Files
Polaris/code/game/gamemodes/technomancer/spell_objs_helpers.dm
Neerti fdabe51ee8 Linter Introduction + Cleanup (#8085)
* Adds linter defines to repo.

* Uncomments linter defines already in the code.

* Resolves unreachable code linter errors.

* Nukes decade+ old syndie specops code except for computer since that's mapped in?????

* Resolves procs has no parent linter error.

* Proc signature fixes

* Bad comments

* "In" danger

* Type safety

* Implied nested list abuse

* Top level ..() usage

* Sleepy coder typos

* Invalid kwargs calls

* Pointless returns

* Linter hacks (see full message)

Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.

Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.

* WHATEVER THIS IS

* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars

* Fix list decoration syntax - Its a list, not list of lists

- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax.  Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`

* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.

* Fixes unwrapped negated object in list linter error.

* Resolves colon-like list accessing linter error.

* Turns linter on in linter config.

* Fixes closet indentation properly and cleans up suit storage unit switch.

Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
2021-05-25 18:17:26 -09:00

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//Returns 1 if the turf is dense, or if there's dense objects/mobs on it, unless told to ignore them.
/turf/proc/check_density(var/ignore_objs = FALSE, var/ignore_mobs = FALSE)
if(density)
return TRUE
if(!ignore_objs || !ignore_mobs)
for(var/atom/movable/stuff in contents)
if(stuff.density)
if(ignore_objs && isobj(stuff))
continue
else if(ignore_mobs && isliving(stuff)) // Ghosts aren't dense but keeping this limited to living type will probably save headaches in the future.
continue
else
return TRUE
return FALSE
// Used to distinguish friend from foe.
/obj/item/weapon/spell/proc/is_ally(var/mob/living/L)
if(L == owner) // The best ally is ourselves.
return 1
if(L.mind && technomancers.is_antagonist(L.mind)) // This should be done better since we might want opposing technomancers later.
return 1
if(istype(L, /mob/living/simple_mob)) // Mind controlled simple mobs count as allies too.
var/mob/living/simple_mob/SM = L
if(owner in SM.friends)
return 1
return 0
/obj/item/weapon/spell/proc/allowed_to_teleport()
if(owner)
if(owner.z in using_map.admin_levels)
return FALSE
var/turf/T = get_turf(owner)
if(T.block_tele)
return FALSE
return TRUE
/obj/item/weapon/spell/proc/within_range(var/atom/target, var/max_range = 7) // Beyond 7 is off the screen.
if(target in view(max_range, owner))
return TRUE
return FALSE
/obj/item/weapon/spell/proc/calculate_spell_power(var/amount)
if(core)
return round(amount * core.spell_power_modifier, 1)
// Returns a 'target' mob from a radius around T.
/obj/item/weapon/spell/proc/targeting_assist(var/turf/T, radius = 5)
var/chosen_target = null
var/potential_targets = view(T,radius)
for(var/mob/living/L in potential_targets)
if(is_ally(L)) // Don't shoot our friends.
continue
if(L.invisibility > owner.see_invisible) // Don't target ourselves or people we can't see.
continue
if(!(L in viewers(owner))) // So we don't shoot at walls if someone is hiding behind one.
continue
if(!L.stat) // Don't want to target dead people or SSDs.
chosen_target = L
break
return chosen_target