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Adds Skrell Shared Dreaming (#5707)
Implements skrell shared dreaming. Whilst Unconscious and alive, skrell will enter the Srom, aka Dream, in which they telepathically link to one another. In game, they will appear in a custom area, able to communicate with one another. Whilst in Srom, skrell find it very hard to keep their own secrets, if not impossible, and will often 'mumble' important information.
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@@ -380,6 +380,7 @@
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usr << "<span class='warning'>You are already sleeping</span>"
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return
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if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
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willfully_sleeping = 1
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usr.sleeping = 20 //Short nap
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/mob/living/carbon/Collide(atom/A)
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@@ -31,4 +31,6 @@
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var/last_smell_time = 0
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var/last_smell_text = ""
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var/coughedtime = null // should only be useful for carbons as the only thing using it has a carbon arg.
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var/coughedtime = null // should only be useful for carbons as the only thing using it has a carbon arg.
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var/willfully_sleeping = 0
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@@ -172,6 +172,16 @@
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if(M.stat == 2)
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M.gib()
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// Simple mobs cannot use Skrellepathy
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/mob/proc/can_commune()
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return 0
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/mob/living/carbon/human/can_commune()
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if(/mob/living/carbon/human/proc/commune in verbs)
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return 1
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return ..()
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/mob/living/carbon/human/proc/commune()
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set category = "Abilities"
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set name = "Commune with creature"
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@@ -243,19 +253,19 @@
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to_chat(M,"<span class='notice'>[src] telepathically says to [target]:</span> [text]")
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var/mob/living/carbon/human/H = target
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if (/mob/living/carbon/human/proc/commune in target.verbs)
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if (target.can_commune())
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to_chat(H,"<span class='psychic'>You instinctively sense [src] sending their thoughts into your mind, hearing:</span> [text]")
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else if(prob(25) && (target.mind && target.mind.assigned_role=="Chaplain"))
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to_chat(H,"<span class='changeling'>You sense [src]'s thoughts enter your mind, whispering quietly:</span> [text]")
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else
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to_chat(H,"<span class='alium'>You feel pressure behind your eyes as alien thoughts enter your mind:</span> [text]")
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if(istype(H))
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if (/mob/living/carbon/human/proc/commune in target.verbs)
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if (target.can_commune())
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return
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if(prob(10) && (H.species.flags & NO_BLOOD))
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if(prob(10) && !(H.species.flags & NO_BLOOD))
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to_chat(H,"<span class='warning'>Your nose begins to bleed...</span>")
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H.drip(3)
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else if(prob(25) && (H.species.flags & NO_PAIN))
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else if(prob(25) && !(H.species.flags & NO_PAIN))
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to_chat(H,"<span class='warning'>Your head hurts...</span>")
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else if(prob(50))
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to_chat(H,"<span class='warning'>Your mind buzzes...</span>")
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@@ -87,6 +87,8 @@
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if (is_diona())
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diona_handle_light(DS)
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handle_shared_dreaming()
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handle_stasis_bag()
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if(!handle_some_updates())
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@@ -1044,7 +1046,7 @@
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handle_dreams()
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if (mind)
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//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
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if(client || sleeping > 3)
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if(client || sleeping > 3 || istype(bg))
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AdjustSleeping(-1)
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if( prob(2) && health && !hal_crit )
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spawn(0)
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@@ -1052,6 +1054,7 @@
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//CONSCIOUS
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else
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stat = CONSCIOUS
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willfully_sleeping = 0
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// Check everything else.
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@@ -0,0 +1,4 @@
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/area/centcom/shared_dream
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name = "\improper The Shared Dream"
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icon_state = "dream"
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dynamic_lighting = 0
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@@ -0,0 +1,64 @@
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/mob/living/brain_ghost
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name = "Brain Ghost"
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desc = "A Telepathic connection."
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alpha = 200
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var/image/ghostimage = null
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var/mob/living/carbon/human/body = null
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/mob/living/brain_ghost/Initialize()
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. = ..()
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var/mob/living/carbon/human/form = loc
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if(!istype(form))
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qdel(src)
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return
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overlays += image(form.icon,form,form.icon_state)
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overlays += form.overlays
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name = form.real_name
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loc = pick(dream_entries)
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body = form
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/mob/living/brain_ghost/verb/awaken()
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set name = "Awaken"
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set category = "IC"
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if(body.willfully_sleeping)
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body.sleeping = max(body.sleeping - 5, 0)
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body.willfully_sleeping = 0
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src << "<span class='notice'>You release your concentration on sleep, allowing yourself to awake.</span>"
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else
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src << "<span class='warning'>You've already released concentration. Wait to wake up naturally.</span>"
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/mob/living/brain_ghost/Life()
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..()
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// Out body was probs gibbed or somefin
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if(!istype(body))
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show_message("<span class='danger'>[src] suddenly pops from the Srom.</span>")
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src << "<span class='danger'>Your body was destroyed!</span>"
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qdel(src)
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return
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if(body.stat == DEAD) // Body is dead, and won't get a life tick.
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body.handle_shared_dreaming()
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/mob/living/brain_ghost/say(var/message, var/datum/language/speaking = null, var/verb="says", var/alt_name="")
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if(!istype(body) || body.stat!=UNCONSCIOUS)
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return
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if(prob(20)) // 1/5 chance to mumble out anything you say in the dream.
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var/list/words = text2list(replacetext(message, "\[^a-zA-Z]*$", ""), " ")
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var/word_count = rand(1, words.len) // How many words to mumble out from within the sentance
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var/words_start = rand(1, words.len - (word_count - 1)) // Where the chunk of said words should start.
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var/mumble_into = words_start == 1 ? "" : "..." // Text to show if we start mumbling after the start of a sentance
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words = words.Copy(words_start, word_count + words_start) // Copy the chunk of the message we mumbled.
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var/mumble_message = "[mumble_into][words.Join(" ")]..."
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body.stat = CONSCIOUS // FILTHY hack to get the sleeping person to say something.
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body.say(mumble_message) // Mumble in Nral Malic
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body.stat = UNCONSCIOUS // Toggled before anything else can happen. Ideally.
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..(message, speaking, verb="says", alt_name="")
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@@ -0,0 +1,32 @@
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var/list/dream_entries = list()
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/mob/living/carbon/human
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var/mob/living/brain_ghost/bg = null
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/mob/living/carbon/human/proc/handle_shared_dreaming()
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// If they're an Unconsious person with the abillity to do Skrellepathy.
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// If either changes, they should be nocked back to the real world.
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if(can_commune() && stat == UNCONSCIOUS && sleeping > 1)
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if(!istype(bg) && client) // Don't spawn a brainghost if we're not logged in.
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bg = new(src) // Generate a new brainghost.
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bg.ckey = ckey
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bg.client = client
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ckey = "@[bg.ckey]"
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bg << "<span class='notice'>As you lose consiousness, you feel yourself entering Srom.</span>"
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bg << "<span class='warning'>Whilst in shared dreaming, you find it difficult to hide your secrets.</span>"
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if(willfully_sleeping)
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bg << "To wake up, use the \"Awaken\" verb in the IC tab."
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// Does NOT
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else
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if(istype(bg))
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// If we choose to be asleep, keep sleeping.
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if(willfully_sleeping && sleeping && stat == UNCONSCIOUS)
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sleeping = 5
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return
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var/mob/living/brain_ghost/old_bg = bg
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bg = null
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ckey = old_bg.ckey
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old_bg.show_message("<span class='notice'>[bg] fades as their connection is severed.</span>")
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animate(old_bg, alpha=0, time = 200)
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QDEL_IN(old_bg, 20)
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src << "<span class='warning'>You are ripped from the Srom as your body awakens.</span>"
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