//Status effects are used to apply temporary or permanent effects to mobs. Mobs are aware of their status effects at all times. //This file contains their code, plus code for applying and removing them. //When making a new status effect, add a define to status_effects.dm in __DEFINES for ease of use! /datum/status_effect var/id = "effect" //Used for screen alerts. var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means. var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second. var/mob/living/owner //The mob affected by the status effect. var/status_type = STATUS_EFFECT_UNIQUE //How many of the effect can be on one mob, and what happens when you try to add another var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists /datum/status_effect/New(list/arguments) on_creation(arglist(arguments)) /datum/status_effect/proc/on_creation(mob/living/new_owner, ...) if(new_owner) owner = new_owner if(owner) LAZYADD(owner.status_effects, src) if(!owner || !on_apply()) qdel(src) return if(duration != -1) duration = world.time + duration tick_interval = world.time + tick_interval if(alert_type) var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type) A.attached_effect = src //so the alert can reference us, if it needs to linked_alert = A //so we can reference the alert, if we need to if(duration > 0 || initial(tick_interval) > 0) //don't process if we don't care START_PROCESSING(SSfastprocess, src) return TRUE /datum/status_effect/Destroy() STOP_PROCESSING(SSfastprocess, src) if(owner) owner.clear_alert(id) LAZYREMOVE(owner.status_effects, src) on_remove() owner = null return ..() /datum/status_effect/process() if(!owner) qdel(src) return if(tick_interval < world.time) tick() tick_interval = world.time + initial(tick_interval) if(duration != -1 && duration < world.time) qdel(src) /datum/status_effect/proc/on_apply() //Called whenever the buff is applied; returning FALSE will cause it to autoremove itself. return TRUE /datum/status_effect/proc/tick() //Called every tick. /datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null /datum/status_effect/proc/be_replaced() //Called instead of on_remove when a status effect is replaced by itself or when a status effect with on_remove_on_mob_delete = FALSE has its mob deleted owner.clear_alert(id) LAZYREMOVE(owner.status_effects, src) owner = null qdel(src) /datum/status_effect/proc/refresh() var/original_duration = initial(duration) if(original_duration == -1) return duration = world.time + original_duration //do_after modifier! /datum/status_effect/proc/interact_speed_modifier() return 1 //clickdelay/nextmove modifiers! /datum/status_effect/proc/nextmove_modifier() return 1 /datum/status_effect/proc/nextmove_adjust() return 0 //////////////// // ALERT HOOK // //////////////// /obj/screen/alert/status_effect name = "Curse of Mundanity" desc = "You don't feel any different..." var/datum/status_effect/attached_effect ////////////////// // HELPER PROCS // ////////////////// /mob/living/proc/apply_status_effect(effect, ...) //applies a given status effect to this mob, returning the effect if it was successful . = FALSE var/datum/status_effect/S1 = effect LAZYINITLIST(status_effects) for(var/datum/status_effect/S in status_effects) if(S.id == initial(S1.id) && S.status_type) if(S.status_type == STATUS_EFFECT_REPLACE) S.be_replaced() else if(S.status_type == STATUS_EFFECT_REFRESH) S.refresh() return else return var/list/arguments = args.Copy() arguments[1] = src S1 = new effect(arguments) . = S1 /mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed . = FALSE if(status_effects) var/datum/status_effect/S1 = effect for(var/datum/status_effect/S in status_effects) if(initial(S1.id) == S.id) qdel(S) . = TRUE /mob/living/proc/has_status_effect(effect) //returns the effect if the mob calling the proc owns the given status effect . = FALSE if(status_effects) var/datum/status_effect/S1 = effect for(var/datum/status_effect/S in status_effects) if(initial(S1.id) == S.id) return S /mob/living/proc/has_status_effect_list(effect) //returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of . = list() if(status_effects) var/datum/status_effect/S1 = effect for(var/datum/status_effect/S in status_effects) if(initial(S1.id) == S.id) . += S