var/global/list/image/ghost_darkness_images = list() //this is a list of images for things ghosts should still be able to see when they toggle darkness var/global/list/image/ghost_sightless_images = list() //this is a list of images for things ghosts should still be able to see even without ghost sight /mob/dead/observer name = "ghost" desc = "It's a g-g-g-g-ghooooost!" //jinkies! icon = 'icons/mob/mob.dmi' icon_state = "ghost" layer = 4 stat = DEAD density = 0 canmove = 0 blinded = 0 anchored = 1 // don't get pushed around invisibility = INVISIBILITY_OBSERVER simulated = FALSE var/can_reenter_corpse var/datum/hud/living/carbon/hud = null // hud var/bootime = 0 var/started_as_observer //This variable is set to 1 when you enter the game as an observer. //If you died in the game and are a ghsot - this will remain as null. //Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot. var/has_enabled_antagHUD = 0 var/medHUD = 0 var/antagHUD = 0 universal_speak = 1 var/atom/movable/following = null var/admin_ghosted = 0 var/anonsay = 0 var/image/ghostimage = null //this mobs ghost image, for deleting and stuff var/ghostvision = 1 //is the ghost able to see things humans can't? var/seedarkness = 1 var/obj/item/device/multitool/ghost_multitool incorporeal_move = 1 /mob/dead/observer/New(mob/body) if (istype(body, /mob/dead/observer)) return//A ghost can't become a ghost. sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF see_invisible = SEE_INVISIBLE_OBSERVER see_in_dark = 100 verbs += /mob/dead/observer/proc/dead_tele stat = DEAD ghostimage = image(src.icon,src,src.icon_state) ghost_darkness_images |= ghostimage updateallghostimages() var/turf/T if (ismob(body)) T = get_turf(body) //Where is the body located? attack_log = body.attack_log //preserve our attack logs by copying them to our ghost if (ishuman(body)) var/mob/living/carbon/human/H = body icon = H.stand_icon overlays = H.overlays_standing else icon = body.icon icon_state = body.icon_state overlays = body.overlays alpha = 127 gender = body.gender if(body.mind && body.mind.name) name = body.mind.name else if(body.real_name) name = body.real_name else if(gender == MALE) name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) else name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names)) mind = body.mind //we don't transfer the mind but we keep a reference to it. if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position forceMove(T) if(!name) //To prevent nameless ghosts name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) real_name = name ghost_multitool = new(src) ..() /mob/dead/observer/Destroy() stop_following() qdel(ghost_multitool) ghost_multitool = null if (ghostimage) ghost_darkness_images -= ghostimage qdel(ghostimage) ghostimage = null updateallghostimages() return ..() /mob/dead/observer/Topic(href, href_list) if (href_list["track"]) if(istype(href_list["track"],/mob)) var/mob/target = locate(href_list["track"]) in mob_list if(target) ManualFollow(target) else var/atom/target = locate(href_list["track"]) if(istype(target)) ManualFollow(target) /mob/dead/observer/proc/initialise_postkey() //This function should be run after a ghost has been created and had a ckey assigned //Death times are initialised if they were unset //get/set death_time functions are in mob_helpers.dm if (!get_death_time(ANIMAL)) set_death_time(ANIMAL, world.time - RESPAWN_ANIMAL)//allow instant mouse spawning if (!get_death_time(MINISYNTH)) set_death_time(MINISYNTH, world.time - RESPAWN_MINISYNTH) //allow instant drone spawning if (!get_death_time(CREW)) set_death_time(CREW, world.time) /mob/dead/attackby(obj/item/W, mob/user) if(istype(W,/obj/item/weapon/book/tome)) var/mob/dead/M = src M.manifest(user) /mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 1 /* Transfer_mind is there to check if mob is being deleted/not going to have a body. Works together with spawning an observer, noted above. */ /mob/dead/observer/Life() ..() if(!loc) return if(!client) return 0 if(client.images.len) for(var/image/hud in client.images) if(copytext(hud.icon_state,1,4) == "hud") client.images.Remove(hud) if(antagHUD) var/list/target_list = list() for(var/mob/living/target in oview(src, 14)) if(target.mind && target.mind.special_role) target_list += target if(target_list.len) assess_targets(target_list, src) if(medHUD) process_medHUD(src) /mob/dead/proc/process_medHUD(var/mob/M) var/client/C = M.client for(var/mob/living/carbon/human/patient in oview(M, 14)) C.images += patient.hud_list[HEALTH_HUD] C.images += patient.hud_list[STATUS_HUD_OOC] /mob/dead/proc/assess_targets(list/target_list, mob/dead/observer/U) var/client/C = U.client for(var/mob/living/carbon/human/target in target_list) C.images += target.hud_list[SPECIALROLE_HUD] for(var/mob/living/silicon/target in target_list) C.images += target.hud_list[SPECIALROLE_HUD] return 1 /mob/proc/ghostize(var/can_reenter_corpse = 1) if(ckey) var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc. ghost.can_reenter_corpse = can_reenter_corpse ghost.timeofdeath = src.stat == DEAD ? src.timeofdeath : world.time //This is duplicated for robustness in cases where death might not be called. //It is also set in the mob/death proc if (isanimal(src)) set_death_time(ANIMAL, world.time) else if (ispAI(src) || isDrone(src)) set_death_time(MINISYNTH, world.time) else set_death_time(CREW, world.time)//Crew is the fallback ghost.ckey = ckey ghost.client = client ghost.initialise_postkey() if(ghost.client) if(!ghost.client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed. ghost.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing! return ghost /* This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues. */ /mob/living/verb/ghost() set category = "OOC" set name = "Ghost" set desc = "Relinquish your life and enter the land of the dead." if(stat == DEAD) announce_ghost_joinleave(ghostize(1)) else var/response if(check_rights((R_MOD|R_ADMIN), 0)) response = alert(src, "You have the ability to Admin-Ghost. The regular Ghost verb will announce your presence to dead chat. Both variants will allow you to return to your body using 'aghost'.\n\nWhat do you wish to do?", "Are you sure you want to ghost?", "Ghost", "Admin Ghost", "Stay in body") if(response == "Admin Ghost") if(!src.client) return src.client.admin_ghost() else response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body") if(response != "Ghost") return resting = 1 var/turf/location = get_turf(src) message_admins("[key_name_admin(usr)] has ghosted. (JMP)") log_game("[key_name_admin(usr)] has ghosted.",ckey=key_name(usr)) var/mob/dead/observer/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3 ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly. announce_ghost_joinleave(ghost) /mob/dead/observer/can_use_hands() return 0 /mob/dead/observer/is_active() return 0 /mob/dead/observer/Stat() ..() if(statpanel("Status")) if(emergency_shuttle) var/eta_status = emergency_shuttle.get_status_panel_eta() if(eta_status) stat(null, eta_status) /mob/dead/observer/verb/reenter_corpse() set category = "Ghost" set name = "Re-enter Corpse" if(!client) return if(!(mind && mind.current && can_reenter_corpse)) src << "You have no body." return if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients usr << "Another consciousness is in your body... it is resisting you." return if(mind.current.ajourn && mind.current.stat != DEAD) //check if the corpse is astral-journeying (it's client ghosted using a cultist rune). var/found_rune for(var/obj/effect/rune/R in mind.current.loc) //whilst corpse is alive, we can only reenter the body if it's on the rune if(R && R.word1 == cultwords["hell"] && R.word2 == cultwords["travel"] && R.word3 == cultwords["self"]) // Found an astral journey rune. found_rune = 1 break if(!found_rune) usr << "The astral cord that ties your body and your spirit has been severed. You are likely to wander the realm beyond until your body is finally dead and thus reunited with you." return stop_following() mind.current.ajourn=0 mind.current.key = key mind.current.teleop = null if(!admin_ghosted) announce_ghost_joinleave(mind, 0, "They now occupy their body again.") return 1 /mob/dead/observer/verb/toggle_medHUD() set category = "Ghost" set name = "Toggle MedicHUD" set desc = "Toggles Medical HUD allowing you to see how everyone is doing" if(!client) return if(medHUD) medHUD = 0 src << "Medical HUD Disabled" else medHUD = 1 src << "Medical HUD Enabled" /mob/dead/observer/verb/toggle_antagHUD() set category = "Ghost" set name = "Toggle AntagHUD" set desc = "Toggles AntagHUD allowing you to see who is the antagonist" if(!client) return var/aux_staff = check_rights(R_MOD|R_ADMIN, 0) if(!config.antag_hud_allowed && (!client.holder || aux_staff)) src << "Admins have disabled this for this round." return var/mob/dead/observer/M = src if(jobban_isbanned(M, "AntagHUD")) src << "You have been banned from using this feature" return if(config.antag_hud_restricted && !M.has_enabled_antagHUD && (!client.holder || aux_staff)) var/response = alert(src, "If you turn this on, you will not be able to take any part in the round.","Are you sure you want to turn this feature on?","Yes","No") if(response == "No") return M.can_reenter_corpse = 0 if(!M.has_enabled_antagHUD && (!client.holder || aux_staff)) M.has_enabled_antagHUD = 1 if(M.antagHUD) M.antagHUD = 0 src << "AntagHUD Disabled" else M.antagHUD = 1 src << "AntagHUD Enabled" /mob/dead/observer/proc/dead_tele(A in ghostteleportlocs) set category = "Ghost" set name = "Teleport" set desc= "Teleport to a location" if(!istype(usr, /mob/dead/observer)) usr << "Not when you're not dead!" return usr.verbs -= /mob/dead/observer/proc/dead_tele ADD_VERB_IN(usr, 30, /mob/dead/observer/proc/dead_tele) var/area/thearea = ghostteleportlocs[A] if(!thearea) return var/list/L = list() var/holyblock = 0 if(usr.invisibility <= SEE_INVISIBLE_LIVING || (usr.mind in cult.current_antagonists)) for(var/turf/T in get_area_turfs(thearea.type)) if(!T.holy) L+=T else holyblock = 1 else for(var/turf/T in get_area_turfs(thearea.type)) L+=T if(!L || !L.len) if(holyblock) usr << "This area has been entirely made into sacred grounds, you cannot enter it while you are in this plane of existence!" else usr << "No area available." stop_following() usr.forceMove(pick(L)) /mob/dead/observer/verb/follow(input in getmobs()) set category = "Ghost" set name = "Follow" // "Haunt" set desc = "Follow and haunt a mob." var/target = getmobs()[input] if(!target) return ManualFollow(target) // This is the ghost's follow verb with an argument /mob/dead/observer/proc/ManualFollow(var/atom/movable/target) if(!target || target == following || target == src) return stop_following() following = target moved_event.register(following, src, /atom/movable/proc/move_to_destination) destroyed_event.register(following, src, /mob/dead/observer/proc/stop_following) src << "Now following \the [following]" move_to_destination(following, following.loc, following.loc) /mob/dead/observer/proc/stop_following() if(following) src << "No longer following \the [following]" moved_event.unregister(following, src) destroyed_event.unregister(following, src) following = null /mob/dead/observer/move_to_destination(var/atom/movable/am, var/old_loc, var/new_loc) var/turf/T = get_turf(new_loc) if(check_holy(T)) usr << "You cannot follow something standing on holy grounds!" return ..() /mob/proc/check_holy(var/turf/T) return 0 /mob/dead/observer/check_holy(var/turf/T) if(check_rights(R_ADMIN|R_FUN, 0, src)) return 0 return (T && T.holy) && (invisibility <= SEE_INVISIBLE_LIVING || (mind in cult.current_antagonists)) /mob/dead/observer/verb/jumptomob(target in getmobs()) //Moves the ghost instead of just changing the ghosts's eye -Nodrak set category = "Ghost" set name = "Jump to Mob" set desc = "Teleport to a mob" if(istype(usr, /mob/dead/observer)) //Make sure they're an observer! if (!target)//Make sure we actually have a target return else var/mob/M = getmobs()[target] //Destination mob var/turf/T = get_turf(M) //Turf of the destination mob if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination. stop_following() forceMove(T) else src << "This mob is not located in the game world." /* /mob/dead/observer/verb/boo() set category = "Ghost" set name = "Boo!" set desc= "Scare your crew members because of boredom!" if(bootime > world.time) return var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src) if(L) L.flicker() bootime = world.time + 600 return //Maybe in the future we can add more spooky code here! return */ /mob/dead/observer/memory() set hidden = 1 src << "You are dead! You have no mind to store memory!" /mob/dead/observer/add_memory() set hidden = 1 src << "You are dead! You have no mind to store memory!" /mob/dead/observer/Post_Incorpmove() stop_following() /mob/dead/observer/verb/analyze_air() set name = "Analyze Air" set category = "Ghost" if(!istype(usr, /mob/dead/observer)) return // Shamelessly copied from the Gas Analyzers if (!( istype(usr.loc, /turf) )) return var/datum/gas_mixture/environment = usr.loc.return_air() var/pressure = environment.return_pressure() var/total_moles = environment.total_moles src << "Results:" if(abs(pressure - ONE_ATMOSPHERE) < 10) src << "Pressure: [round(pressure,0.1)] kPa" else src << "Pressure: [round(pressure,0.1)] kPa" if(total_moles) for(var/g in environment.gas) src << "[gas_data.name[g]]: [round((environment.gas[g] / total_moles) * 100)]% ([round(environment.gas[g], 0.01)] moles)" src << "Temperature: [round(environment.temperature-T0C,0.1)]°C ([round(environment.temperature,0.1)]K)" src << "Heat Capacity: [round(environment.heat_capacity(),0.1)]" /mob/dead/observer/verb/become_mouse() set name = "Become mouse" set category = "Ghost" if(config.disable_player_mice) src << "Spawning as a mouse is currently disabled." return if(!ROUND_IS_STARTED) src << "You can not spawn as a mouse before round start!" return if(!MayRespawn(1, ANIMAL)) return var/turf/T = get_turf(src) if(!T || (T.z in config.admin_levels)) src << "You may not spawn as a mouse on this Z-level." return var/response = alert(src, "Are you -sure- you want to become a mouse?","Are you sure you want to squeek?","Squeek!","Nope!") if(response != "Squeek!") return //Hit the wrong key...again. //find a viable mouse candidate var/mob/living/simple_animal/mouse/host var/obj/machinery/atmospherics/unary/vent_pump/spawnpoint = find_mouse_spawnpoint(T.z) if (spawnpoint) host = new /mob/living/simple_animal/mouse(spawnpoint.loc) else src << "Unable to find any safe, unwelded vents to spawn mice at. The station must be quite a mess! Trying again might work, if you think there's still a safe place. " if(host) if(config.uneducated_mice) host.universal_understand = 0 announce_ghost_joinleave(src, 0, "They are now a mouse.") host.ckey = src.ckey host << "You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent." /proc/find_mouse_spawnpoint(var/ZLevel) //This function will attempt to find a good spawnpoint for mice, and prevent them from spawning in closed vent systems with no escape //It does this by bruteforce: Picks a random vent, tests if it has enough connections, if not, repeat //Continues either until a valid one is found (in which case we return it), or until we hit a limit on attempts.. //If we hit the limit without finding a valid one, then the best one we found is selected var/list/found_vents = list() for(var/obj/machinery/atmospherics/unary/vent_pump/v in machines) if(!v.welded && v.z == ZLevel) found_vents.Add(v) if (found_vents.len == 0) return null//Every vent on the map is welded? Sucks to be a mouse var/attempts = 0 var/max_attempts = min(20, found_vents.len) var/target_connections = 30//Any vent with at least this many connections is good enough var/obj/machinery/atmospherics/unary/vent_pump/bestvent = null var/best_connections = 0 while (attempts < max_attempts) attempts++ var/obj/machinery/atmospherics/unary/vent_pump/testvent = pick(found_vents) if (!testvent.network)//this prevents runtime errors continue var/turf/T = get_turf(testvent) //We test the environment of the tile, to see if its habitable for a mouse //----------------------------------- var/atmos_suitable = 1 var/maxtemp = 390 var/mintemp = 210 var/min_oxy = 5 var/max_phoron = 1 var/max_co2 = 5 var/min_pressure = 80 var/datum/gas_mixture/Environment = T.return_air() if(Environment) if(Environment.temperature > maxtemp) atmos_suitable = 0 else if (Environment.temperature < mintemp) atmos_suitable = 0 else if(Environment.gas["oxygen"] < min_oxy) atmos_suitable = 0 else if(Environment.gas["phoron"] > max_phoron) atmos_suitable = 0 else if(Environment.gas["carbon_dioxide"] > max_co2) atmos_suitable = 0 else if(Environment.return_pressure() < min_pressure) atmos_suitable = 0 else atmos_suitable = 0 if (!atmos_suitable) continue //---------------------- //Now we test the vent connections, and ensure the vent we spawn at is connected enough to give the mouse free movement var/list/connections = list() for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in testvent.network.normal_members) if(temp_vent.welded) continue if(temp_vent == testvent)//Our testvent shouldn't count itself as a connection continue connections += temp_vent if(connections.len > best_connections) best_connections = connections.len bestvent = testvent if (connections.len >= target_connections) return testvent //If we've found one that's good enough, then we stop looking //IF we get here, then we hit the limit without finding a valid one. //This would probably only be likely to happen if the station is full of holes and pipes are broken everywhere if (bestvent == null) //If bestvent is null, then every vent we checked was either welded or unsafe to spawn at. The user will be given a message reflecting this. return null else return bestvent /mob/dead/observer/verb/view_manfiest() set name = "Show Crew Manifest" set category = "Ghost" var/dat dat += "