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Paradise/code/datums/spell_targeting/spell_targeting.dm
Qwertytoforty 357c62b6d7 Ports hitscan from TG, adds it to *SELECT* things (#22754)
* this was just going to be a plasma cutter change but no had to make it look good, whats next, ai sat turrets (yes)

* ai turret

* Coca cola, don't forget the ice. Or the pulse

* almost done, pull master than map edit

* we ball

* ah, chasms.

* it's for the best. Fuck should not sleep checker though

* hitscan reflection limiting system

* Apply suggestions from code review

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

* c-c-c-changes

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2023-11-01 20:05:27 +00:00

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/**
* The base class for the targeting systems spells use.
*
* To create a new targeting datum you just inherit from this base type and override the [/datum/spell_targeting/proc/choose_targets] proc.
* Override the [/datum/spell_targeting/proc/valid_target] proc for more complex validations.
* More complex behaviour like [auto targeting][/datum/spell_targeting/proc/attempt_auto_target] and [click based][/datum/spell_targeting/proc/InterceptClickOn] activation is possible.
*/
/datum/spell_targeting
/// The range of the spell; outer radius for aoe spells
var/range = 7
/// Can be SPELL_SELECTION_RANGE or SPELL_SELECTION_VIEW
var/selection_type = SPELL_SELECTION_VIEW
/// How many targets are allowed. INFINITY is used to target unlimited targets
var/max_targets = 1
/// Which type the targets have to be
var/allowed_type = /mob/living/carbon/human
/// If it includes user. Not always used in all spell_targeting objects
var/include_user = FALSE
/// Whether or not the targeting is done by intercepting a click or not
var/use_intercept_click = FALSE
/// Whether or not the spell will try to auto target first before setting up the intercept click
var/try_auto_target = FALSE
/// Whether or not the spell should use the turf of the user as starting point
var/use_turf_of_user = FALSE
/// If the spell should do an obstacle check from the user to the target. Windows, for example, will block the spell if this is true.
var/use_obstacle_check = FALSE
/**
* Called when choosing the targets for the parent spell
*
* Arguments:
* * user - the one who casts the spell
* * spell - The spell being cast
* * params - Params given by the intercept click. Only available if use_intercept_click is TRUE
* * clicked_atom - The atom clicked on. Only available if use_intercept_click is TRUE
*/
/datum/spell_targeting/proc/choose_targets(mob/user, obj/effect/proc_holder/spell/spell, params, atom/clicked_atom)
RETURN_TYPE(/list)
return
/**
* Will attempt to auto target the spell. Only works with 1 target currently
*/
/datum/spell_targeting/proc/attempt_auto_target(mob/user, obj/effect/proc_holder/spell/spell)
var/atom/target
for(var/atom/A in view_or_range(range, use_turf_of_user ? get_turf(user) : user, selection_type))
if(valid_target(A, user, spell, FALSE))
if(target)
return FALSE // Two targets found. ABORT
target = A
if(target)
to_chat(user, "<span class='warning'>Only one target found. Casting [spell] on [target]!</span>")
spell.try_perform(list(target), user)
return TRUE
return FALSE
/**
* Called when the parent spell intercepts the click
*
* Arguments:
* * user - Who clicks with the spell targeting active?
* * params - Additional parameters from the click
* * A - Atom the user clicked on
* * spell - The spell being cast
*/
/datum/spell_targeting/proc/InterceptClickOn(mob/user, params, atom/A, obj/effect/proc_holder/spell/spell)
var/list/targets = choose_targets(user, spell, params, A)
spell.try_perform(targets, user)
/**
* Checks whether or not the given target is valid. Calls spell.valid_target as well
*
* Arguments:
* * target - The one who is being considered as a target
* * user - Who is casting the spell
* * spell - The spell being cast
* * check_if_in_range - If a view/range check has to be done to see if the target is valid
*/
/datum/spell_targeting/proc/valid_target(target, user, obj/effect/proc_holder/spell/spell, check_if_in_range = TRUE)
SHOULD_CALL_PARENT(TRUE)
return istype(target, allowed_type) && (include_user || target != user) && \
spell.valid_target(target, user) && (!check_if_in_range || (target in view_or_range(range, use_turf_of_user ? get_turf(user) : user, selection_type))) \
&& (!use_obstacle_check || obstacle_check(user, target))
/**
* Checks if the path from the source to the target is free.
* Mobs won't block the path. But any dense object (other than tables) will.
*
* Arguments:
* * source - Where is the spell effect coming from?
* * target - Where is the spell effect going?
*/
/datum/spell_targeting/proc/obstacle_check(atom/source, atom/target)
//Checks for obstacles from A to B
var/obj/dummy = new(source.loc)
dummy.pass_flags |= PASSTABLE
for(var/turf/turf as anything in get_line(source, target))
for(var/atom/movable/AM in turf)
if(!AM.CanPass(dummy, turf, 1))
qdel(dummy)
return FALSE
qdel(dummy)
return TRUE