/
magic.dm
582 lines (489 loc) · 18.6 KB
/
magic.dm
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/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0 // MOST magic projectiles pass the "not a hostile projectile" test, despite many having negative effects
damage_type = OXY
armour_penetration = 100
armor_flag = NONE
/// determines what type of antimagic can block the spell projectile
var/antimagic_flags = MAGIC_RESISTANCE
/// determines the drain cost on the antimagic item
var/antimagic_charge_cost = 1
/obj/projectile/magic/prehit_pierce(atom/target)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.can_block_magic(antimagic_flags, antimagic_charge_cost))
visible_message(span_warning("[src] fizzles on contact with [victim]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
if(istype(target, /obj/machinery/hydroponics)) // even plants can block antimagic
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
if(plant_tray.myseed.get_gene(/datum/plant_gene/trait/anti_magic))
visible_message(span_warning("[src] fizzles on contact with [plant_tray]!"))
return PROJECTILE_DELETE_WITHOUT_HITTING
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
victim.grab_ghost(force = TRUE)
to_chat(victim, span_notice("You rise with a start, you're undead!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
return
victim.investigate_log("has been killed by a bolt of death.", INVESTIGATE_DEATHS)
victim.death()
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_weedlevel(0) // even the weeds perish
plant_tray.plantdies()
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
/obj/projectile/magic/resurrection/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
if(victim.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
victim.investigate_log("has been killed by a bolt of life.", INVESTIGATE_DEATHS)
victim.death()
return
if(victim.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)) // This heals suicides
to_chat(victim, span_notice("You rise with a start, you're alive!!!"))
else if(victim.stat != DEAD)
to_chat(victim, span_notice("You feel great!"))
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.set_plant_health(plant_tray.myseed.endurance, forced = TRUE)
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/projectile/magic/teleport/on_hit(mob/target, blocked = 0, pierce_hit)
. = ..()
var/teleammount = 0
var/teleloc = target
if(!isturf(target))
teleloc = target.loc
for(var/atom/movable/stuff in teleloc)
if(!stuff.anchored && stuff.loc && !isobserver(stuff))
if(do_teleport(stuff, stuff, 10, channel = TELEPORT_CHANNEL_MAGIC))
teleammount++
var/smoke_range = max(round(4 - teleammount), 0)
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(smoke_range, holder = src, location = stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
smoke.start()
/obj/projectile/magic/safety
name = "bolt of safety"
icon_state = "bluespace"
/obj/projectile/magic/safety/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isturf(target))
return BULLET_ACT_HIT
var/turf/origin_turf = get_turf(target)
var/turf/destination_turf = find_safe_turf()
if(do_teleport(target, destination_turf, channel=TELEPORT_CHANNEL_MAGIC))
for(var/t in list(origin_turf, destination_turf))
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = src, location = t)
smoke.start()
/obj/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
var/list/door_types = list(/obj/structure/mineral_door/wood, /obj/structure/mineral_door/iron, /obj/structure/mineral_door/silver, /obj/structure/mineral_door/gold, /obj/structure/mineral_door/uranium, /obj/structure/mineral_door/sandstone, /obj/structure/mineral_door/transparent/plasma, /obj/structure/mineral_door/transparent/diamond)
/obj/projectile/magic/door/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(istype(target, /obj/machinery/door))
OpenDoor(target)
else
var/turf/T = get_turf(target)
if(isclosedturf(T) && !isindestructiblewall(T))
CreateDoor(T)
/obj/projectile/magic/door/proc/CreateDoor(turf/T)
var/door_type = pick(door_types)
var/obj/structure/mineral_door/D = new door_type(T)
T.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
D.Open()
/obj/projectile/magic/door/proc/OpenDoor(obj/machinery/door/D)
if(istype(D, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = D
A.unlock()
D.open()
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage_type = BURN
/// If set, this projectile will only do a certain wabbajack effect
var/set_wabbajack_effect
/// If set, this projectile will only pass certain changeflags to wabbajack
var/set_wabbajack_changeflags
/obj/projectile/magic/change/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/victim = target
victim.wabbajack(set_wabbajack_effect, set_wabbajack_changeflags)
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/plant_tray = target
if(!plant_tray.myseed)
return
plant_tray.polymorph()
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage_type = BURN
/obj/projectile/magic/animate/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(!is_type_in_typecache(target, GLOB.animatable_blacklist))
target.animate_atom_living(firer)
///proc to animate the target into a living creature
/atom/proc/animate_atom_living(mob/living/owner)
return
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
dismemberment = 50
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
var/datum/weakref/locker_ref
/obj/projectile/magic/locker/Initialize(mapload)
. = ..()
var/obj/structure/closet/decay/locker_temp_instance = new(src)
locker_ref = WEAKREF(locker_temp_instance)
/obj/projectile/magic/locker/prehit_pierce(atom/A)
. = ..()
if(. == PROJECTILE_DELETE_WITHOUT_HITTING)
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
qdel(locker_temp_instance)
return PROJECTILE_DELETE_WITHOUT_HITTING
if(isliving(A) && locker_suck)
var/mob/living/target = A
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance?.insertion_allowed(target))
return
target.forceMove(src)
return PROJECTILE_PIERCE_PHASE
/obj/projectile/magic/locker/on_hit(atom/target, blocked = 0, pierce_hit)
if(created)
return ..()
if(LAZYLEN(contents))
var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
if(!locker_temp_instance)
return ..()
for(var/atom/movable/AM in contents)
locker_temp_instance.insert(AM)
locker_temp_instance.welded = weld
locker_temp_instance.update_appearance()
created = TRUE
return ..()
/obj/projectile/magic/locker/Destroy()
locker_suck = FALSE
RemoveElement(/datum/element/connect_loc, projectile_connections) //We do this manually so the forcemoves don't "hit" us. This behavior is kinda dumb, someone refactor this
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
/obj/structure/closet/decay
breakout_time = 600
icon_welded = null
icon_state = "cursed"
paint_jobs = null
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize(mapload)
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, PROC_REF(bust_open)), 5 MINUTES)
/obj/structure/closet/decay/after_open(mob/living/user, force)
. = ..()
unmagify()
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
///Give it the lesser magic icon and tell it to delete itself
/obj/structure/closet/decay/proc/unmagify()
icon_state = weakened_icon
update_appearance()
addtimer(CALLBACK(src, PROC_REF(decay)), 15 SECONDS)
///Fade away into nothing
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 3 SECONDS)
addtimer(CALLBACK(src, PROC_REF(decay_finished)), 3 SECONDS)
/obj/structure/closet/decay/proc/decay_finished()
dump_contents()
qdel(src)
/obj/projectile/magic/flying
name = "bolt of flying"
icon_state = "flight"
/obj/projectile/magic/flying/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, angle2dir(Angle))
target.throw_at(throw_target, 200, 4)
/obj/projectile/magic/bounty
name = "bolt of bounty"
icon_state = "bounty"
/obj/projectile/magic/bounty/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bounty, firer)
/obj/projectile/magic/antimagic
name = "bolt of antimagic"
icon_state = "antimagic"
/obj/projectile/magic/antimagic/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(istype(target))
target.apply_status_effect(/datum/status_effect/song/antimagic)
/obj/projectile/magic/fetch
name = "bolt of fetching"
icon_state = "fetch"
/obj/projectile/magic/fetch/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/atom/throw_target = get_edge_target_turf(target, get_dir(target, firer))
target.throw_at(throw_target, 200, 4)
/obj/projectile/magic/babel
name = "bolt of babel"
icon_state = "babel"
/obj/projectile/magic/babel/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
if(curse_of_babel(target))
target.add_mood_event("curse_of_babel", /datum/mood_event/tower_of_babel)
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(!isliving(target))
return
// Performs a soul tap on living targets hit.
// Takes away max health, but refreshes their spell cooldowns (if any)
var/datum/action/cooldown/spell/tap/tap = new(src)
if(tap.is_valid_target(target))
tap.cast(target)
qdel(tap)
/obj/projectile/magic/wipe
name = "bolt of possession"
icon_state = "wipe"
/obj/projectile/magic/wipe/on_hit(mob/living/carbon/target, blocked = 0, pierce_hit)
. = ..()
if(iscarbon(target))
for(var/x in target.get_traumas())//checks to see if the victim is already going through possession
if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
target.visible_message(span_warning("[src] vanishes on contact with [target]!"))
return BULLET_ACT_BLOCK
to_chat(target, span_warning("Your mind has been opened to possession!"))
possession_test(target)
return BULLET_ACT_HIT
/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/target)
var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = target.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
var/poll_message = "Do you want to play as [span_danger(target.real_name)]?"
if(target.mind)
poll_message = "[poll_message] Job:[span_notice(target.mind.assigned_role.title)]."
if(target.mind && target.mind.special_role)
poll_message = "[poll_message] Status:[span_boldnotice(target.mind.special_role)]."
else if(target.mind)
var/datum/antagonist/A = target.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[span_boldnotice(A.name)]."
var/mob/chosen_one = SSpolling.poll_ghosts_for_target(poll_message, check_jobban = ROLE_PAI, poll_time = 10 SECONDS, checked_target = target, alert_pic = target, role_name_text = "bolt of possession")
if(target.stat == DEAD)//boo.
return
if(chosen_one)
to_chat(target, span_boldnotice("You have been noticed by a ghost and it has possessed you!"))
var/oldkey = target.key
target.ghostize(FALSE)
target.key = chosen_one.key
trauma.friend.key = oldkey
trauma.friend.reset_perspective(null)
trauma.friend.Show()
trauma.friend_initialized = TRUE
else
to_chat(target, span_notice("Your mind has managed to go unnoticed in the spirit world."))
qdel(trauma)
/// Gives magic projectiles an area of effect radius that will bump into any nearby mobs
/obj/projectile/magic/aoe
damage = 0
/// The AOE radius that the projectile will trigger on people.
var/trigger_range = 1
/// Whether our projectile will only be able to hit the original target / clicked on atom
var/can_only_hit_target = FALSE
/// Whether our projectile leaves a trail behind it as it moves.
var/trail = FALSE
/// The duration of the trail before deleting.
var/trail_lifespan = 0 SECONDS
/// The icon the trail uses.
var/trail_icon = 'icons/effects/magic.dmi'
/// The icon state the trail uses.
var/trail_icon_state = "arrow"
/obj/projectile/magic/aoe/Range()
if(trigger_range >= 1)
for(var/mob/living/nearby_guy in range(trigger_range, get_turf(src)))
if(nearby_guy.stat == DEAD)
continue
if(nearby_guy == firer)
continue
// Bump handles anti-magic checks for us, conveniently.
return Bump(nearby_guy)
return ..()
/obj/projectile/magic/aoe/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE)
if(can_only_hit_target && target != original)
return FALSE
return ..()
/obj/projectile/magic/aoe/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(trail)
create_trail()
/// Creates and handles the trail that follows the projectile.
/obj/projectile/magic/aoe/proc/create_trail()
if(!trajectory)
return
var/datum/point/vector/previous = trajectory.return_vector_after_increments(1, -1)
var/obj/effect/overlay/trail = new /obj/effect/overlay(previous.return_turf())
trail.pixel_x = previous.return_px()
trail.pixel_y = previous.return_py()
trail.icon = trail_icon
trail.icon_state = trail_icon_state
//might be changed to temp overlay
trail.set_density(FALSE)
trail.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
QDEL_IN(trail, trail_lifespan)
/obj/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
damage = 15
damage_type = BURN
speed = 0.3
/// The power of the zap itself when it electrocutes someone
var/zap_power = 2e4
/// The range of the zap itself when it electrocutes someone
var/zap_range = 15
/// The flags of the zap itself when it electrocutes someone
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/// A reference to the chain beam between the caster and the projectile
var/datum/beam/chain
/obj/projectile/magic/aoe/lightning/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]")
return ..()
/obj/projectile/magic/aoe/lightning/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
tesla_zap(source = src, zap_range = zap_range, power = zap_power, cutoff = 1e3, zap_flags = zap_flags)
/obj/projectile/magic/aoe/lightning/Destroy()
QDEL_NULL(chain)
return ..()
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 1e4
zap_range = 4
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
/obj/projectile/magic/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BRUTE
/// Heavy explosion range of the fireball
var/exp_heavy = 0
/// Light explosion range of the fireball
var/exp_light = 2
/// Fire radius of the fireball
var/exp_fire = 2
/// Flash radius of the fireball
var/exp_flash = 3
/obj/projectile/magic/fireball/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
var/mob/living/mob_target = target
// between this 10 burn, the 10 brute, the explosion brute, and the onfire burn,
// you are at about 65 damage if you stop drop and roll immediately
mob_target.take_overall_damage(burn = 10)
var/turf/target_turf = get_turf(target)
explosion(
target_turf,
devastation_range = -1,
heavy_impact_range = exp_heavy,
light_impact_range = exp_light,
flame_range = exp_fire,
flash_range = exp_flash,
adminlog = FALSE,
explosion_cause = src,
)
/obj/projectile/magic/aoe/magic_missile
name = "magic missile"
icon_state = "magicm"
range = 100
speed = 1
pixel_speed_multiplier = 0.2
trigger_range = 0
can_only_hit_target = TRUE
paralyze = 6 SECONDS
hitsound = 'sound/magic/mm_hit.ogg'
trail = TRUE
trail_lifespan = 0.5 SECONDS
trail_icon_state = "magicmd"
/obj/projectile/magic/aoe/magic_missile/lesser
color = "red" //Looks more culty this way
range = 10
/obj/projectile/magic/aoe/juggernaut
name = "Gauntlet Echo"
icon_state = "cultfist"
alpha = 180
damage = 30
damage_type = BRUTE
knockdown = 50
hitsound = 'sound/weapons/punch3.ogg'
trigger_range = 0
antimagic_flags = MAGIC_RESISTANCE_HOLY
ignored_factions = list(FACTION_CULT)
range = 105
speed = 1
pixel_speed_multiplier = 1/7
/obj/projectile/magic/aoe/juggernaut/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
var/turf/target_turf = get_turf(src)
playsound(target_turf, 'sound/weapons/resonator_blast.ogg', 100, FALSE)
new /obj/effect/temp_visual/cult/sac(target_turf)
for(var/obj/adjacent_object in range(1, src))
if(!adjacent_object.density)
continue
if(istype(adjacent_object, /obj/structure/destructible/cult))
continue
adjacent_object.take_damage(90, BRUTE, MELEE, 0)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(adjacent_object))
//still magic related, but a different path
/obj/projectile/temp/chill
name = "bolt of chills"
icon_state = "ice_2"
damage_type = BURN
armour_penetration = 100
temperature = -200 // Cools you down greatly per hit
/obj/projectile/magic/nothing
name = "bolt of nothing"
/obj/projectile/magic/spellcard
name = "enchanted card"
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
damage = 2
antimagic_charge_cost = 0 // since the cards gets spammed like a shotgun