Files
Bubberstation/code/modules/mob/dead/observer/observer.dm
John Willard 096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00

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GLOBAL_LIST_EMPTY(ghost_images_default) //this is a list of the default (non-accessorized, non-dir) images of the ghosts themselves
GLOBAL_LIST_EMPTY(ghost_images_simple) //this is a list of all ghost images as the simple white ghost
GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
/mob/dead/observer
name = "ghost"
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
icon = 'icons/mob/simple/mob.dmi'
icon_state = "ghost"
plane = GHOST_PLANE
stat = DEAD
density = FALSE
see_invisible = SEE_INVISIBLE_OBSERVER
lighting_cutoff = LIGHTING_CUTOFF_MEDIUM
invisibility = INVISIBILITY_OBSERVER
hud_type = /datum/hud/ghost
movement_type = GROUND | FLYING
light_system = OVERLAY_LIGHT
light_range = 2.5
light_power = 0.6
light_on = FALSE
shift_to_open_context_menu = FALSE
var/can_reenter_corpse
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 ghost - 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/atom/movable/following = null
///The time between being able to use boo(), if fun_verbs is TRUE.
COOLDOWN_DECLARE(bootime)
///Boolean on whether this ghost has access to 'fun' verbs in the ghost menu.
var/fun_verbs = FALSE
var/image/ghostimage_default = null //this mobs ghost image without accessories and dirs
var/image/ghostimage_simple = null //this mob with the simple white ghost sprite
var/mob/observetarget = null //The target mob that the ghost is observing. Used as a reference in logout()
///Flags of huds the ghost currently has enabled, data huds & ghost vision by default.
///Selection: GHOST_DATA_HUDS | GHOST_VISION | GHOST_HEALTH | GHOST_CHEM | GHOST_GAS
var/ghost_hud_flags = GHOST_DATA_HUDS | GHOST_VISION
///The shape the ghost will make while orbiting mobs.
var/ghost_orbit = GHOST_ORBIT_CIRCLE
//These variables store hair data if the ghost originates from a species with head and/or facial hair.
var/hairstyle
var/hair_color
var/mutable_appearance/hair_overlay
var/facial_hairstyle
var/facial_hair_color
var/mutable_appearance/facial_hair_overlay
var/updatedir = 1 //Do we have to update our dir as the ghost moves around?
var/lastsetting = null //Stores the last setting that ghost_others was set to, for a little more efficiency when we update ghost images. Null means no update is necessary
//We store copies of the ghost display preferences locally so they can be referred to even if no client is connected.
//If there's a bug with changing your ghost settings, it's probably related to this.
var/ghost_accs = GHOST_ACCS_DEFAULT_OPTION
var/ghost_others = GHOST_OTHERS_DEFAULT_OPTION
// Used for displaying in ghost chat, without changing the actual name
// of the mob
var/deadchat_name
var/datum/spawners_menu/spawners_menu
var/datum/minigames_menu/minigames_menu
/// The POI we're orbiting (orbit menu)
var/orbiting_ref
///The description camera obscuras have when they get a photo of us.
var/photo_description = "You can also see a g-g-g-g-ghooooost!"
var/static/list/observer_hud_traits = list(
TRAIT_SECURITY_HUD,
TRAIT_MEDICAL_HUD,
TRAIT_DIAGNOSTIC_HUD,
TRAIT_BOT_PATH_HUD
)
/mob/dead/observer/Initialize(mapload)
set_invisibility(GLOB.observer_default_invisibility)
if(icon_state in GLOB.ghost_forms_with_directions_list)
ghostimage_default = image(src.icon,src,src.icon_state + "_nodir")
else
ghostimage_default = image(src.icon,src,src.icon_state)
ghostimage_default.override = TRUE
GLOB.ghost_images_default |= ghostimage_default
ghostimage_simple = image(src.icon,src,"ghost_nodir")
ghostimage_simple.override = TRUE
GLOB.ghost_images_simple |= ghostimage_simple
updateallghostimages()
var/turf/T
var/mob/body = loc
if(ismob(body))
T = get_turf(body) //Where is the body located?
gender = body.gender
if(body.mind && body.mind.name)
name = body.mind.ghostname || body.mind.name
else
name = body.real_name || generate_random_mob_name(gender)
mind = body.mind //we don't transfer the mind but we keep a reference to it.
if(HAS_TRAIT_FROM_ONLY(body, TRAIT_SUICIDED, REF(body))) // transfer if the body was killed due to suicide
ADD_TRAIT(src, TRAIT_SUICIDED, REF(body))
if(ishuman(body))
var/mob/living/carbon/human/body_human = body
var/datum/species/human_species = body_human.dna.species
if(human_species.check_head_flags(HEAD_HAIR))
hairstyle = body_human.hairstyle
hair_color = ghostify_color(body_human.hair_color)
if(human_species.check_head_flags(HEAD_FACIAL_HAIR))
facial_hairstyle = body_human.facial_hairstyle
facial_hair_color = ghostify_color(body_human.facial_hair_color)
update_appearance()
if(!T || is_secret_level(T.z))
var/list/turfs = get_area_turfs(/area/shuttle/arrival)
if(length(turfs))
T = pick(turfs)
else
T = SSmapping.get_station_center()
abstract_move(T)
//To prevent nameless ghosts
name ||= generate_random_mob_name(FALSE)
real_name = name
AddElement(/datum/element/movetype_handler)
add_to_dead_mob_list()
for(var/datum/atom_hud/alternate_appearance/alt_hud as anything in GLOB.active_alternate_appearances)
alt_hud.apply_to_new_mob(src)
. = ..()
grant_all_languages()
setup_hud_traits()
show_data_huds()
SSpoints_of_interest.make_point_of_interest(src)
ADD_TRAIT(src, TRAIT_HEAR_THROUGH_DARKNESS, ref(src))
/mob/dead/observer/get_photo_description(obj/item/camera/camera)
if(!invisibility || camera.see_ghosts)
return photo_description
/mob/dead/observer/narsie_act()
var/old_color = color
color = COLOR_CULT_RED
animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 1 SECONDS)
/mob/dead/observer/Destroy()
if(ghost_hud_flags & GHOST_DATA_HUDS)
remove_data_huds()
// Update our old body's medhud since we're abandoning it
if(isliving(mind?.current))
mind.current.med_hud_set_status()
GLOB.ghost_images_default -= ghostimage_default
ghostimage_default = null
GLOB.ghost_images_simple -= ghostimage_simple
ghostimage_simple = null
updateallghostimages()
QDEL_NULL(spawners_menu)
QDEL_NULL(minigames_menu)
return ..()
/*
* This proc will update the icon of the ghost itself, with hair overlays, as well as the ghost image.
* Please call update_icon(updates, icon_state) from now on when you want to update the icon_state of the ghost,
* or you might end up with hair on a sprite that's not supposed to get it.
* Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place.
* |- Ricotez
*/
/mob/dead/observer/update_icon(updates=ALL, new_form)
. = ..()
if(client) //We update our preferences in case they changed right before update_appearance was called.
ghost_accs = client.prefs.read_preference(/datum/preference/choiced/ghost_accessories)
ghost_others = client.prefs.read_preference(/datum/preference/choiced/ghost_others)
if(hair_overlay)
cut_overlay(hair_overlay)
hair_overlay = null
if(facial_hair_overlay)
cut_overlay(facial_hair_overlay)
facial_hair_overlay = null
if(new_form)
icon_state = new_form
if(icon_state in GLOB.ghost_forms_with_directions_list)
ghostimage_default.icon_state = new_form + "_nodir" //if this icon has dirs, the default ghostimage must use its nodir version or clients with the preference set to default sprites only will see the dirs
else
ghostimage_default.icon_state = new_form
if((ghost_accs == GHOST_ACCS_DIR || ghost_accs == GHOST_ACCS_FULL) && (icon_state in GLOB.ghost_forms_with_directions_list)) //if this icon has dirs AND the client wants to show them, we make sure we update the dir on movement
updatedir = 1
else
updatedir = 0 //stop updating the dir in case we want to show accessories with dirs on a ghost sprite without dirs
setDir(2 )//reset the dir to its default so the sprites all properly align up
if(ghost_accs == GHOST_ACCS_FULL && (icon_state in GLOB.ghost_forms_with_accessories_list)) //check if this form supports accessories and if the client wants to show them
if(facial_hairstyle)
var/datum/sprite_accessory/S = SSaccessories.facial_hairstyles_list[facial_hairstyle]
if(S)
facial_hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(facial_hair_color)
facial_hair_overlay.color = facial_hair_color
facial_hair_overlay.alpha = 200
add_overlay(facial_hair_overlay)
if(hairstyle)
var/datum/sprite_accessory/hair/S = SSaccessories.hairstyles_list[hairstyle]
if(S)
hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(hair_color)
hair_overlay.color = hair_color
hair_overlay.alpha = 200
hair_overlay.pixel_z = S.y_offset
add_overlay(hair_overlay)
/*
* Increase the brightness of a color and desaturates it slightly to make it suitable for ghosts
* We use HSL for this, makes life SOOO easy
*/
/proc/ghostify_color(input_color)
var/list/read_color = rgb2num(input_color, COLORSPACE_HSL)
var/sat = read_color[2]
var/lum = read_color[3]
// Clamp so it still has color, can't get too bright/desaturated
sat -= 15
if(sat < 30)
sat = min(read_color[2], 30)
lum += 15
if(lum > 80)
lum = max(read_color[3], 80)
return rgb(read_color[1], sat, lum, space = COLORSPACE_HSL)
/*
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/proc/ghostize(can_reenter_corpse = TRUE, admin_ghost = FALSE)
if(!key)
return
if(IS_FAKE_KEY(key)) // Skip aghosts.
return
if(HAS_TRAIT(src, TRAIT_CORPSELOCKED) && !admin_ghost)
if(can_reenter_corpse) //If you can re-enter the corpse you can't leave when corpselocked
return
if(ishuman(usr)) //following code only applies to those capable of having an ethereal heart, ie humans
var/mob/living/carbon/human/crystal_fella = usr
var/our_heart = crystal_fella.get_organ_slot(ORGAN_SLOT_HEART)
if(istype(our_heart, /obj/item/organ/heart/ethereal)) //so you got the heart?
var/obj/item/organ/heart/ethereal/ethereal_heart = our_heart
ethereal_heart.stop_crystalization_process(crystal_fella) //stops the crystallization process
stop_sound_channel(CHANNEL_HEARTBEAT) //Stop heartbeat sounds because You Are A Ghost Now
var/mob/dead/observer/ghost = new(src) // Transfer safety to observer spawning proc.
SStgui.on_transfer(src, ghost) // Transfer NanoUIs.
ghost.can_reenter_corpse = can_reenter_corpse
ghost.PossessByPlayer(key)
ghost.client?.init_verbs()
if(!can_reenter_corpse)// Disassociates observer mind from the body mind
ghost.mind = null
var/recordable_time = world.time
var/mob/living/former_mob = ghost.mind?.current
if(isliving(former_mob))
recordable_time = former_mob.timeofdeath
ghost.persistent_client?.time_of_death = recordable_time
SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZED)
return ghost
/mob/living/ghostize(can_reenter_corpse = TRUE)
. = ..()
if(. && can_reenter_corpse)
var/mob/dead/observer/ghost = .
ghost.mind.current?.med_hud_set_status()
/*
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 != CONSCIOUS && stat != DEAD)
succumb()
if(stat == DEAD)
if(!HAS_TRAIT(src, TRAIT_CORPSELOCKED)) //corpse-locked have to confirm with the alert below
ghostize(TRUE)
return TRUE
var/response = tgui_alert(usr, "Are you sure you want to ghost? You won't be able to re-enter your body!", "Confirm Ghost Observe", list("Ghost", "Stay in Body"))
if(response != "Ghost")
return FALSE//didn't want to ghost after-all
ghostize(FALSE) // FALSE parameter is so we can never re-enter our body. U ded.
return TRUE
/mob/eye/verb/ghost()
set category = "OOC"
set name = "Ghost"
set desc = "Relinquish your life and enter the land of the dead."
var/response = tgui_alert(usr, "Are you sure you want to ghost? If you ghost whilst still alive you cannot re-enter your body!", "Confirm Ghost Observe", list("Ghost", "Stay in Body"))
if(response != "Ghost")
return
ghostize(FALSE)
/mob/dead/observer/Move(NewLoc, direct, glide_size_override = 32)
if(updatedir)
setDir(direct)//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
if(glide_size_override)
set_glide_size(glide_size_override)
if(NewLoc)
abstract_move(NewLoc)
else
var/turf/destination = get_turf(src)
if((direct & NORTH) && y < world.maxy)
destination = get_step(destination, NORTH)
else if((direct & SOUTH) && y > 1)
destination = get_step(destination, SOUTH)
if((direct & EAST) && x < world.maxx)
destination = get_step(destination, EAST)
else if((direct & WEST) && x > 1)
destination = get_step(destination, WEST)
abstract_move(destination)//Get out of closets and such as a ghost
/mob/dead/observer/forceMove(atom/destination)
abstract_move(destination) // move like the wind
return TRUE
/mob/dead/observer/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
var/area/new_area = get_area(src)
if(new_area != ambience_tracked_area)
update_ambience_area(new_area)
/mob/dead/observer/verb/reenter_corpse()
set name = "Re-enter Corpse"
if(!client)
return
if(!mind || QDELETED(mind.current))
to_chat(src, span_warning("You have no body."))
return
if(!can_reenter_corpse)
to_chat(src, span_warning("You cannot re-enter your body."))
return
if(mind.current.key && !IS_FAKE_KEY(mind.current.key)) //makes sure we don't accidentally kick any clients
to_chat(usr, span_warning("Another consciousness is in your body...It is resisting you."))
return
client.view_size.resetToDefault()//Let's reset so people can't become allseeing gods
SStgui.on_transfer(src, mind.current) // Transfer NanoUIs.
if(mind.current.stat == DEAD && SSlag_switch.measures[DISABLE_DEAD_KEYLOOP])
to_chat(src, span_warning("To leave your body again use the Ghost verb."))
mind.current.PossessByPlayer(key)
mind.current.client.init_verbs()
return TRUE
/mob/dead/observer/verb/do_not_resuscitate()
set name = "Do Not Resuscitate"
if(!can_reenter_corpse)
to_chat(usr, span_warning("You're already stuck out of your body!"))
return FALSE
var/response = tgui_alert(usr, "Are you sure you want to prevent (almost) all means of resuscitation? This cannot be undone.", "Are you sure you want to stay dead?", list("DNR","Save Me"))
if(response == "DNR")
stay_dead()
/mob/dead/observer/proc/stay_dead()
if(!can_reenter_corpse)
to_chat(usr, span_warning("You're already stuck out of your body!"))
return FALSE
can_reenter_corpse = FALSE
var/mob/living/current_mob = mind.current
if(istype(current_mob))
// Update med huds
current_mob.med_hud_set_status()
current_mob.log_message("had their player ([key_name(src)]) do-not-resuscitate / DNR", LOG_GAME, color = COLOR_GREEN, log_globally = FALSE)
log_message("has opted to do-not-resuscitate / DNR from their body ([current_mob])", LOG_GAME, color = COLOR_GREEN)
// Disassociates observer mind from the body mind
mind = null
to_chat(src, span_boldnotice("You can no longer be brought back into your body."))
return TRUE
/mob/dead/observer/proc/send_revival_notification(message, sound, atom/source, flashwindow)
if(flashwindow)
window_flash(client)
if(message)
to_chat(src, span_ghostalert("[message]"))
if(source)
var/atom/movable/screen/alert/A = throw_alert("[REF(source)]_revival", /atom/movable/screen/alert/revival)
if(A)
var/ui_style = client?.prefs?.read_preference(/datum/preference/choiced/ui_style)
if(ui_style)
A.icon = ui_style2icon(ui_style)
A.desc = message
var/old_layer = source.layer
var/old_plane = source.plane
source.layer = FLOAT_LAYER
source.plane = FLOAT_PLANE
A.add_overlay(source)
source.layer = old_layer
source.plane = old_plane
to_chat(src, span_ghostalert("<a href=byond://?src=[REF(src)];reenter=1>(Click to re-enter)</a>"))
if(sound)
SEND_SOUND(src, sound(sound))
/mob/dead/observer/verb/dead_tele()
set name = "Teleport"
if(!isobserver(usr))
to_chat(usr, span_warning("Not when you're not dead!"))
return
var/list/filtered = list()
for(var/area/A as anything in get_sorted_areas())
if(!(A.area_flags & HIDDEN_AREA))
filtered += A
var/area/thearea = tgui_input_list(usr, "Area to jump to", "BOOYEA", filtered)
if(isnull(thearea))
return
if(!isobserver(usr))
to_chat(usr, span_warning("Not when you're not dead!"))
return
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
if(!L || !length(L))
to_chat(usr, span_warning("No area available."))
return
usr.abstract_move(pick(L))
/mob/dead/observer/verb/follow()
set name = "Orbit"
GLOB.orbit_menu.show(src)
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
set name = "Jump to Mob"
if(!isobserver(usr)) //Make sure they're an observer!
return
var/list/possible_destinations = SSpoints_of_interest.get_mob_pois()
var/target = null
target = tgui_input_list(usr, "Please, select a player!", "Jump to Mob", possible_destinations)
if(isnull(target))
return
if (!isobserver(usr))
return
var/mob/destination_mob = possible_destinations[target] //Destination mob
// During the break between opening the input menu and selecting our target, has this become an invalid option?
if(!SSpoints_of_interest.is_valid_poi(destination_mob))
return
var/mob/source_mob = src //Source mob
var/turf/destination_turf = get_turf(destination_mob) //Turf of the destination mob
if(isturf(destination_turf))
source_mob.abstract_move(destination_turf)
else
to_chat(source_mob, span_danger("This mob is not located in the game world."))
/mob/dead/observer/verb/change_view_range()
set name = "View Range"
if(SSlag_switch.measures[DISABLE_GHOST_ZOOM_TRAY] && !client?.holder)
to_chat(usr, span_notice("That verb is currently globally disabled."))
return
var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT
if(client.view_size.getView() == client.view_size.default)
var/list/views = list()
for(var/i in 7 to max_view)
views |= i
var/new_view = tgui_input_list(usr, "New view", "Modify view range", views)
if(new_view)
client.view_size.setTo(clamp(new_view, 7, max_view) - 7)
else
client.view_size.resetToDefault()
/mob/dead/observer/verb/toggle_ghostsee()
set name = "Toggle Ghost Vision"
ghost_hud_flags ^= GHOST_VISION
update_sight()
to_chat(usr, span_boldnotice("You [(ghost_hud_flags & GHOST_VISION) ? "now" : "no longer"] have ghost vision."))
/mob/dead/observer/verb/toggle_darkness()
set name = "Toggle Darkness"
switch(lighting_cutoff)
if (LIGHTING_CUTOFF_VISIBLE)
lighting_cutoff = LIGHTING_CUTOFF_MEDIUM
if (LIGHTING_CUTOFF_MEDIUM)
lighting_cutoff = LIGHTING_CUTOFF_HIGH
if (LIGHTING_CUTOFF_HIGH)
lighting_cutoff = LIGHTING_CUTOFF_FULLBRIGHT
else
lighting_cutoff = LIGHTING_CUTOFF_VISIBLE
update_sight()
/mob/dead/observer/verb/view_manifest()
set name = "View Crew Manifest"
GLOB.manifest.ui_interact(src)
/mob/dead/observer/verb/observe()
set name = "Observe"
if(!isobserver(usr) || HAS_TRAIT(src, TRAIT_NO_OBSERVE)) //Make sure they're an observer!
return
reset_perspective(null)
var/list/possible_destinations = SSpoints_of_interest.get_mob_pois()
var/target = null
target = tgui_input_list(usr, "Please, select a player!", "Jump to Mob", possible_destinations)
if(isnull(target))
return
if (!isobserver(usr))
return
reset_perspective(null) // Reset again for sanity
var/mob/chosen_target = possible_destinations[target]
// During the break between opening the input menu and selecting our target, has this become an invalid option?
if(!SSpoints_of_interest.is_valid_poi(chosen_target))
return
if (chosen_target == usr)
return
do_observe(chosen_target)
/mob/dead/observer/verb/tray_view()
set name = "T-ray scan"
if(SSlag_switch.measures[DISABLE_GHOST_ZOOM_TRAY] && !client?.holder)
to_chat(usr, span_notice("That verb is currently globally disabled."))
return
t_ray_scan(src)
/mob/dead/observer/verb/toggle_data_huds()
set name = "Toggle Sec/Med/Diag HUD"
ghost_hud_flags ^= GHOST_DATA_HUDS
if(ghost_hud_flags & GHOST_DATA_HUDS)
show_data_huds()
to_chat(src, span_notice("Data HUDs enabled."))
else
remove_data_huds()
to_chat(src, span_notice("Data HUDs disabled."))
/mob/dead/observer/verb/toggle_health_scan()
set name = "Toggle Health Scan"
ghost_hud_flags ^= GHOST_HEALTH
if(ghost_hud_flags & GHOST_HEALTH)
to_chat(src, span_notice("Health scan enabled."))
else
to_chat(src, span_notice("Health scan disabled."))
/mob/dead/observer/verb/toggle_chem_scan()
set name = "Toggle Chem Scan"
ghost_hud_flags ^= GHOST_CHEM
if(ghost_hud_flags & GHOST_CHEM)
to_chat(src, span_notice("Chem scan enabled."))
else
to_chat(src, span_notice("Chem scan disabled."))
/mob/dead/observer/verb/toggle_gas_scan()
set name = "Toggle Gas Scan"
ghost_hud_flags ^= GHOST_GAS
if(ghost_hud_flags & GHOST_GAS)
to_chat(src, span_notice("Gas scan enabled."))
else
to_chat(src, span_notice("Gas scan disabled."))
/mob/dead/observer/verb/restore_ghost_appearance()
set name = "Restore Ghost Character"
set_ghost_appearance()
if(client?.prefs)
var/real_name = client.prefs.read_preference(/datum/preference/name/real_name)
deadchat_name = real_name
if(mind)
mind.ghostname = real_name
name = real_name
// This is the ghost's follow verb with an argument
/mob/dead/observer/proc/ManualFollow(atom/movable/target)
if (!istype(target) || (is_secret_level(target.z) && !client?.holder))
return
var/list/icon_dimensions = get_icon_dimensions(target.icon)
var/orbitsize = (icon_dimensions["width"] + icon_dimensions["height"]) * 0.5
orbitsize -= (orbitsize/ICON_SIZE_ALL)*(ICON_SIZE_ALL*0.25)
var/rot_seg
switch(ghost_orbit)
if(GHOST_ORBIT_TRIANGLE)
rot_seg = 3
if(GHOST_ORBIT_SQUARE)
rot_seg = 4
if(GHOST_ORBIT_PENTAGON)
rot_seg = 5
if(GHOST_ORBIT_HEXAGON)
rot_seg = 6
else //Circular
rot_seg = 36 //360/10 bby, smooth enough aproximation of a circle
orbit(target,orbitsize, FALSE, 20, rot_seg)
/mob/dead/observer/orbit()
setDir(2)//reset dir so the right directional sprites show up
return ..()
/mob/dead/observer/stop_orbit(datum/component/orbiter/orbits)
. = ..()
//restart our floating animation after orbit is done.
pixel_y = base_pixel_y
// if we were autoobserving, reset perspective
if (!isnull(client) && !isnull(client.eye))
reset_perspective(null)
/mob/dead/observer/verb/add_view_range(input as num)
set name = "Add View Range"
set hidden = TRUE
if(SSlag_switch.measures[DISABLE_GHOST_ZOOM_TRAY] && !client?.holder)
to_chat(usr, span_notice("That verb is currently globally disabled."))
return
var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT
if(input)
client.rescale_view(input, 0, ((max_view * 2) + 1) - 15)
/mob/dead/observer/proc/boo()
if(!COOLDOWN_FINISHED(src, bootime))
return
var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src)
if(L?.flicker())
COOLDOWN_START(src, bootime, 60 SECONDS)
//Maybe in the future we can add more <i>spooky</i> code here!
/mob/dead/observer/update_sight()
if(client)
ghost_others = client.prefs.read_preference(/datum/preference/choiced/ghost_others) //A quick update just in case this setting was changed right before calling the proc
if(!(ghost_hud_flags & GHOST_VISION))
set_invis_see(SEE_INVISIBLE_LIVING)
else
set_invis_see(SEE_INVISIBLE_OBSERVER)
updateghostimages()
..()
/proc/updateallghostimages()
list_clear_nulls(GLOB.ghost_images_default)
list_clear_nulls(GLOB.ghost_images_simple)
for (var/mob/dead/observer/O in GLOB.player_list)
O.updateghostimages()
/mob/dead/observer/proc/updateghostimages()
if (!client)
return
if(lastsetting)
switch(lastsetting) //checks the setting we last came from, for a little efficiency so we don't try to delete images from the client that it doesn't have anyway
if(GHOST_OTHERS_DEFAULT_SPRITE)
client?.images -= GLOB.ghost_images_default
if(GHOST_OTHERS_SIMPLE)
client?.images -= GLOB.ghost_images_simple
lastsetting = client?.prefs.read_preference(/datum/preference/choiced/ghost_others)
if(!(ghost_hud_flags & GHOST_VISION))
return
if(lastsetting != GHOST_OTHERS_THEIR_SETTING)
switch(lastsetting)
if(GHOST_OTHERS_DEFAULT_SPRITE)
client?.images |= (GLOB.ghost_images_default-ghostimage_default)
if(GHOST_OTHERS_SIMPLE)
client?.images |= (GLOB.ghost_images_simple-ghostimage_simple)
/mob/dead/observer/proc/possess()
var/list/possessible = list()
for(var/mob/living/L in GLOB.alive_mob_list)
if(istype(L,/mob/living/carbon/human/dummy) || !get_turf(L)) //Haha no.
continue
if(!(L in GLOB.player_list) && !L.mind)
possessible += L
var/mob/living/target = tgui_input_list(usr, "Your new life begins today!", "Possess Mob", sort_names(possessible))
if(!target)
return FALSE
if(ismegafauna(target))
to_chat(src, span_warning("This creature is too powerful for you to possess!"))
return FALSE
if(can_reenter_corpse && mind?.current)
if(tgui_alert(usr, "Your soul is still tied to your former life as [mind.current.name], if you go forward there is no going back to that life. Are you sure you wish to continue?", "Move On", list("Yes", "No")) == "No")
return FALSE
if(target.key)
to_chat(src, span_warning("Someone has taken this body while you were choosing!"))
return FALSE
target.PossessByPlayer(key)
target.faction = list(FACTION_NEUTRAL)
return TRUE
/mob/dead/observer/_pointed(atom/pointed_at)
if(!..())
return FALSE
visible_message(span_deadsay("<b>[src]</b> points to [pointed_at]."))
//this is called when a ghost is drag clicked to something.
/mob/dead/observer/mouse_drop_dragged(atom/over, mob/user)
if (isobserver(user) && user.client.holder && (isliving(over) || iseyemob(over)))
user.client.holder.cmd_ghost_drag(src, over)
/mob/dead/observer/Topic(href, href_list)
..()
if(usr == src)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if(istype(target) && (target != src))
ManualFollow(target)
return
if(href_list["x"] && href_list["y"] && href_list["z"])
var/tx = text2num(href_list["x"])
var/ty = text2num(href_list["y"])
var/tz = text2num(href_list["z"])
var/turf/target = locate(tx, ty, tz)
if(istype(target))
abstract_move(target)
return
if(href_list["reenter"])
reenter_corpse()
return
if(href_list["view"])
var/atom/target = locate(href_list["view"])
observer_view(target)
return
if(href_list["play"])
var/atom/movable/target = locate(href_list["play"])
jump_to_interact(target)
/// We orbit and interact with the target
/mob/dead/observer/proc/jump_to_interact(atom/target)
if(isnull(target) || target == src)
return
ManualFollow(target)
target.attack_ghost(usr)
/// We orbit the target or jump if its a turf
/mob/dead/observer/proc/observer_view(atom/target)
if(isnull(target) || target == src)
return
if(isturf(target))
abstract_move(target)
return
ManualFollow(target)
//We don't want to update the current var
//But we will still carry a mind.
/mob/dead/observer/mind_initialize()
return
/mob/dead/observer/proc/show_data_huds()
add_traits(observer_hud_traits, REF(src))
/mob/dead/observer/proc/remove_data_huds()
remove_traits(observer_hud_traits, REF(src))
/mob/dead/observer/proc/set_ghost_appearance()
if(!client?.prefs)
return
client.prefs.apply_character_randomization_prefs()
var/species_type = client.prefs.read_preference(/datum/preference/choiced/species)
var/datum/species/species = GLOB.species_prototypes[species_type]
if(species.check_head_flags(HEAD_HAIR))
hairstyle = client.prefs.read_preference(/datum/preference/choiced/hairstyle)
hair_color = ghostify_color(client.prefs.read_preference(/datum/preference/color/hair_color))
if(species.check_head_flags(HEAD_FACIAL_HAIR))
facial_hairstyle = client.prefs.read_preference(/datum/preference/choiced/facial_hairstyle)
facial_hair_color = ghostify_color(client.prefs.read_preference(/datum/preference/color/facial_hair_color))
update_appearance()
/mob/dead/observer/can_perform_action(atom/movable/target, action_bitflags)
return isAdminGhostAI(usr)
/mob/dead/observer/is_literate()
return TRUE
/mob/dead/observer/can_read(atom/viewed_atom, reading_check_flags, silent)
return TRUE // we want to bypass all the checks
/mob/dead/observer/vv_edit_var(var_name, var_value)
. = ..()
switch(var_name)
if(NAMEOF(src, icon))
ghostimage_default.icon = icon
ghostimage_simple.icon = icon
if(NAMEOF(src, icon_state))
ghostimage_default.icon_state = icon_state
ghostimage_simple.icon_state = icon_state
if(NAMEOF(src, invisibility))
set_invisibility(invisibility) // updates light
/mob/dead/observer/reset_perspective(atom/A)
if(client)
if(ismob(client.eye) && (client.eye != src))
cleanup_observe()
if(..())
if(hud_used)
client.clear_screen()
hud_used.show_hud(hud_used.hud_version)
/mob/dead/observer/proc/cleanup_observe()
if(isnull(observetarget))
return
var/mob/target = observetarget
observetarget = null
client?.perspective = initial(client.perspective)
set_sight(initial(sight))
if(target)
UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
hide_other_mob_action_buttons(target)
LAZYREMOVE(target.observers, src)
/mob/dead/observer/proc/do_observe(mob/mob_eye)
if(isnewplayer(mob_eye))
stack_trace("/mob/dead/new_player: \[[mob_eye]\] is being observed by [key_name(src)]. This should never happen and has been blocked.")
message_admins("[ADMIN_LOOKUPFLW(src)] attempted to observe someone in the lobby: [ADMIN_LOOKUPFLW(mob_eye)]. This should not be possible and has been blocked.")
return
if(!isnull(observetarget))
stack_trace("do_observe called on an observer ([src]) who was already observing something! (observing: [observetarget], new target: [mob_eye])")
message_admins("[ADMIN_LOOKUPFLW(src)] attempted to observe someone while already observing someone, \
this is a bug (and a past exploit) and should be investigated.")
return
if(HAS_TRAIT(src, TRAIT_NO_OBSERVE))
return
//Istype so we filter out points of interest that are not mobs
if(client && mob_eye && istype(mob_eye))
client.set_eye(mob_eye)
client.perspective = EYE_PERSPECTIVE
if(is_secret_level(mob_eye.z) && !client?.holder)
set_sight(null) //we dont want ghosts to see through walls in secret areas
RegisterSignal(mob_eye, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(on_observing_z_changed))
if(mob_eye.hud_used)
client.clear_screen()
LAZYOR(mob_eye.observers, src)
mob_eye.hud_used.show_hud(mob_eye.hud_used.hud_version, src)
observetarget = mob_eye
/mob/dead/observer/proc/on_observing_z_changed(datum/source, turf/old_turf, turf/new_turf)
SIGNAL_HANDLER
if(is_secret_level(new_turf.z) && !client?.holder)
set_sight(null) //we dont want ghosts to see through walls in secret areas
else
set_sight(initial(sight))
/mob/dead/observer/AltClickOn(atom/target)
client.loot_panel.open(get_turf(target))
/mob/dead/observer/AltClickSecondaryOn(atom/target)
if(client && check_rights_for(client, R_DEBUG))
client.toggle_tag_datum(src)
/mob/dead/observer/CtrlShiftClickOn(atom/target)
if(isobserver(target) && check_rights(R_SPAWN))
var/mob/dead/observer/target_ghost = target
target_ghost.change_mob_type(/mob/living/carbon/human , null, null, TRUE) //always delmob, ghosts shouldn't be left lingering
/mob/dead/observer/examine(mob/user)
. = ..()
if(!invisibility)
. += "It seems extremely obvious."
/mob/dead/observer/examine_more(mob/user)
if(!isAdminObserver(user))
return ..()
. = list(span_notice("<i>You examine [src] closer, and note the following...</i>"))
. += list("\t>[span_admin("[ADMIN_FULLMONTY(src)]")]")
/mob/dead/observer/proc/set_invisibility(value)
SetInvisibility(value, id=type)
set_light_on(!value ? TRUE : FALSE)
// Ghosts have no momentum, being massless ectoplasm
/mob/dead/observer/Process_Spacemove(movement_dir, continuous_move = FALSE)
return TRUE
/proc/set_observer_default_invisibility(amount, message=null)
for(var/mob/dead/observer/G in GLOB.player_list)
G.set_invisibility(amount)
if(message)
to_chat(G, message)
GLOB.observer_default_invisibility = amount
/mob/dead/observer/proc/open_spawners_menu()
set name = "Spawners Menu"
if(!spawners_menu)
spawners_menu = new(src)
spawners_menu.ui_interact(src)
/mob/dead/observer/proc/open_minigames_menu()
set name = "Minigames Menu"
if(!client)
return
if(!isobserver(src))
to_chat(usr, span_warning("You must be a ghost to play minigames!"))
return
if(!minigames_menu)
minigames_menu = new(src)
minigames_menu.ui_interact(src)
/mob/dead/observer/default_lighting_cutoff()
var/datum/preferences/prefs = client?.prefs
if(!prefs || (client?.combo_hud_enabled && prefs.toggles & COMBOHUD_LIGHTING))
return ..()
return GLOB.ghost_lightings[prefs.read_preference(/datum/preference/choiced/ghost_lighting)]
/// Called when we exit the orbiting state
/mob/dead/observer/proc/on_deorbit(datum/source)
SIGNAL_HANDLER
orbiting_ref = null