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Paradise/code/datums/spell_targeting/click_spell_targeting.dm
GDN eee8878024 Datumizes spells (#24242)
* datumized spells

* finished

* last changes

* conflict

* Update code/datums/spells/alien_spells/transfer_plasma.dm

* conflicts

* shitty runtime fix until i get to this tomorrow

* Update code/datums/spell.dm

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* Update code/datums/spell_handler/alien_spell_handler.dm

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* Update code/datums/spells/alien_spells/regurgitate.dm

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* Update code/datums/spells/alien_spells/regurgitate.dm

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* Update code/datums/spells/bloodcrawl.dm

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* Update code/datums/spells/bloodcrawl.dm

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* Update code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm

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* Update code/modules/antagonists/vampire/vampire_powers/vampire_powers.dm

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* Update code/modules/awaymissions/mission_code/ruins/wizardcrash.dm

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* Update code/modules/research/xenobiology/xenobiology.dm

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* Update code/modules/mob/living/carbon/superheroes.dm

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* Update code/datums/spells/conjure.dm

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* Update code/datums/spells/ethereal_jaunt.dm

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* Update code/datums/spells/emplosion.dm

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* Update code/datums/spells/turf_teleport.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/game/dna/mutations/mutation_powers.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/datums/spells/wizard_spells.dm

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* Update code/game/dna/mutations/mutation_powers.dm

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* Update code/game/gamemodes/miniantags/revenant/revenant_abilities.dm

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* guess who just rework the entire malf ai actionsf ai

* gc better

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-04-01 07:42:21 +00:00

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/**
* A click based spell targeting system. The clicked atom will be used to determine who/what to target
*/
/datum/spell_targeting/click
use_intercept_click = TRUE
try_auto_target = TRUE
/// How big the radius around the clicked atom is to find clicked_atom suitable target. -1 is only the selected atom is considered
var/click_radius = 1
var/random_target_priority = SPELL_TARGET_CLOSEST
/datum/spell_targeting/click/choose_targets(mob/user, datum/spell/spell, params, atom/clicked_atom)
var/list/targets = list()
if(valid_target(clicked_atom, user, spell))
targets.Add(clicked_atom)
if(length(targets) >= max_targets || click_radius < 0)
return targets
var/list/found_others = list()
for(var/atom/target in range(click_radius, clicked_atom) - clicked_atom)
if(valid_target(target, user, spell))
found_others += target
if(max_targets >= length(found_others) + length(targets))
targets.Add(found_others)
else
switch(random_target_priority) //Add in the rest
if(SPELL_TARGET_RANDOM)
while(length(targets) < max_targets && length(found_others)) // Add the others
targets.Add(pick_n_take(found_others))
if(SPELL_TARGET_CLOSEST)
// Take the first X. Byond's view/range procs already keep distance in mind. Will have a bias towards the left targets due to this
targets += found_others.Copy(1, max_targets - length(targets) + 1)
return targets