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* Pref code refactor * Empty database reference * Unit testing SQLite * Everything else * Disable unit testing. * Equivalent * more robust unit tests
870 lines
30 KiB
Plaintext
870 lines
30 KiB
Plaintext
var/list/spells = typesof(/spell) //needed for the badmin verb for now
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/spell
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var/name = "Spell"
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/// Used for feedback gathering. Not implemented
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var/abbreviation = ""
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var/desc = "A spell."
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parent_type = /datum
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/// What panel the proc holder needs to go on.
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var/panel = "Spells"
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/// Fluff. Unimplemented.
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var/school = "evocation"
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/// What kind of mob uses this spell. See 'spell_defines.dm'. Form: USER_TYPE_WIZARD, etc.
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var/user_type = USER_TYPE_NOUSER
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/// Used for what list they belong to in the spellbook. SSOFFENSIVE, SSDEFENSIVE, SSUTILITY
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var/specialization
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///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
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///The following are allowed: SP_RECHARGE (Recharges), SP_CHARGES (Limited uses), SP_GRADUAL (Gradually lose charges), SP_PASSIVE (Does not cast)
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var/charge_type = SP_RECHARGE
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/// Used to calculate cooldown reduction
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var/initial_charge_cooldown_max = 10 SECONDS
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/// recharge time in deciseconds if charge_type = SP_RECHARGE or starting charges if charge_type = SP_CHARGES
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var/charge_cooldown_max = 10 SECONDS
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/// can only cast spells if it equals recharge, ++ each decisecond if charge_type = SP_RECHARGE or -- each cast if charge_type = SP_CHARGES
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var/charge_counter = 0
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/// if set, the minimum charge_counter necessary to cast SP_GRADUAL spells
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var/minimum_charge = 0
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/// Message to display if spell is recharging.
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var/still_recharging_msg = "<span class='notice'>The spell is still recharging.</span>"
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// Time in ticks until you can't cast a spell anymore. See spell_master silence_spells()
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var/silenced = 0
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/// How much does it cost to buy this spell from a spellbook
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var/price = SP_BASE_PRICE
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/// How much lowering the spell cooldown costs in the spellbook
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var/quicken_price = SP_BASE_PRICE * 0.5
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/// If 0, non-refundable
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var/refund_price = 0
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/// Type of dmg dealt. only used if charge_type equals to "holder_var"
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var/holder_var_type = "bruteloss"
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/// Amount to adjust var when spell is used, THIS VALUE IS SUBTRACTED.
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var/holder_var_amount = 20
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/// Name of the holder var on the UI.
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var/holder_var_name
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/// Override for still recharging msg for holder variables
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var/insufficient_holder_msg
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/// if a holder var is stored on a different object or a datum
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var/datum/special_var_holder
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/// See var definition for potential flags spells.
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var/spell_flags = NEEDSCLOTHES
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//Possible spell flags:
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//GHOSTCAST to make ghosts be able to cast this
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//NEEDSCLOTHES to forbit guys without wizard garb from casting this
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//NEEDSHUMAN to forbid non-humans to cast this
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//Z2NOCAST to forbit casting this on z-level 2 (centcomm, and wizard spawn)
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//STATALLOWED to allow dead/unconscious guys (and ghosts) to cast this
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//IGNOREPREV to make each new target not overlap with the previous one
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//CONSTRUCT_CHECK used by construct spells - checks for nullrods
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//NO_BUTTON to prevent spell from showing up in the HUD
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//WAIT_FOR_CLICK to make the spell cast on the next target you click
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//For targeted spells:
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//INCLUDEUSER to include user in the target selection
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//SELECTABLE to allow selecting a target for the spell
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//For AOE spells:
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//IGNOREDENSE to ignore dense turfs in selection
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//IGNORESPACE to ignore space turfs in selection
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/// See var definition for possible spells. Implemented for golems.
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var/autocast_flags
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//Flags for making AI-controlled spellcasters' life easier
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//Possible flags:
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//AUTOCAST_NOTARGET means that the AI can't pick a target for this spell by itself - a target must be given to it
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/// what is uttered when the wizard casts the spell
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var/invocation = "HURP DURP"
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/// can be none, whisper, shout, and emote
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var/invocation_type = SP_INV_NONE
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/// the range of the spell; outer radius for aoe spells
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var/range = 7
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/// whatever it says to the guy affected by it
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var/message = ""
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/// can be "range" or "view"
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var/selection_type = "view"
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/// where the spell is. Normally the user, can be an item
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var/atom/movable/holder
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/// how long the spell lasts
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var/duration = 0
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/// Valid targets list. Can be overriden
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var/list/valid_targets = list(/mob/living)
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/// the current spell levels - total spell levels can be obtained by just adding the two values
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var/list/spell_levels = list(SP_SPEED = 0, SP_POWER = 0)
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/// maximum possible levels in each category. Total does cover both.
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var/list/level_max = list(SP_TOTAL = 4, SP_SPEED = 4, SP_POWER = 0)
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/// If set, defines how much charge_cooldown_max drops by every speed upgrade
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var/cooldown_reduc = 0
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/// For channelled spells (cast_delay > 0), reduces the delay before the spell is active.
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var/delay_reduc = 0
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/// minimum possible cooldown for a charging spell
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var/cooldown_min = 0
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// Nb: currently, this does nothing, and probably hasn't since this line was written.
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/// Flags for what this spell is 'based' upon, for interacting with other spells
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var/spell_aspect_flags
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//Flags for what this spell is 'based' upon, for interacting with other spells
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//For instance, a fire-based spell would have the FIRE flag
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var/overlay = 0
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var/overlay_icon = 'icons/obj/wizard.dmi'
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var/overlay_icon_state = "spell"
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var/overlay_lifespan = 0
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/// If sparks caused by this spell spread.
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var/sparks_spread = 0
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/// cropped at 10
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var/sparks_amt = 0
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/// 1 - harmless, 2 - harmful
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var/smoke_spread = 0
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/// cropped at 10
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var/smoke_amt = 0
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/// probability (0-100) to call critfail()
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var/critfailchance = 0
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/// Delay before cast
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var/cast_delay = 1
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/// Soundfile for cast.
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var/cast_sound = ""
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/// Progress bar for longer cast sells.
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var/use_progress_bar = FALSE
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///name of the icon-state used in generating the spell hud icon.
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var/hud_state = ""
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/// icon used for the hud.
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var/override_icon = ""
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/// Background colour used in the HUD
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var/override_base = ""
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/// Dir used
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var/icon_direction = SOUTH //Needs override_icon to be not null
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/// Button atom to cast the spell
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var/obj/abstract/screen/spell/connected_button
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/// Is the spell being cast right now, or waiting a target for WAIT_CLICK
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var/currently_channeled = 0
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/// equals TRUE while a SP_GRADUAL spell is actively being cast
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var/gradual_casting = FALSE
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/// The holiday this spell is restricted to ! Leave empty if none.
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var/list/holiday_required = list()
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/// prevents some spells from being spamed
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var/block = 0
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/// The animation atom to be created during the cast
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var/obj/delay_animation = null
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/// Used by NO_TURNING to memorize the user's direction and turn them around
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var/user_dir
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///////////////////////
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///SETUP AND PROCESS///
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///////////////////////
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/// Constructor proc
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/spell/New()
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..()
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//still_recharging_msg = "<span class='notice'>[name] is still recharging.</span>"
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charge_counter = charge_cooldown_max
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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
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/// Private: internal sanity check for setting holder
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/spell/proc/set_holder(var/new_holder)
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if(holder == new_holder)
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world.log << "[src] is trying to set its holder to the same holder!"
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holder = new_holder
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/// Private: master proc for channelled spells, recharging cooldown, etc.
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/spell/proc/process()
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spawn while(charge_counter < charge_cooldown_max)
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if(holder && !holder.timestopped)
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if(gradual_casting)
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if(charge_type & SP_HOLDVAR) //If the spell is both SP_GRADUAL and SP_HOLDVAR, decrement the holder var instead.
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if(holder.vars[holder_var_type] <= 0)
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holder.vars[holder_var_type] = 0 //Assumes the minimum of the holder var is 0.
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gradual_casting = FALSE
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stop_casting(null, holder)
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else
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holder.vars[holder_var_type] -= holder_var_amount
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else if(charge_counter <= 0)
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charge_counter = 0
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gradual_casting = FALSE
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stop_casting(null, holder)
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else
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charge_counter--
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else
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charge_counter++
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if(charge_counter >= charge_cooldown_max)
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return
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sleep(1)
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return
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/////////////////
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/////CASTING/////
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/////////////////
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/// Public: what happens when you right-click on the spell icon in the HUD (example: set different targetting mode)
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/spell/proc/on_right_click(mob/user)
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return
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/// Public: returns the list of things the spell will use in invocation()
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/// Already implemented for targetted, aoe_turf, etc. Can be overriden for special target selection by the spell.
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/spell/proc/choose_targets(mob/user = usr) //depends on subtype - see targeted.dm, aoe_turf.dm, dumbfire.dm, or code in general folder
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return
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/// Public: helper proc for checking if a target is valid.
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/// Call in `choose_targets`. Automatically called by targetted/aoe_turf spells.
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/spell/proc/is_valid_target(atom/target, mob/user, options, bypass_range = 0)
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if(ismob(target))
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var/mob/M = target
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if(user in M.get_arcane_golems())
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return FALSE
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if(user.shares_arcane_golem_spell(M))
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return FALSE
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if(bypass_range && istype(target, /mob/living))
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return TRUE
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if(options)
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return (target in options)
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return ((target in view_or_range(range, user, selection_type)) && is_type_in_list(target, valid_targets))
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/// Private: master proc for the full spellcode
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/// Selects target, does the channel check, animate, casts the spell, etc.
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/spell/proc/perform(mob/user = usr, skipcharge = 0, list/target_override)
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if(!holder)
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set_holder(user) //just in case
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var/list/targets = target_override
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if(before_channel(user) && !currently_channeled)
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return
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if(!targets && (spell_flags & WAIT_FOR_CLICK))
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channel_spell(user, skipcharge)
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return
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if(cast_check(1, user))
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if(gradual_casting)
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gradual_casting = FALSE
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stop_casting(targets, user)
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return
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else
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return
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if(!cast_check(skipcharge, user))
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return
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if(cast_delay && !spell_do_after(user, cast_delay))
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block = 0
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if (delay_animation)
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qdel(delay_animation)
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delay_animation = null
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return
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block = 0
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if (delay_animation)
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qdel(delay_animation)
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delay_animation = null
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if(before_target(user))
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return
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if(!targets)
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targets = choose_targets(user)
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if(!cast_check(skipcharge, user))
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return //Prevent queueing of spells by opening several choose target windows.
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if(targets && targets.len)
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targets = before_cast(targets, user) //applies any overlays and effects
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if(!targets.len) //before cast has rechecked what we can target
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return
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invocation(user, targets)
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
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INVOKE_EVENT(user, /event/spellcast, "spell" = src, "user" = user, "targets" = targets)
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if(prob(critfailchance))
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critfail(targets, user)
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else
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. = cast(targets, user) //return 1 to prevent take_charge
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if(!.)
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take_charge(user, skipcharge)
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after_cast(targets) //generates the sparks, smoke, target messages etc.
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/// Private: This is used with the wait_for_click spell flag to prepare spells to be cast on your next click
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/spell/proc/channel_spell(mob/user = usr, skipcharge = 0, force_remove = 0)
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if(!holder)
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set_holder(user) //just in case
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if(!force_remove && !currently_channeled)
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if(!cast_check(skipcharge, user))
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return 0
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user.remove_spell_channeling() //In case we're swapping from an older spell to this new one
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user.register_event(/event/uattack, src, nameof(src::channeled_spell()))
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user.spell_channeling = src
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if(spell_flags & CAN_CHANNEL_RESTRAINED)
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user.register_event(/event/ruattack, src, nameof(src::channeled_spell()))
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user.spell_channeling = src
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connected_button.name = "(Ready) [name]"
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currently_channeled = 1
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connected_button.add_channeling()
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else
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user.unregister_event(/event/uattack, src, nameof(src::channeled_spell()))
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user.unregister_event(/event/ruattack, src, nameof(src::channeled_spell()))
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user.spell_channeling = null
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currently_channeled = 0
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connected_button.remove_channeling()
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connected_button.name = name
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return 1
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/// Used by NO_TURNING to turn the user around
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/// Due to the way the code is structured (/event/uattack happens after the user has turned around)
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/// we have to check for the only thing that happens before turning, /event/clickon.
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/// but since that has no way of directly interfering with face_atom() we instead memorize the direction of the user at the time
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/// and then flip them around at the start of proper spellcasting.
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/// Unfortunately this means that the user is still technically turning around.
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/// The only viable solution would be restructuring click.dm code to support not turning around but that might break too many things.
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/// (Private)
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/spell/proc/memorize_user_direction(mob/user, list/modifiers, atom/target)
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if(holder)
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user_dir = holder.dir
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/// Private: internal master proc for channelled spells.
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/spell/proc/channeled_spell(atom/atom, bypassrange = 0)
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var/list/target = list(atom)
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var/mob/user = holder
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user.attack_delayer.delayNext(0)
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if(spell_flags & NO_TURNING)
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holder.dir = user_dir
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holder.update_dir()
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if(cast_check(1, holder) && is_valid_target(atom, user, bypass_range = bypassrange))
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target = before_cast(target, user, bypassrange) //applies any overlays and effects
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if(!target.len) //before cast has rechecked what we can target
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return
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invocation(user, target)
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>[user.real_name] ([user.ckey]) cast the spell [name].</font>")
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INVOKE_EVENT(user, /event/spellcast, "spell" = src, "user" = user, "targets" = target)
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if(prob(critfailchance))
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critfail(target, holder)
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else
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. = cast(target, holder)
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after_cast(target)
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if(!.) //Returning 1 will prevent us from removing the channeling and taking charge
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channel_spell(force_remove = 1)
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take_charge(holder, 0)
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return 1
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return 0
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/// Public: automatically called in the master proc for channelled spells.
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/spell/proc/before_channel(mob/user)
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return
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/// Public: automatically called in the spell before selecting targets.
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/spell/proc/before_target(mob/user)
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return
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/// Public: the actual meat of the spell
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/spell/proc/cast(list/targets, mob/user)
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return
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/// Public: Automatically called for channelled spells when they're no longer being cast.
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/// Should be manually called for wizard death, etc.
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/spell/proc/stop_casting(list/targets, mob/user)
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if(gradual_casting)
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gradual_casting = FALSE
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return
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/// Public: the wizman has fucked up somehow
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/// Currently unimplemented asider from vampire code
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/spell/proc/critfail(list/targets, mob/user)
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return
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/// Private: handles the adjustment of the var when the spell is used. has some hardcoded types
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/// Should PROBABLY be reworked.............
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/spell/proc/adjust_var(mob/living/target = usr, varname, amount) //
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if(!(varname in target.vars))
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world.log << "Spell [varname] of user [usr] adjusting non-numeric value on [target], aborting"
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return
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switch(varname)
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if("bruteloss")
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target.adjustBruteLoss(amount)
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if("fireloss")
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target.adjustFireLoss(amount)
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if("toxloss")
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target.adjustToxLoss(amount)
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if("oxyloss")
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target.adjustOxyLoss(amount)
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if("stunned")
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target.AdjustStunned(amount)
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if("knockdown")
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target.AdjustKnockdown(amount)
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if("paralysis")
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target.AdjustParalysis(amount)
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if("plasma")
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target.AdjustPlasma(-amount)
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else
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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
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///////////////////////////
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/////CASTING WRAPPERS//////
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///////////////////////////
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/// Public: wrapper before casting the spell. Default behaviour is to scan view/range, check everything for `is_valid_target`
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/// And then return the list of targets:
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/spell/proc/before_cast(list/targets, user, bypass_range = 0)
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var/list/valid_targets = list()
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var/list/options = view_or_range(range,user,selection_type)
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for(var/atom/target in targets)
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// Check range again (fixes long-range EI NATH)
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if(!is_valid_target(target, user, options, bypass_range))
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continue
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valid_targets += target
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if(overlay)
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var/location
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if(istype(target,/mob/living))
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location = target.loc
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else if(istype(target,/turf))
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location = target
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var/obj/effect/overlay/spell = new /obj/effect/overlay(location)
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spell.icon = overlay_icon
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spell.icon_state = overlay_icon_state
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spell.anchored = 1
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spell.setDensity(FALSE)
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spawn(overlay_lifespan)
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QDEL_NULL(spell)
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return valid_targets
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/// Public: wrapper AFTER casting the spell.
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/// Default behaviour: send `message` var, apply sparks, apply smoke
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/spell/proc/after_cast(list/targets)
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for(var/atom/target in targets)
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var/location = get_turf(target)
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if(istype(target,/mob/living) && message)
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to_chat(target, text("[message]"))
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if(sparks_spread)
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spark(location, sparks_amt, FALSE)
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if(smoke_spread)
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if(smoke_spread == 1)
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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
|