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vgstation13/code/modules/spells/spell_code.dm
Anthony "Shifty Rail 189f77cbb7 Refactors player preferences for modularity + SQLite Unit Test (#37615)
* Pref code refactor

* Empty database reference

* Unit testing SQLite

* Everything else

* Disable unit testing.

* Equivalent

* more robust unit tests
2025-06-07 09:54:09 -04:00

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var/list/spells = typesof(/spell) //needed for the badmin verb for now
/spell
var/name = "Spell"
/// Used for feedback gathering. Not implemented
var/abbreviation = ""
var/desc = "A spell."
parent_type = /datum
/// What panel the proc holder needs to go on.
var/panel = "Spells"
/// Fluff. Unimplemented.
var/school = "evocation"
/// What kind of mob uses this spell. See 'spell_defines.dm'. Form: USER_TYPE_WIZARD, etc.
var/user_type = USER_TYPE_NOUSER
/// Used for what list they belong to in the spellbook. SSOFFENSIVE, SSDEFENSIVE, SSUTILITY
var/specialization
///can be recharge or charges, see charge_cooldown_max and charge_counter descriptions; can also be based on the holder's vars now, use "holder_var" for that; can ALSO be made to gradually drain the charge with SP_GRADUAL
///The following are allowed: SP_RECHARGE (Recharges), SP_CHARGES (Limited uses), SP_GRADUAL (Gradually lose charges), SP_PASSIVE (Does not cast)
var/charge_type = SP_RECHARGE
/// Used to calculate cooldown reduction
var/initial_charge_cooldown_max = 10 SECONDS
/// recharge time in deciseconds if charge_type = SP_RECHARGE or starting charges if charge_type = SP_CHARGES
var/charge_cooldown_max = 10 SECONDS
/// can only cast spells if it equals recharge, ++ each decisecond if charge_type = SP_RECHARGE or -- each cast if charge_type = SP_CHARGES
var/charge_counter = 0
/// if set, the minimum charge_counter necessary to cast SP_GRADUAL spells
var/minimum_charge = 0
/// Message to display if spell is recharging.
var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
// Time in ticks until you can't cast a spell anymore. See spell_master silence_spells()
var/silenced = 0
/// How much does it cost to buy this spell from a spellbook
var/price = SP_BASE_PRICE
/// How much lowering the spell cooldown costs in the spellbook
var/quicken_price = SP_BASE_PRICE * 0.5
/// If 0, non-refundable
var/refund_price = 0
/// Type of dmg dealt. only used if charge_type equals to "holder_var"
var/holder_var_type = "bruteloss"
/// Amount to adjust var when spell is used, THIS VALUE IS SUBTRACTED.
var/holder_var_amount = 20
/// Name of the holder var on the UI.
var/holder_var_name
/// Override for still recharging msg for holder variables
var/insufficient_holder_msg
/// if a holder var is stored on a different object or a datum
var/datum/special_var_holder
/// See var definition for potential flags spells.
var/spell_flags = NEEDSCLOTHES
//Possible spell flags:
//GHOSTCAST to make ghosts be able to cast this
//NEEDSCLOTHES to forbit guys without wizard garb from casting this
//NEEDSHUMAN to forbid non-humans to cast this
//Z2NOCAST to forbit casting this on z-level 2 (centcomm, and wizard spawn)
//STATALLOWED to allow dead/unconscious guys (and ghosts) to cast this
//IGNOREPREV to make each new target not overlap with the previous one
//CONSTRUCT_CHECK used by construct spells - checks for nullrods
//NO_BUTTON to prevent spell from showing up in the HUD
//WAIT_FOR_CLICK to make the spell cast on the next target you click
//For targeted spells:
//INCLUDEUSER to include user in the target selection
//SELECTABLE to allow selecting a target for the spell
//For AOE spells:
//IGNOREDENSE to ignore dense turfs in selection
//IGNORESPACE to ignore space turfs in selection
/// See var definition for possible spells. Implemented for golems.
var/autocast_flags
//Flags for making AI-controlled spellcasters' life easier
//Possible flags:
//AUTOCAST_NOTARGET means that the AI can't pick a target for this spell by itself - a target must be given to it
/// what is uttered when the wizard casts the spell
var/invocation = "HURP DURP"
/// can be none, whisper, shout, and emote
var/invocation_type = SP_INV_NONE
/// the range of the spell; outer radius for aoe spells
var/range = 7
/// whatever it says to the guy affected by it
var/message = ""
/// can be "range" or "view"
var/selection_type = "view"
/// where the spell is. Normally the user, can be an item
var/atom/movable/holder
/// how long the spell lasts
var/duration = 0
/// Valid targets list. Can be overriden
var/list/valid_targets = list(/mob/living)
/// the current spell levels - total spell levels can be obtained by just adding the two values
var/list/spell_levels = list(SP_SPEED = 0, SP_POWER = 0)
/// maximum possible levels in each category. Total does cover both.
var/list/level_max = list(SP_TOTAL = 4, SP_SPEED = 4, SP_POWER = 0)
/// If set, defines how much charge_cooldown_max drops by every speed upgrade
var/cooldown_reduc = 0
/// For channelled spells (cast_delay > 0), reduces the delay before the spell is active.
var/delay_reduc = 0
/// minimum possible cooldown for a charging spell
var/cooldown_min = 0
// Nb: currently, this does nothing, and probably hasn't since this line was written.
/// Flags for what this spell is 'based' upon, for interacting with other spells
var/spell_aspect_flags
//Flags for what this spell is 'based' upon, for interacting with other spells
//For instance, a fire-based spell would have the FIRE flag
var/overlay = 0
var/overlay_icon = 'icons/obj/wizard.dmi'
var/overlay_icon_state = "spell"
var/overlay_lifespan = 0
/// If sparks caused by this spell spread.
var/sparks_spread = 0
/// cropped at 10
var/sparks_amt = 0
/// 1 - harmless, 2 - harmful
var/smoke_spread = 0
/// cropped at 10
var/smoke_amt = 0
/// probability (0-100) to call critfail()
var/critfailchance = 0
/// Delay before cast
var/cast_delay = 1
/// Soundfile for cast.
var/cast_sound = ""
/// Progress bar for longer cast sells.
var/use_progress_bar = FALSE
///name of the icon-state used in generating the spell hud icon.
var/hud_state = ""
/// icon used for the hud.
var/override_icon = ""
/// Background colour used in the HUD
var/override_base = ""
/// Dir used
var/icon_direction = SOUTH //Needs override_icon to be not null
/// Button atom to cast the spell
var/obj/abstract/screen/spell/connected_button
/// Is the spell being cast right now, or waiting a target for WAIT_CLICK
var/currently_channeled = 0
/// equals TRUE while a SP_GRADUAL spell is actively being cast
var/gradual_casting = FALSE
/// The holiday this spell is restricted to ! Leave empty if none.
var/list/holiday_required = list()
/// prevents some spells from being spamed
var/block = 0
/// The animation atom to be created during the cast
var/obj/delay_animation = null
/// Used by NO_TURNING to memorize the user's direction and turn them around
var/user_dir
///////////////////////
///SETUP AND PROCESS///
///////////////////////
/// Constructor proc
/spell/New()
..()
//still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
charge_counter = charge_cooldown_max
initial_charge_cooldown_max = charge_cooldown_max //Let's not add charge_cooldown_max_initial to roughly 80 (at the time of this comment) spells
/// Private: internal sanity check for setting holder
/spell/proc/set_holder(var/new_holder)
if(holder == new_holder)
world.log << "[src] is trying to set its holder to the same holder!"
holder = new_holder
/// Private: master proc for channelled spells, recharging cooldown, etc.
/spell/proc/process()
spawn while(charge_counter < charge_cooldown_max)
if(holder && !holder.timestopped)
if(gradual_casting)
if(charge_type & SP_HOLDVAR) //If the spell is both SP_GRADUAL and SP_HOLDVAR, decrement the holder var instead.
if(holder.vars[holder_var_type] <= 0)
holder.vars[holder_var_type] = 0 //Assumes the minimum of the holder var is 0.
gradual_casting = FALSE
stop_casting(null, holder)
else
holder.vars[holder_var_type] -= holder_var_amount
else if(charge_counter <= 0)
charge_counter = 0
gradual_casting = FALSE
stop_casting(null, holder)
else
charge_counter--
else
charge_counter++
if(charge_counter >= charge_cooldown_max)
return
sleep(1)
return
/////////////////
/////CASTING/////
/////////////////
/// Public: what happens when you right-click on the spell icon in the HUD (example: set different targetting mode)
/spell/proc/on_right_click(mob/user)
return
/// Public: returns the list of things the spell will use in invocation()
/// Already implemented for targetted, aoe_turf, etc. Can be overriden for special target selection by the spell.
/spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder
return
/// Public: helper proc for checking if a target is valid.
/// Call in `choose_targets`. Automatically called by targetted/aoe_turf spells.
/spell/proc/is_valid_target(atom/target, mob/user, options, bypass_range = 0)
if(ismob(target))
var/mob/M = target
if(user in M.get_arcane_golems())
return FALSE
if(user.shares_arcane_golem_spell(M))
return FALSE
if(bypass_range && istype(target, /mob/living))
return TRUE
if(options)
return (target in options)
return ((target in view_or_range(range, user, selection_type)) && is_type_in_list(target, valid_targets))
/// Private: master proc for the full spellcode
/// Selects target, does the channel check, animate, casts the spell, etc.
/spell/proc/perform(mob/user = usr, skipcharge = 0, list/target_override)
if(!holder)
set_holder(user) //just in case
var/list/targets = target_override
if(before_channel(user) && !currently_channeled)
return
if(!targets && (spell_flags & WAIT_FOR_CLICK))
channel_spell(user, skipcharge)
return
if(cast_check(1, user))
if(gradual_casting)
gradual_casting = FALSE
stop_casting(targets, user)
return
else
return
if(!cast_check(skipcharge, user))
return
if(cast_delay && !spell_do_after(user, cast_delay))
block = 0
if (delay_animation)
qdel(delay_animation)
delay_animation = null
return
block = 0
if (delay_animation)
qdel(delay_animation)
delay_animation = null
if(before_target(user))
return
if(!targets)
targets = choose_targets(user)
if(!cast_check(skipcharge, user))
return //Prevent queueing of spells by opening several choose target windows.
if(targets && targets.len)
targets = before_cast(targets, user) //applies any overlays and effects
if(!targets.len) //before cast has rechecked what we can target
return
invocation(user, targets)
user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
INVOKE_EVENT(user, /event/spellcast, "spell" = src, "user" = user, "targets" = targets)
if(prob(critfailchance))
critfail(targets, user)
else
. = cast(targets, user) //return 1 to prevent take_charge
if(!.)
take_charge(user, skipcharge)
after_cast(targets) //generates the sparks, smoke, target messages etc.
/// Private: This is used with the wait_for_click spell flag to prepare spells to be cast on your next click
/spell/proc/channel_spell(mob/user = usr, skipcharge = 0, force_remove = 0)
if(!holder)
set_holder(user) //just in case
if(!force_remove && !currently_channeled)
if(!cast_check(skipcharge, user))
return 0
user.remove_spell_channeling() //In case we're swapping from an older spell to this new one
user.register_event(/event/uattack, src, nameof(src::channeled_spell()))
user.spell_channeling = src
if(spell_flags & CAN_CHANNEL_RESTRAINED)
user.register_event(/event/ruattack, src, nameof(src::channeled_spell()))
user.spell_channeling = src
connected_button.name = "(Ready) [name]"
currently_channeled = 1
connected_button.add_channeling()
else
user.unregister_event(/event/uattack, src, nameof(src::channeled_spell()))
user.unregister_event(/event/ruattack, src, nameof(src::channeled_spell()))
user.spell_channeling = null
currently_channeled = 0
connected_button.remove_channeling()
connected_button.name = name
return 1
/// Used by NO_TURNING to turn the user around
/// Due to the way the code is structured (/event/uattack happens after the user has turned around)
/// we have to check for the only thing that happens before turning, /event/clickon.
/// but since that has no way of directly interfering with face_atom() we instead memorize the direction of the user at the time
/// and then flip them around at the start of proper spellcasting.
/// Unfortunately this means that the user is still technically turning around.
/// The only viable solution would be restructuring click.dm code to support not turning around but that might break too many things.
/// (Private)
/spell/proc/memorize_user_direction(mob/user, list/modifiers, atom/target)
if(holder)
user_dir = holder.dir
/// Private: internal master proc for channelled spells.
/spell/proc/channeled_spell(atom/atom, bypassrange = 0)
var/list/target = list(atom)
var/mob/user = holder
user.attack_delayer.delayNext(0)
if(spell_flags & NO_TURNING)
holder.dir = user_dir
holder.update_dir()
if(cast_check(1, holder) && is_valid_target(atom, user, bypass_range = bypassrange))
target = before_cast(target, user, bypassrange) //applies any overlays and effects
if(!target.len) //before cast has rechecked what we can target
return
invocation(user, target)
user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
INVOKE_EVENT(user, /event/spellcast, "spell" = src, "user" = user, "targets" = target)
if(prob(critfailchance))
critfail(target, holder)
else
. = cast(target, holder)
after_cast(target)
if(!.) //Returning 1 will prevent us from removing the channeling and taking charge
channel_spell(force_remove = 1)
take_charge(holder, 0)
return 1
return 0
/// Public: automatically called in the master proc for channelled spells.
/spell/proc/before_channel(mob/user)
return
/// Public: automatically called in the spell before selecting targets.
/spell/proc/before_target(mob/user)
return
/// Public: the actual meat of the spell
/spell/proc/cast(list/targets, mob/user)
return
/// Public: Automatically called for channelled spells when they're no longer being cast.
/// Should be manually called for wizard death, etc.
/spell/proc/stop_casting(list/targets, mob/user)
if(gradual_casting)
gradual_casting = FALSE
return
/// Public: the wizman has fucked up somehow
/// Currently unimplemented asider from vampire code
/spell/proc/critfail(list/targets, mob/user)
return
/// Private: handles the adjustment of the var when the spell is used. has some hardcoded types
/// Should PROBABLY be reworked.............
/spell/proc/adjust_var(mob/living/target = usr, varname, amount) //
if(!(varname in target.vars))
world.log << "Spell [varname] of user [usr] adjusting non-numeric value on [target], aborting"
return
switch(varname)
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("knockdown")
target.AdjustKnockdown(amount)
if("paralysis")
target.AdjustParalysis(amount)
if("plasma")
target.AdjustPlasma(-amount)
else
target.vars[varname] -= amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars
///////////////////////////
/////CASTING WRAPPERS//////
///////////////////////////
/// Public: wrapper before casting the spell. Default behaviour is to scan view/range, check everything for `is_valid_target`
/// And then return the list of targets:
/spell/proc/before_cast(list/targets, user, bypass_range = 0)
var/list/valid_targets = list()
var/list/options = view_or_range(range,user,selection_type)
for(var/atom/target in targets)
// Check range again (fixes long-range EI NATH)
if(!is_valid_target(target, user, options, bypass_range))
continue
valid_targets += target
if(overlay)
var/location
if(istype(target,/mob/living))
location = target.loc
else if(istype(target,/turf))
location = target
var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
spell.icon = overlay_icon
spell.icon_state = overlay_icon_state
spell.anchored = 1
spell.setDensity(FALSE)
spawn(overlay_lifespan)
QDEL_NULL(spell)
return valid_targets
/// Public: wrapper AFTER casting the spell.
/// Default behaviour: send `message` var, apply sparks, apply smoke
/spell/proc/after_cast(list/targets)
for(var/atom/target in targets)
var/location = get_turf(target)
if(istype(target,/mob/living) && message)
to_chat(target, text("[message]"))
if(sparks_spread)
spark(location, sparks_amt, FALSE)
if(smoke_spread)
if(smoke_spread == 1)
var/datum/effect/system/smoke_spread/smoke = new /datum/effect/system/smoke_spread()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
else if(smoke_spread == 2)
var/datum/effect/system/smoke_spread/bad/smoke = new /datum/effect/system/smoke_spread/bad()
smoke.set_up(smoke_amt, 0, location) //no idea what the 0 is
smoke.start()
/////////////////////
////CASTING TOOLS////
/////////////////////
/*Checkers, cost takers, message makers, etc*/
/// Public: check if spell can be cast.
/// Default behaviour handles cooldown, z-level check, etc.
/spell/proc/cast_check(skipcharge = 0,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
if(!(src in user.spell_list) && holder == user)
to_chat(user, "<span class='warning'>You shouldn't have this spell! Something's wrong.</span>")
return 0
if(charge_type == SP_PASSIVE)
to_chat(user, "<span class='notice'>This is a passive spell, you cannot cast it!</span>")
return 0
if(silenced > 0)
return
if(user.reagents && user.reagents.has_reagent(ZOMBIEPOWDER))
to_chat(user, "<span class='warning'>You just can't seem to focus enough to do this.</span>")
return 0
var/ourz = user.z
if(!ourz)
var/turf/T = get_turf(user)
if(!T) return 0
ourz = T.z
if(map.zLevels.len < ourz || !ourz)
WARNING("[user] is somehow on a zlevel [(ourz > map.zLevels.len) ? "higher" : "lower"] than our zlevels list! [map.zLevels.len] level\s, [map.nameLong] - [formatJumpTo(get_turf(user))]")
return 0
if(istype(map.zLevels[ourz], /datum/zLevel/centcomm) && spell_flags & Z2NOCAST) //Certain spells are not allowed on the centcomm zlevel
return 0
if(spell_flags & CONSTRUCT_CHECK)
for(var/turf/T in range(holder, 1))
if(findNullRod(T))
return 0
if(istype(user, /mob/living/simple_animal) && holder == user)
var/mob/living/simple_animal/SA = user
if(SA.purge)
to_chat(SA, "<span class='warning'>The nullrod's power interferes with your own!</span>")
return 0
if(!src.check_charge(skipcharge, user)) //sees if we can cast based on charges alone
return 0
if(!(spell_flags & GHOSTCAST) && holder == user)
if(user.stat && !(spell_flags & STATALLOWED))
to_chat(user, "Not when you're incapacitated.")
return 0
if((ishuman(user) || ismonkey(user)) && !(invocation_type in list(SP_INV_EMOTE, SP_INV_NONE)))
if(user.wear_mask?.is_muzzle)
to_chat(user, "Mmmf mrrfff!")
return 0
var/spell/passive/noclothes/spell = locate() in user.spell_list
if((spell_flags & NEEDSCLOTHES) && !(spell && istype(spell)) && holder == user)//clothes check
if(!user.wearing_wiz_garb())
return 0
//gentling check
if((is_wizard_spell()) && (holder == user))
if(user.is_gentled())
return 0
return 1
/// Private: simple helper to check if the spell is typically used by wizards
/spell/proc/is_wizard_spell()
if(user_type == USER_TYPE_WIZARD || USER_TYPE_SPELLBOOK)
return TRUE
return FALSE
/// Semi-private: checks cooldown, charges, gradual.
/spell/proc/check_charge(var/skipcharge, mob/user)
//Arcane golems have no cooldowns on their spells
if(istype(user, /mob/living/simple_animal/hostile/arcane_golem))
return 1
if(charge_type == SP_PASSIVE)
return 1
if(!skipcharge)
if(charge_type & SP_RECHARGE)
if(charge_counter < charge_cooldown_max)
to_chat(user, still_recharging_msg)
return 0
if(charge_type & SP_CHARGES)
if(!charge_counter)
to_chat(user, "<span class='notice'>[name] has no charges left.</span>")
return 0
if(charge_type & SP_HOLDVAR)
if(special_var_holder)
if(!(holder_var_type in special_var_holder.vars))
return 1 //ABORT
if(special_var_holder.vars[holder_var_type] < holder_var_amount)
to_chat(user, holder_var_recharging_msg())
return 0
else
if(!(holder_var_type in user.vars))
return 1 //ABORT
if(user.vars[holder_var_type] < holder_var_amount)
to_chat(user, holder_var_recharging_msg())
return 0
if(charge_type & SP_GRADUAL)
if(charge_counter < minimum_charge)
to_chat(user, still_recharging_msg)
return 0
return 1
/// Semi-private: what is sent to the user if a spell needs recharging.
/// Default behaviour uses the spell `still_recharging_msg` and `insufficient_holder_msg`
/spell/proc/holder_var_recharging_msg()
if(insufficient_holder_msg)
return insufficient_holder_msg
return still_recharging_msg
/// Private: takes spell charges and apply cooldown
/spell/proc/take_charge(mob/user = user, var/skipcharge)
if(!skipcharge)
if(charge_type & SP_RECHARGE)
charge_counter = 0 //doesn't start recharging until the targets selecting ends
src.process()
if(charge_type & SP_CHARGES)
charge_counter-- //returns the charge if the targets selecting fails
if(charge_type & SP_HOLDVAR)
if(special_var_holder)
adjust_var(special_var_holder, holder_var_type, holder_var_amount)
else
adjust_var(user, holder_var_type, holder_var_amount)
if(charge_type & SP_GRADUAL)
gradual_casting = TRUE
charge_counter -= 1
process()
if(charge_type & SP_PASSIVE)
process()
/// Semi-private: wrapper for shouting out the invocation
/// Applying the spell cast, etc.
/spell/proc/invocation(mob/user = usr, var/list/targets) //spelling the spell out and setting it on recharge/reducing charges amount
switch(invocation_type)
if(SP_INV_SHOUT)
if(prob(50))//Auto-mute? Fuck that noise
user.say(invocation)
else
user.say(replacetext(invocation," ","`"))
if(SP_INV_WHISPER)
if(prob(50))
user.whisper(invocation)
else
user.whisper(replacetext(invocation," ","`"))
if(SP_INV_EMOTE)
user.emote("me", 1, invocation) //the 1 means it's for everyone in view, the me makes it an emote, and the invocation is written accordingly.
/////////////////////
///UPGRADING PROCS///
/////////////////////
/// Public: checks if the spell can be improved
/// Default behaviour: checks with `spell_levels` and `level_max`
/spell/proc/can_improve(var/upgrade_type)
if(level_max[SP_TOTAL] <= ( spell_levels[SP_SPEED] + spell_levels[SP_POWER] )) //too many levels, can't do it
return 0
if(upgrade_type && (upgrade_type in spell_levels) && (upgrade_type in level_max))
if(spell_levels[upgrade_type] >= level_max[upgrade_type])
return 0
return 1
/// Public: proc to be called when purchasing `SP_POWER` upgrade
/spell/proc/empower_spell()
return
/// Public: proc to be called when purchasing `SP_SPEED` upgrade
/// Default behaviour is to make it quicker (duh)
/spell/proc/quicken_spell()
if(!can_improve(SP_SPEED))
return 0
spell_levels[SP_SPEED]++
if(delay_reduc && cast_delay)
cast_delay = max(0, cast_delay - delay_reduc)
else if(cast_delay)
cast_delay = round( max(0, initial(cast_delay) * ((level_max[SP_SPEED] - spell_levels[SP_SPEED]) / level_max[SP_SPEED] ) ) )
if(charge_type == SP_RECHARGE)
if(cooldown_reduc)
charge_cooldown_max = max(cooldown_min, charge_cooldown_max - cooldown_reduc)
else
charge_cooldown_max = round(initial_charge_cooldown_max - spell_levels[SP_SPEED] * (initial_charge_cooldown_max - cooldown_min)/ level_max[SP_SPEED])
if(charge_cooldown_max < charge_counter)
charge_counter = charge_cooldown_max
var/temp = ""
name = initial(name)
switch(level_max[SP_SPEED] - spell_levels[SP_SPEED])
if(3)
temp = "You have improved [name] into Efficient [name]."
name = "Efficient [name]"
if(2)
temp = "You have improved [name] into Quickened [name]."
name = "Quickened [name]"
if(1)
temp = "You have improved [name] into Free [name]."
name = "Free [name]"
if(0)
temp = "You have improved [name] into Instant [name]."
name = "Instant [name]"
return temp
/// Private: proc displays a progress bar and acts as a `do_after` check (mob stays still, target in range, etc)
/// Automatically called if the spell has a `cast_delay`.
/spell/proc/spell_do_after(var/mob/user, delay, var/numticks = 5)
if(!user || isnull(user))
return 0
if(numticks == 0)
return 0
var/delayfraction = round(delay/numticks)
var/originalstat = user.stat
var/Location = user.loc
var/image/progbar
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars))
if(!progbar)
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "prog_bar_0")
progbar.pixel_z = WORLD_ICON_SIZE
progbar.plane = HUD_PLANE
progbar.layer = HUD_ABOVE_ITEM_LAYER
progbar.appearance_flags = RESET_COLOR
for (var/i = 1 to numticks)
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars))
if(!progbar)
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "prog_bar_0")
progbar.pixel_z = WORLD_ICON_SIZE
progbar.plane = HUD_PLANE
progbar.layer = HUD_ABOVE_ITEM_LAYER
progbar.appearance_flags = RESET_COLOR
progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]"
user.client.images |= progbar
sleep(delayfraction)
if(!user || (!(spell_flags & (STATALLOWED|GHOSTCAST)) && user.stat != originalstat) || !(user.loc == Location))
if(progbar)
progbar.icon_state = "prog_bar_stopped"
spawn(2)
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 0
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 1
/// Private: calls the relevant upgrade proc
/spell/proc/apply_upgrade(upgrade_type)
switch(upgrade_type)
if(SP_SPEED)
return quicken_spell()
if(SP_POWER)
return empower_spell()
/// Public: how much spell points it costs to upgrade the spell
/// Can override if you want a finer control over balance. Default behaviour uses `quicken_price` and `price`
/spell/proc/get_upgrade_price(upgrade_type)
if(upgrade_type == SP_SPEED)
return quicken_price
return src.price
///INFO
/// Public: return texts to be displayed in the spellbook for upgrade
/// Should override to have better explanation for `SP_POWER` upgrades.
/spell/proc/get_upgrade_info(upgrade_type)
switch(upgrade_type)
if(SP_SPEED)
if(spell_levels[SP_SPEED] >= level_max[SP_SPEED])
return "The spell can't be made any quicker than this!"
var/formula
if(cooldown_reduc)
formula = min(charge_cooldown_max - cooldown_min, cooldown_reduc)
else
formula = round((initial_charge_cooldown_max - cooldown_min)/level_max[SP_SPEED], 1)
return "Reduce this spell's cooldown by [formula/10] seconds."
if(SP_POWER)
if(spell_levels[SP_POWER] >= level_max[SP_POWER])
return "The spell can't be made any more powerful than this!"
return "Increase this spell's power."
/// Atomizes what data the spell shows, that way different spells such as pulse demon and vampire spells can have their own descriptions.
/spell/proc/generate_tooltip(var/previous_data = "")
var/dat = previous_data //In case you want to put some text at the top instead of bottom
if(charge_type & SP_RECHARGE)
dat += "<br>Cooldown: [charge_cooldown_max/10] second\s"
if(charge_type & SP_CHARGES)
dat += "<br>Has [charge_counter] charge\s left"
if(charge_type & SP_HOLDVAR)
dat += "<br>Requires [charge_type & SP_GRADUAL ? "" : "[holder_var_amount]"] "
if(holder_var_name)
dat += "[holder_var_name]"
else
dat += "[holder_var_type]"
if(charge_type & SP_GRADUAL)
dat += " to sustain"
switch(range)
if(1)
dat += "<br>Range: Adjacency"
if(2 to INFINITY)
dat += "<br>Range: [range]"
if(GLOBALCAST)
dat += "<br>Range: Global"
if(SELFCAST)
dat += "<br>Range: Self"
if(desc)
dat += "<br>Desc: [desc]"
return dat
/// Public: return a string that gets appended to the spell on the scoreboard
/spell/proc/get_scoreboard_suffix()
return
////////////////////
// EVENTS //
////////////////////
/// Public: called by event when the mob gets the spell
/spell/proc/on_added(mob/user)
return
/// Public: called by event when the mob loses the spell
/spell/proc/on_removed(mob/user)
holder = null
return
/// Public: called by event when the mob fucking dies
/spell/proc/on_holder_death(mob/user)
return
/// Public: called by event when the mob switches minds
/spell/proc/on_transfer(mob/user)
return
////////////////////
//WIZARD MOB PROCS//
////////////////////
//To batch-remove wizard spells. Linked to mind.dm.
/mob/proc/spellremove(var/mob/M as mob)
for(var/spell/spell_to_remove in src.spell_list)
remove_spell(spell_to_remove)
// Does this clothing slot count as wizard garb? (Combines a few checks)
/proc/is_wiz_garb(var/obj/item/clothing/C)
return C && C.wizard_garb
/*Checks if the wizard is wearing the proper attire.
Made a proc so this is not repeated 14 (or more) times.*/
/mob/proc/wearing_wiz_garb()
to_chat(src, "Silly creature, you're not a human. Only humans can cast this spell.")
return 0
// Humans can wear clothes.
/mob/living/carbon/human/wearing_wiz_garb()
if(!is_wiz_garb(src.wear_suit))
to_chat(src, "<span class='warning'>I don't feel strong enough without my robe.</span>")
return 0
if(!is_wiz_garb(src.shoes))
to_chat(src, "<span class='warning'>I don't feel strong enough without my sandals.</span>")
return 0
if(!is_wiz_garb(src.head))
to_chat(src, "<span class='warning'>I don't feel strong enough without my hat.</span>")
return 0
return 1
// So can monkeys (FIXME)
/*
/mob/living/carbon/monkey/wearing_wiz_garb()
if(!is_wiz_garb(src.wear_suit))
to_chat(src, "<span class='warning'>I don't feel strong enough without my robe.</span>")
return 0
if(!is_wiz_garb(src.shoes))
to_chat(src, "<span class='warning'>I don't feel strong enough without my sandals.</span>")
return 0
if(!is_wiz_garb(src.head))
to_chat(src, "<span class='warning'>I don't feel strong enough without my hat.</span>")
return 0
return 1
*/
/// Mob wears clothing that prevents him from casting spells.
/mob/proc/is_gentled()
for(var/V in get_equipped_items())
if(isclothing(V))
var/obj/item/clothing/C = V
if(C.gentling)
to_chat(src, "<span class='warning'>You feel too humble to do that.</span>")
return TRUE
return FALSE