Files
vgstation13/code/modules/mob/spells.dm
boy2mantwicethefam 6919ff6f7c Fixed an important wizard bug plus a few other things (#36782)
* Update spells.dm

* stuff

* Update artefact.dm

* Update artifacts.dm

* Update artefact.dm

* stuff
2024-07-23 08:09:52 -04:00

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/mob/proc/add_spell(var/spell/spell_to_add, var/spell_base = "wiz_spell_ready", var/master_type = /obj/abstract/screen/movable/spell_master, var/iswizard = FALSE, var/on_added = TRUE)
if(ispath(spell_to_add, /spell))
spell_to_add = new spell_to_add
if(!spell_masters)
spell_masters = list()
spell_to_add.set_holder(src)
if(spell_masters.len)
for(var/obj/abstract/screen/movable/spell_master/spell_master in spell_masters)
if(spell_master.type == master_type)
spell_list.Add(spell_to_add)
spell_master.add_spell(spell_to_add)
if(mind && iswizard)
if(!mind.wizard_spells)
mind.wizard_spells = list()
mind.wizard_spells += spell_to_add
if(on_added) //If we want to call this spell proc
spell_to_add.on_added(src)
return 1
//Don't do the spellmaster menu stuff if there's not supposed to be a button for the spell
var/create_spellmaster = !(spell_to_add.spell_flags & NO_BUTTON)
if(create_spellmaster)
var/obj/abstract/screen/movable/spell_master/new_spell_master = new master_type //we're here because either we didn't find our type(or we have no spell masters to attach t)
if(client)
src.client.screen += new_spell_master
new_spell_master.spell_holder = src
new_spell_master.add_spell(spell_to_add)
if(spell_base)
new_spell_master.icon_state = spell_base
spell_masters.Add(new_spell_master)
spell_list.Add(spell_to_add)
if(mind && iswizard)
if(!mind.wizard_spells)
mind.wizard_spells = list()
mind.wizard_spells += spell_to_add
if(on_added)
spell_to_add.on_added(src)
return 1
/mob/proc/cast_spell(spell/spell_to_cast, list/targets)
if(ispath(spell_to_cast, /spell))
spell_to_cast = locate(spell_to_cast) in spell_list
if(!istype(spell_to_cast))
return FALSE
spell_to_cast.perform(src, 0, targets)
/mob/proc/remove_spell(var/spell/spell_to_remove, var/on_removed = TRUE)
if(!spell_to_remove || !istype(spell_to_remove))
return
if(!(spell_to_remove in spell_list))
return
if(!spell_masters || !spell_masters.len)
return
var/obj/abstract/screen/movable/spell_master/master
//Runtime prevention!
//Some spells, such as No Gun Allowed, may not have associated spellmaster buttons, which would break things
//Instead, check to see if it even has a button to remove
if(spell_to_remove.connected_button)
if(spell_to_remove.connected_button.spellmaster)
master = spell_to_remove.connected_button.spellmaster
if(master)
if(!(master in spell_masters))
return
master.remove_spell(spell_to_remove)
if(mind && mind.wizard_spells)
mind.wizard_spells.Remove(spell_to_remove)
if(on_removed)
spell_to_remove.on_removed(src)
spell_list.Remove(spell_to_remove)
return 1
/mob/proc/silence_spells(var/amount = 0)
if(!(amount >= 0))
return
if(!spell_masters || !spell_masters.len)
return
for(var/obj/abstract/screen/movable/spell_master/spell_master in spell_masters)
spell_master.silence_spells(amount)
//The spell already exists and is merely getting transferred, let's move it to the new character.
//Overrides both on_removed and on_added in order to perform on_transfer()
/proc/transfer_spell(var/mob/living/new_character, var/mob/living/old_character, var/spell/spell_to_transfer)
if(!old_character || !new_character || !spell_to_transfer || !istype(spell_to_transfer))
return
old_character.remove_spell(spell_to_transfer, on_removed = FALSE)
new_character.add_spell(spell_to_transfer, on_added = FALSE)
spell_to_transfer.on_transfer(new_character)