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fire_breath.dm
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/datum/mutation/human/firebreath
name = "Fire Breath"
desc = "An ancient mutation that gives lizards breath of fire."
quality = POSITIVE
difficulty = 12
locked = TRUE
text_gain_indication = "<span class='notice'>Your throat is burning!</span>"
text_lose_indication = "<span class='notice'>Your throat is cooling down.</span>"
power_path = /datum/action/cooldown/spell/cone/staggered/fire_breath
instability = 30
energy_coeff = 1
power_coeff = 1
/datum/mutation/human/firebreath/modify()
. = ..()
var/datum/action/cooldown/spell/cone/staggered/fire_breath/to_modify = .
if(!istype(to_modify)) // null or invalid
return
if(GET_MUTATION_POWER(src) <= 1) // we only care about power from here on
return
to_modify.cone_levels += 2 // Cone fwooshes further, and...
to_modify.self_throw_range += 1 // the breath throws the user back more
/datum/action/cooldown/spell/cone/staggered/fire_breath
name = "Fire Breath"
desc = "You breathe a cone of fire directly in front of you."
button_icon_state = "fireball0"
sound = 'sound/magic/demon_dies.ogg' //horrifying lizard noises
school = SCHOOL_EVOCATION
cooldown_time = 40 SECONDS
invocation_type = INVOCATION_NONE
spell_requirements = NONE
antimagic_flags = NONE
cone_levels = 3
respect_density = TRUE
/// The range our user is thrown backwards after casting the spell
var/self_throw_range = 1
/datum/action/cooldown/spell/cone/staggered/fire_breath/before_cast(atom/cast_on)
. = ..()
if(. & SPELL_CANCEL_CAST)
return
if(!iscarbon(cast_on))
return
var/mob/living/carbon/our_lizard = cast_on
if(!our_lizard.has_mouth() || !our_lizard.is_mouth_covered())
return
our_lizard.adjust_fire_stacks(cone_levels)
our_lizard.ignite_mob()
to_chat(our_lizard, span_warning("Something in front of your mouth catches fire!"))
/datum/action/cooldown/spell/cone/staggered/fire_breath/after_cast(atom/cast_on)
. = ..()
if(!isliving(cast_on))
return
var/mob/living/living_cast_on = cast_on
// When casting, throw the caster backwards a few tiles.
var/original_dir = living_cast_on.dir
living_cast_on.throw_at(
get_edge_target_turf(living_cast_on, turn(living_cast_on.dir, 180)),
range = self_throw_range,
speed = 2,
gentle = TRUE,
)
// Try to set us to our original direction after, so we don't end up backwards.
living_cast_on.setDir(original_dir)
/datum/action/cooldown/spell/cone/staggered/fire_breath/calculate_cone_shape(current_level)
// This makes the cone shoot out into a 3 wide column of flames.
// You may be wondering, "that equation doesn't seem like it'd make a 3 wide column"
// well it does, and that's all that matters.
return (2 * current_level) - 1
/datum/action/cooldown/spell/cone/staggered/fire_breath/do_turf_cone_effect(turf/target_turf, atom/caster, level)
// Further turfs experience less exposed_temperature and exposed_volume
new /obj/effect/hotspot(target_turf) // for style
target_turf.hotspot_expose(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)), 1)
/datum/action/cooldown/spell/cone/staggered/fire_breath/do_mob_cone_effect(mob/living/target_mob, atom/caster, level)
// Further out targets take less immediate burn damage and get less fire stacks.
// The actual burn damage application is not blocked by fireproofing, like space dragons.
target_mob.apply_damage(max(10, 40 - (5 * level)), BURN, spread_damage = TRUE)
target_mob.adjust_fire_stacks(max(2, 5 - level))
target_mob.ignite_mob()
/datum/action/cooldown/spell/cone/staggered/firebreath/do_obj_cone_effect(obj/target_obj, atom/caster, level)
// Further out objects experience less exposed_temperature and exposed_volume
target_obj.fire_act(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)))