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kiwistation/code/modules/projectiles/projectile/magic.dm
T
silicons 160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00

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/obj/projectile/magic
name = "bolt"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = TRUE
armour_penetration = 100
flag = MAGIC
/obj/projectile/magic/death
name = "bolt of death"
icon_state = "pulse1_bl"
/obj/projectile/magic/death/on_hit(mob/living/target)
. = ..()
if(!istype(target))
return
if(target.anti_magic_check())
target.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
if(target.mob_biotypes & MOB_UNDEAD) //negative energy heals the undead
if(target.revive(full_heal = TRUE, admin_revive = TRUE))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, "<span class='notice'>You rise with a start, you're undead!!!</span>")
else if(target.stat != DEAD)
to_chat(target, "<span class='notice'>You feel great!</span>")
return
target.death()
/obj/projectile/magic/resurrection
name = "bolt of resurrection"
icon_state = "ion"
damage = 0
damage_type = OXY
nodamage = TRUE
/obj/projectile/magic/resurrection/on_hit(mob/living/carbon/target)
. = ..()
if(isliving(target))
if(target.anti_magic_check())
target.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
if(target.mob_biotypes & MOB_UNDEAD) //positive energy harms the undead
target.death(0)
else
if(target.revive(full_heal = TRUE, admin_revive = TRUE))
target.grab_ghost(force = TRUE) // even suicides
to_chat(target, "<span class='notice'>You rise with a start, you're alive!!!</span>")
else if(target.stat != DEAD)
to_chat(target, "<span class='notice'>You feel great!</span>")
/obj/projectile/magic/teleport
name = "bolt of teleportation"
icon_state = "bluespace"
damage = 0
damage_type = OXY
nodamage = TRUE
var/inner_tele_radius = 0
var/outer_tele_radius = 6
/obj/projectile/magic/teleport/on_hit(mob/target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
return BULLET_ACT_BLOCK
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/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(max(round(4 - teleammount),0), 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"
damage = 0
damage_type = OXY
nodamage = TRUE
/obj/projectile/magic/safety/on_hit(atom/target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
return BULLET_ACT_BLOCK
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/smoke_spread/smoke = new
smoke.set_up(0, t)
smoke.start()
/obj/projectile/magic/door
name = "bolt of door creation"
icon_state = "energy"
damage = 0
damage_type = OXY
nodamage = TRUE
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)
. = ..()
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.locked = FALSE
D.open()
/obj/projectile/magic/change
name = "bolt of change"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = TRUE
/obj/projectile/magic/change/on_hit(atom/change)
. = ..()
if(ismob(change))
var/mob/M = change
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] fizzles on contact with [M]!</span>")
qdel(src)
return BULLET_ACT_BLOCK
wabbajack(change)
qdel(src)
/proc/wabbajack(mob/living/M, randomize)
// If the mob has a shapeshifted form, we want to pull out the reference of the caster's original body from it.
// We then want to restore this original body through the shapeshift holder itself.
var/obj/shapeshift_holder/shapeshift = locate() in M
if(shapeshift)
M = shapeshift.stored
shapeshift.restore()
if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
return
M.notransform = TRUE
ADD_TRAIT(M, TRAIT_IMMOBILIZED, MAGIC_TRAIT)
ADD_TRAIT(M, TRAIT_HANDS_BLOCKED, MAGIC_TRAIT)
M.icon = null
M.cut_overlays()
M.invisibility = INVISIBILITY_ABSTRACT
var/list/contents = M.contents.Copy()
if(iscyborg(M))
var/mob/living/silicon/robot/Robot = M
// Disconnect AI's in shells
if(Robot.connected_ai)
Robot.connected_ai.disconnect_shell()
if(Robot.mmi)
qdel(Robot.mmi)
Robot.notify_ai(NEW_BORG)
else
for(var/obj/item/W in contents)
if(!M.dropItemToGround(W))
qdel(W)
var/mob/living/new_mob
if(!randomize)
randomize = pick("monkey","robot","slime","xeno","humanoid","animal")
switch(randomize)
if("monkey")
new_mob = new /mob/living/carbon/monkey(M.loc)
if("robot")
var/robot = pick(200;/mob/living/silicon/robot,
/mob/living/silicon/robot/modules/syndicate,
/mob/living/silicon/robot/modules/syndicate/medical,
/mob/living/silicon/robot/modules/syndicate/saboteur,
200;/mob/living/simple_animal/drone/polymorphed)
new_mob = new robot(M.loc)
if(issilicon(new_mob))
new_mob.gender = M.gender
new_mob.invisibility = 0
new_mob.job = "Cyborg"
var/mob/living/silicon/robot/Robot = new_mob
Robot.lawupdate = FALSE
Robot.connected_ai = null
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
Robot.clear_inherent_laws(0)
Robot.clear_zeroth_law(0)
if("slime")
new_mob = new /mob/living/simple_animal/slime/random(M.loc)
if("xeno")
var/Xe
if(M.ckey)
Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/carbon/alien/humanoid/sentinel)
else
Xe = pick(/mob/living/carbon/alien/humanoid/hunter,/mob/living/simple_animal/hostile/alien/sentinel)
new_mob = new Xe(M.loc)
if("animal")
var/path = pick(/mob/living/simple_animal/hostile/carp,
/mob/living/simple_animal/hostile/bear,
/mob/living/simple_animal/hostile/mushroom,
/mob/living/simple_animal/hostile/statue,
/mob/living/simple_animal/hostile/retaliate/bat,
/mob/living/simple_animal/hostile/retaliate/goat,
/mob/living/simple_animal/hostile/killertomato,
/mob/living/simple_animal/hostile/poison/giant_spider,
/mob/living/simple_animal/hostile/poison/giant_spider/hunter,
/mob/living/simple_animal/hostile/blob/blobbernaut/independent,
/mob/living/simple_animal/hostile/carp/ranged,
/mob/living/simple_animal/hostile/carp/ranged/chaos,
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher,
/mob/living/simple_animal/hostile/asteroid/goliath/beast,
/mob/living/simple_animal/hostile/headcrab,
/mob/living/simple_animal/hostile/morph,
/mob/living/simple_animal/hostile/stickman,
/mob/living/simple_animal/hostile/stickman/dog,
/mob/living/simple_animal/hostile/megafauna/dragon/lesser,
/mob/living/simple_animal/hostile/gorilla,
/mob/living/simple_animal/parrot,
/mob/living/simple_animal/pet/dog/corgi,
/mob/living/simple_animal/crab,
/mob/living/simple_animal/pet/dog/pug,
/mob/living/simple_animal/pet/cat,
/mob/living/simple_animal/mouse,
/mob/living/simple_animal/chicken,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/lizard,
/mob/living/simple_animal/pet/fox,
/mob/living/simple_animal/butterfly,
/mob/living/simple_animal/pet/cat/cak,
/mob/living/simple_animal/chick)
new_mob = new path(M.loc)
if("humanoid")
new_mob = new /mob/living/carbon/human(M.loc)
if(prob(50))
var/list/chooseable_races = list()
for(var/speciestype in subtypesof(/datum/species))
var/datum/species/S = speciestype
if(initial(S.changesource_flags) & WABBAJACK)
chooseable_races += speciestype
if(chooseable_races.len)
new_mob.set_species(pick(chooseable_races))
var/datum/preferences/A = new() //Randomize appearance for the human
A.copy_to(new_mob, icon_updates=0)
var/mob/living/carbon/human/H = new_mob
H.update_body()
H.update_hair()
H.update_body_parts()
H.dna.update_dna_identity()
if(!new_mob)
return
// Some forms can still wear some items
for(var/obj/item/W in contents)
new_mob.equip_to_appropriate_slot(W)
M.log_message("became [new_mob.real_name]", LOG_ATTACK, color="orange")
new_mob.a_intent = INTENT_HARM
M.wabbajack_act(new_mob)
to_chat(new_mob, "<span class='warning'>Your form morphs into that of a [randomize].</span>")
var/poly_msg = get_policy(POLICY_POLYMORPH)
if(poly_msg)
to_chat(new_mob, poly_msg)
M.transfer_observers_to(new_mob)
qdel(M)
return new_mob
/obj/projectile/magic/animate
name = "bolt of animation"
icon_state = "red_1"
damage = 0
damage_type = BURN
nodamage = TRUE
/obj/projectile/magic/animate/on_hit(atom/target, blocked = FALSE)
target.animate_atom_living(firer)
..()
/atom/proc/animate_atom_living(mob/living/owner = null)
if((isitem(src) || isstructure(src)) && !is_type_in_list(src, GLOB.protected_objects))
if(istype(src, /obj/structure/statue/petrified))
var/obj/structure/statue/petrified/P = src
if(P.petrified_mob)
var/mob/living/L = P.petrified_mob
var/mob/living/simple_animal/hostile/statue/S = new(P.loc, owner)
S.name = "statue of [L.name]"
if(owner)
S.faction = list("[REF(owner)]")
S.icon = P.icon
S.icon_state = P.icon_state
S.copy_overlays(P, TRUE)
S.color = P.color
S.atom_colours = P.atom_colours.Copy()
if(L.mind)
L.mind.transfer_to(S)
if(owner)
to_chat(S, "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>")
P.forceMove(S)
return
else
var/obj/O = src
if(istype(O, /obj/item/gun))
new /mob/living/simple_animal/hostile/mimic/copy/ranged(drop_location(), src, owner)
else
new /mob/living/simple_animal/hostile/mimic/copy(drop_location(), src, owner)
else if(istype(src, /mob/living/simple_animal/hostile/mimic/copy))
// Change our allegiance!
var/mob/living/simple_animal/hostile/mimic/copy/C = src
if(owner)
C.ChangeOwner(owner)
/obj/projectile/magic/spellblade
name = "blade energy"
icon_state = "lavastaff"
damage = 15
damage_type = BURN
flag = MAGIC
dismemberment = 50
nodamage = FALSE
/obj/projectile/magic/spellblade/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return BULLET_ACT_BLOCK
. = ..()
/obj/projectile/magic/arcane_barrage
name = "arcane bolt"
icon_state = "arcane_barrage"
damage = 20
damage_type = BURN
nodamage = FALSE
armour_penetration = 0
flag = MAGIC
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/projectile/magic/arcane_barrage/on_hit(target)
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
qdel(src)
return BULLET_ACT_BLOCK
. = ..()
/obj/projectile/magic/locker
name = "locker bolt"
icon_state = "locker"
nodamage = TRUE
flag = MAGIC
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
var/obj/structure/closet/locker_temp_instance = /obj/structure/closet/decay
/obj/projectile/magic/locker/Initialize()
. = ..()
locker_temp_instance = new(src)
/obj/projectile/magic/locker/prehit_pierce(atom/A)
. = ..()
if(isliving(A) && locker_suck)
var/mob/living/M = A
if(M.anti_magic_check()) // no this doesn't check if ..() returned to phase through do I care no it's magic ain't gotta explain shit
M.visible_message("<span class='warning'>[src] vanishes on contact with [A]!</span>")
return PROJECTILE_DELETE_WITHOUT_HITTING
if(!locker_temp_instance.insertion_allowed(M))
return
M.forceMove(src)
return PROJECTILE_PIERCE_PHASE
/obj/projectile/magic/locker/on_hit(target)
if(created)
return ..()
if(LAZYLEN(contents))
for(var/atom/movable/AM in contents)
locker_temp_instance.insert(AM)
locker_temp_instance.welded = weld
locker_temp_instance.update_icon()
created = TRUE
return ..()
/obj/projectile/magic/locker/Destroy()
locker_suck = FALSE
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
. = ..()
/obj/structure/closet/decay
breakout_time = 600
icon_welded = null
var/magic_icon = "cursed"
var/weakened_icon = "decursed"
var/auto_destroy = TRUE
/obj/structure/closet/decay/Initialize()
. = ..()
if(auto_destroy)
addtimer(CALLBACK(src, .proc/bust_open), 5 MINUTES)
addtimer(CALLBACK(src, .proc/magicly_lock), 5)
/obj/structure/closet/decay/proc/magicly_lock()
if(!welded)
return
icon_state = magic_icon
update_icon()
/obj/structure/closet/decay/after_weld(weld_state)
if(weld_state)
unmagify()
/obj/structure/closet/decay/proc/decay()
animate(src, alpha = 0, time = 30)
addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 30)
/obj/structure/closet/decay/open(mob/living/user, force = FALSE)
. = ..()
if(.)
if(icon_state == magic_icon) //check if we used the magic icon at all before giving it the lesser magic icon
unmagify()
else
addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
/obj/structure/closet/decay/proc/unmagify()
icon_state = weakened_icon
update_icon()
addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
icon_welded = "welded"
/obj/projectile/magic/flying
name = "bolt of flying"
icon_state = "flight"
/obj/projectile/magic/flying/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check())
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
var/atom/throw_target = get_edge_target_turf(L, angle2dir(Angle))
L.throw_at(throw_target, 200, 4)
/obj/projectile/magic/bounty
name = "bolt of bounty"
icon_state = "bounty"
/obj/projectile/magic/bounty/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !firer)
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
L.apply_status_effect(STATUS_EFFECT_BOUNTY, firer)
/obj/projectile/magic/antimagic
name = "bolt of antimagic"
icon_state = "antimagic"
/obj/projectile/magic/antimagic/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check())
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
L.apply_status_effect(STATUS_EFFECT_ANTIMAGIC)
/obj/projectile/magic/fetch
name = "bolt of fetching"
icon_state = "fetch"
/obj/projectile/magic/fetch/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !firer)
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
var/atom/throw_target = get_edge_target_turf(L, get_dir(L, firer))
L.throw_at(throw_target, 200, 4)
/obj/projectile/magic/sapping
name = "bolt of sapping"
icon_state = "sapping"
/obj/projectile/magic/sapping/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, src, /datum/mood_event/sapped)
/obj/projectile/magic/necropotence
name = "bolt of necropotence"
icon_state = "necropotence"
/obj/projectile/magic/necropotence/on_hit(target)
. = ..()
if(isliving(target))
var/mob/living/L = target
if(L.anti_magic_check() || !L.mind)
L.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
to_chat(L, "<span class='danger'>Your body feels drained and there is a burning pain in your chest.</span>")
L.maxHealth -= 20
L.health = min(L.health, L.maxHealth)
if(L.maxHealth <= 0)
to_chat(L, "<span class='userdanger'>Your weakened soul is completely consumed by the [src]!</span>")
return
for(var/obj/effect/proc_holder/spell/spell in L.mind.spell_list)
spell.charge_counter = spell.charge_max
spell.recharging = FALSE
spell.update_icon()
/obj/projectile/magic/wipe
name = "bolt of possession"
icon_state = "wipe"
/obj/projectile/magic/wipe/on_hit(target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
if(M.anti_magic_check())
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
for(var/x in M.get_traumas())//checks to see if the victim is already going through possession
if(istype(x, /datum/brain_trauma/special/imaginary_friend/trapped_owner))
M.visible_message("<span class='warning'>[src] vanishes on contact with [target]!</span>")
return BULLET_ACT_BLOCK
to_chat(M, "<span class='warning'>Your mind has been opened to possession!</span>")
possession_test(M)
return BULLET_ACT_HIT
/obj/projectile/magic/wipe/proc/possession_test(mob/living/carbon/M)
var/datum/brain_trauma/special/imaginary_friend/trapped_owner/trauma = M.gain_trauma(/datum/brain_trauma/special/imaginary_friend/trapped_owner)
var/poll_message = "Do you want to play as [M.real_name]?"
if(M.mind && M.mind.assigned_role)
poll_message = "[poll_message] Job:[M.mind.assigned_role]."
if(M.mind && M.mind.special_role)
poll_message = "[poll_message] Status:[M.mind.special_role]."
else if(M.mind)
var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[A.name]."
var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, null, FALSE, 100, M)
if(M.stat == DEAD)//boo.
return
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
to_chat(M, "<span class='boldnotice'>You have been noticed by a ghost and it has possessed you!</span>")
var/oldkey = M.key
M.ghostize(0)
M.key = C.key
trauma.friend.key = oldkey
trauma.friend.reset_perspective(null)
trauma.friend.Show()
trauma.friend_initialized = TRUE
else
to_chat(M, "<span class='notice'>Your mind has managed to go unnoticed in the spirit world.</span>")
qdel(trauma)
/obj/projectile/magic/aoe
name = "Area Bolt"
desc = "What the fuck does this do?!"
damage = 0
var/proxdet = TRUE
/obj/projectile/magic/aoe/Range()
if(proxdet)
for(var/mob/living/L in range(1, get_turf(src)))
if(L.stat != DEAD && L != firer && !L.anti_magic_check())
return Bump(L)
..()
/obj/projectile/magic/aoe/lightning
name = "lightning bolt"
icon_state = "tesla_projectile" //Better sprites are REALLY needed and appreciated!~
damage = 15
damage_type = BURN
nodamage = FALSE
speed = 0.3
flag = MAGIC
var/zap_power = 20000
var/zap_range = 15
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_MOB_STUN | ZAP_OBJ_DAMAGE
var/chain
var/mob/living/caster
/obj/projectile/magic/aoe/lightning/fire(setAngle)
if(caster)
chain = caster.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/projectile/magic/aoe/lightning/on_hit(target)
. = ..()
if(ismob(target))
var/mob/M = target
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
qdel(src)
return BULLET_ACT_BLOCK
tesla_zap(src, zap_range, zap_power, zap_flags)
qdel(src)
/obj/projectile/magic/aoe/lightning/no_zap
zap_power = 10000
zap_range = 4
zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
/obj/projectile/magic/aoe/lightning/Destroy()
qdel(chain)
. = ..()
/obj/projectile/magic/aoe/fireball
name = "bolt of fireball"
icon_state = "fireball"
damage = 10
damage_type = BRUTE
nodamage = FALSE
//explosion values
var/exp_heavy = 0
var/exp_light = 2
var/exp_flash = 3
var/exp_fire = 2
/obj/projectile/magic/aoe/fireball/on_hit(target)
. = ..()
if(ismob(target))
var/mob/living/M = target
if(M.anti_magic_check())
visible_message("<span class='warning'>[src] vanishes into smoke on contact with [target]!</span>")
return BULLET_ACT_BLOCK
M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
var/turf/T = get_turf(target)
explosion(T, -1, exp_heavy, exp_light, exp_flash, 0, flame_range = exp_fire)
//still magic related, but a different path
/obj/projectile/temp/chill
name = "bolt of chills"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = FALSE
armour_penetration = 100
temperature = -200 // Cools you down greatly per hit
flag = MAGIC
/obj/projectile/magic/nothing
name = "bolt of nothing"