living/L)
return TRUE
/obj/effect/proc_holder/spell/aoe
name = "Spell"
create_attack_logs = FALSE
create_custom_logs = TRUE
/// How far does it effect
var/aoe_range = 7
// Normally, AoE spells will generate an attack log for every turf they loop over, while searching for targets.
// With this override, all /aoe type spells will only generate 1 log, saying that the user has cast the spell.
/obj/effect/proc_holder/spell/aoe/write_custom_logs(list/targets, mob/user)
add_attack_logs(user, null, "Cast the AoE spell [name]", ATKLOG_ALL)
/obj/effect/proc_holder/spell/proc/can_cast(mob/user = usr, charge_check = TRUE, show_message = FALSE)
if(((!user.mind) || !(src in user.mind.spell_list)) && !(src in user.mob_spell_list))
if(show_message)
to_chat(user, "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>")
return FALSE
if(!centcom_cancast) //Certain spells are not allowed on the centcom zlevel
var/turf/T = get_turf(user)
if(T && is_admin_level(T.z))
return FALSE
if(!holy_area_cancast && user.holy_check())
return FALSE
if(charge_check)
if(cooldown_handler.is_on_cooldown())
if(show_message)
to_chat(user, still_recharging_msg)
return FALSE
if(!ghost)
if(user.stat && !stat_allowed)
if(show_message)
to_chat(user, "<span class='notice'>You can't cast this spell while incapacitated.</span>")
return FALSE
if(ishuman(user) && (invocation_type == "whisper" || invocation_type == "shout") && user.is_muzzled())
if(show_message)
to_chat(user, "Mmmf mrrfff!")
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/clothcheck = locate(/obj/effect/proc_holder/spell/noclothes) in user.mob_spell_list
var/clothcheck2 = user.mind && (locate(/obj/effect/proc_holder/spell/noclothes) in user.mind.spell_list)
if(clothes_req && !clothcheck && !clothcheck2) //clothes check
var/obj/item/clothing/robe = H.wear_suit
var/obj/item/clothing/hat = H.head
var/obj/item/clothing/shoes = H.shoes
if(!robe || !hat || !shoes)
if(show_message)
to_chat(user, "<span class='notice'>Your outfit isn't complete, you should put on your robe and wizard hat, as well as sandals.</span>")
return FALSE
if(!robe.magical || !hat.magical || !shoes.magical)
if(show_message)
to_chat(user, "<span class='notice'>Your outfit isn't magical enough, you should put on your robe and wizard hat, as well as your sandals.</span>")
return FALSE
else
if(clothes_req || human_req)
if(show_message)
to_chat(user, "<span class='notice'>This spell can only be cast by humans!</span>")
return FALSE
if(nonabstract_req && (isbrain(user) || ispAI(user)))
if(show_message)
to_chat(user, "<span class='notice'>This spell can only be cast by physical beings!</span>")
return FALSE
if(custom_handler && !custom_handler.can_cast(user, charge_check, show_message, src))
return FALSE
return TRUE
/obj/effect/proc_holder/spell/summonmob
name = "Summon Servant"
desc = "This spell can be used to call your servant, whenever you need it."
base_cooldown = 10 SECONDS
clothes_req = FALSE
invocation = "JE VES"
invocation_type = "whisper"
level_max = 0 //cannot be improved
cooldown_min = 100
var/mob/living/target_mob
action_icon_state = "summons"
/obj/effect/proc_holder/spell/summonmob/create_new_targeting()
return new /datum/spell_targeting/self
/obj/effect/proc_holder/spell/summonmob/cast(list/targets, mob/user = usr)
if(!target_mob)
return
var/turf/Start = get_turf(user)
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(Start,direction)
if(!T.density)
target_mob.Move(T)