Files
Bubberstation/code/game/objects/structures/mirror.dm
Fikou 35b5ac0c4e Psykers (#71566)
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

![image](https://user-images.githubusercontent.com/23585223/204150279-a6cf8e2f-c678-476e-b72c-6088cd8b684b.png)

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).

## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑

Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-29 20:13:28 +00:00

299 lines
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//wip wip wup
/obj/structure/mirror
name = "mirror"
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = FALSE
anchored = TRUE
max_integrity = 200
integrity_failure = 0.5
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
/obj/structure/mirror/Initialize(mapload)
. = ..()
if(icon_state == "mirror_broke" && !broken)
atom_break(null, mapload)
/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
if(broken || !Adjacent(user))
return TRUE
if(!ishuman(user))
return TRUE
var/mob/living/carbon/human/hairdresser = user
//handle facial hair (if necessary)
if(hairdresser.gender != FEMALE)
var/new_style = tgui_input_list(user, "Select a facial hairstyle", "Grooming", GLOB.facial_hairstyles_list)
if(isnull(new_style))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE //no tele-grooming
if(HAS_TRAIT(hairdresser, TRAIT_SHAVED))
to_chat(hairdresser, span_notice("If only growing back facial hair were that easy for you..."))
hairdresser.facial_hairstyle = new_style
else
hairdresser.facial_hairstyle = "Shaved"
//handle normal hair
var/new_style = tgui_input_list(user, "Select a hairstyle", "Grooming", GLOB.hairstyles_list)
if(isnull(new_style))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE //no tele-grooming
if(HAS_TRAIT(hairdresser, TRAIT_BALD))
to_chat(hairdresser, span_notice("If only growing back hair were that easy for you..."))
hairdresser.hairstyle = new_style
hairdresser.update_body_parts()
/obj/structure/mirror/examine_status(mob/user)
if(broken)
return list()// no message spam
return ..()
/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
if(broken || !istype(user) || !I.force)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
user.AddComponent(/datum/component/omen, silent = TRUE) // we have our own message
/obj/structure/mirror/bullet_act(obj/projectile/P)
if(broken || !isliving(P.firer) || !P.damage)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
var/mob/living/unlucky_dude = P.firer
to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
unlucky_dude.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
/obj/structure/mirror/atom_break(damage_flag, mapload)
. = ..()
if(broken || (flags_1 & NODECONSTRUCT_1))
return
icon_state = "mirror_broke"
if(!mapload)
playsound(src, SFX_SHATTER, 70, TRUE)
if(desc == initial(desc))
desc = "Oh no, seven years of bad luck!"
broken = TRUE
/obj/structure/mirror/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!disassembled)
new /obj/item/shard( src.loc )
qdel(src)
/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
..()
if(user.combat_mode)
return FALSE
if(!broken)
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 10, volume=50))
to_chat(user, span_notice("You repair [src]."))
broken = 0
icon_state = initial(icon_state)
desc = initial(desc)
return TRUE
/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
if(BURN)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
/obj/structure/mirror/magic
name = "magic mirror"
desc = "Turn and face the strange... face."
icon_state = "magic_mirror"
///Flags this race must have to be selectable with this type of mirror.
var/race_flags = MIRROR_MAGIC
///List of all Races that can be chosen, decided by its Initialize.
var/list/selectable_races = list()
/obj/structure/mirror/magic/Initialize(mapload)
. = ..()
if(length(selectable_races))
return
for(var/datum/species/species_type as anything in subtypesof(/datum/species))
if(initial(species_type.changesource_flags) & race_flags)
selectable_races[initial(species_type.name)] = species_type
selectable_races = sort_list(selectable_races)
/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
if(!ishuman(user))
return TRUE
var/mob/living/carbon/human/amazed_human = user
var/choice = tgui_input_list(user, "Something to change?", "Magical Grooming", list("name", "race", "gender", "hair", "eyes"))
if(isnull(choice))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
switch(choice)
if("name")
var/newname = sanitize_name(tgui_input_text(amazed_human, "Who are we again?", "Name change", amazed_human.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
if(!newname)
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.real_name = newname
amazed_human.name = newname
if(amazed_human.dna)
amazed_human.dna.real_name = newname
if(amazed_human.mind)
amazed_human.mind.name = newname
if("race")
var/racechoice = tgui_input_list(amazed_human, "What are we again?", "Race change", selectable_races)
if(isnull(racechoice))
return TRUE
if(!selectable_races[racechoice])
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
var/datum/species/newrace = selectable_races[racechoice]
amazed_human.set_species(newrace, icon_update = FALSE)
if(amazed_human.dna.species.use_skintones)
var/new_s_tone = tgui_input_list(user, "Choose your skin tone", "Race change", GLOB.skin_tones)
if(new_s_tone)
amazed_human.skin_tone = new_s_tone
amazed_human.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
if(MUTCOLORS in amazed_human.dna.species.species_traits)
var/new_mutantcolor = input(user, "Choose your skin color:", "Race change", amazed_human.dna.features["mcolor"]) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_mutantcolor)
var/temp_hsv = RGBtoHSV(new_mutantcolor)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
amazed_human.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
amazed_human.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
else
to_chat(amazed_human, span_notice("Invalid color. Your color is not bright enough."))
return TRUE
amazed_human.update_body(is_creating = TRUE)
amazed_human.update_mutations_overlay() // no hulk lizard
if("gender")
if(!(amazed_human.gender in list("male", "female"))) //blame the patriarchy
return TRUE
if(amazed_human.gender == "male")
if(tgui_alert(amazed_human, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.gender = FEMALE
amazed_human.physique = FEMALE
to_chat(amazed_human, span_notice("Man, you feel like a woman!"))
else
return TRUE
else
if(tgui_alert(amazed_human, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.gender = MALE
amazed_human.physique = MALE
to_chat(amazed_human, span_notice("Whoa man, you feel like a man!"))
else
return TRUE
amazed_human.dna.update_ui_block(DNA_GENDER_BLOCK)
amazed_human.update_body()
amazed_human.update_mutations_overlay() //(hulk male/female)
if("hair")
var/hairchoice = tgui_alert(amazed_human, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(hairchoice == "Style") //So you just want to use a mirror then?
return ..()
else
var/new_hair_color = input(amazed_human, "Choose your hair color", "Hair Color",amazed_human.hair_color) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_hair_color)
amazed_human.hair_color = sanitize_hexcolor(new_hair_color)
amazed_human.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
if(amazed_human.gender == "male")
var/new_face_color = input(amazed_human, "Choose your facial hair color", "Hair Color", amazed_human.facial_hair_color) as color|null
if(new_face_color)
amazed_human.facial_hair_color = sanitize_hexcolor(new_face_color)
amazed_human.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
amazed_human.update_body_parts()
if(BODY_ZONE_PRECISE_EYES)
var/new_eye_color = input(amazed_human, "Choose your eye color", "Eye Color", amazed_human.eye_color_left) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_eye_color)
amazed_human.eye_color_left = sanitize_hexcolor(new_eye_color)
amazed_human.eye_color_right = sanitize_hexcolor(new_eye_color)
amazed_human.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
amazed_human.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
amazed_human.update_body()
/obj/structure/mirror/magic/lesser/Initialize(mapload)
// Roundstart species don't have a flag, so it has to be set on Initialize.
selectable_races = get_selectable_species().Copy()
return ..()
/obj/structure/mirror/magic/badmin
race_flags = MIRROR_BADMIN
/obj/structure/mirror/magic/pride
name = "pride's mirror"
desc = "Pride cometh before the..."
race_flags = MIRROR_PRIDE
/obj/structure/mirror/magic/pride/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
user.visible_message(span_danger("<B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B>"), \
span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"))
var/turf/user_turf = get_turf(user)
var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)
var/turf/dest
if(length(levels))
dest = locate(user_turf.x, user_turf.y, pick(levels))
user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR)
var/turf/open/chasm/new_chasm = user_turf
new_chasm.set_target(dest)
new_chasm.drop(user)