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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
817 lines
29 KiB
Plaintext
817 lines
29 KiB
Plaintext
/* Note from Carnie:
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The way datum/mind stuff works has been changed a lot.
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Minds now represent IC characters rather than following a client around constantly.
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Guidelines for using minds properly:
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- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
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ghost.mind is however used as a reference to the ghost's corpse
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- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
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the existing mind of the old mob should be transfered to the new mob like so:
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mind.transfer_to(new_mob)
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- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
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By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing
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the player.
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- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
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- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
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a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
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new_mob.key = key
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The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
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However if you want that mind to have any special properties like being a traitor etc you will have to do that
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yourself.
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*/
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/datum/mind
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var/key
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var/name //replaces mob/var/original_name
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var/ghostname //replaces name for observers name if set
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var/mob/living/current
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var/active = 0
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var/memory
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var/assigned_role
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var/special_role
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var/list/restricted_roles = list()
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var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button.
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var/linglink
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var/datum/martial_art/martial_art
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var/static/default_martial_art = new/datum/martial_art
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var/miming = FALSE // Mime's vow of silence
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var/list/antag_datums
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var/antag_hud_icon_state = null //this mind's ANTAG_HUD should have this icon_state
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var/datum/atom_hud/antag/antag_hud = null //this mind's antag HUD
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var/damnation_type = 0
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var/datum/mind/soulOwner //who owns the soul. Under normal circumstances, this will point to src
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var/hasSoul = TRUE // If false, renders the character unable to sell their soul.
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var/holy_role = NONE //is this person a chaplain or admin role allowed to use bibles, Any rank besides 'NONE' allows for this.
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var/mob/living/enslaved_to //If this mind's master is another mob (i.e. adamantine golems)
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var/datum/language_holder/language_holder
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var/unconvertable = FALSE
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var/late_joiner = FALSE
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var/last_death = 0
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var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator
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var/list/learned_recipes //List of learned recipe TYPES.
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///List of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often
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var/list/skills_rewarded
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///Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.
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var/list/known_skills = list()
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///What character we spawned in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
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var/mob/original_character
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/datum/mind/New(key)
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src.key = key
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soulOwner = src
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martial_art = default_martial_art
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init_known_skills()
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/datum/mind/Destroy()
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SSticker.minds -= src
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if(islist(antag_datums))
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QDEL_LIST(antag_datums)
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return ..()
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/datum/mind/proc/get_language_holder()
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if(!language_holder)
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language_holder = new (src)
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return language_holder
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/datum/mind/proc/transfer_to(mob/new_character, force_key_move = 0)
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original_character = null
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if(current) // remove ourself from our old body's mind variable
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current.mind = null
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UnregisterSignal(current, COMSIG_MOB_DEATH)
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SStgui.on_transfer(current, new_character)
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if(key)
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if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
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new_character.ghostize(1) //we'll need to ghostize so that key isn't mobless.
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else
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key = new_character.key
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if(new_character.mind) //disassociate any mind currently in our new body's mind variable
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new_character.mind.current = null
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var/datum/atom_hud/antag/hud_to_transfer = antag_hud//we need this because leave_hud() will clear this list
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var/mob/living/old_current = current
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if(current)
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current.transfer_observers_to(new_character) //transfer anyone observing the old character to the new one
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current = new_character //associate ourself with our new body
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new_character.mind = src //and associate our new body with ourself
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for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body
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var/datum/antagonist/A = a
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A.on_body_transfer(old_current, current)
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if(iscarbon(new_character))
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var/mob/living/carbon/C = new_character
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C.last_mind = src
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transfer_antag_huds(hud_to_transfer) //inherit the antag HUD
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transfer_actions(new_character)
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transfer_martial_arts(new_character)
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RegisterSignal(new_character, COMSIG_MOB_DEATH, .proc/set_death_time)
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if(active || force_key_move)
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new_character.key = key //now transfer the key to link the client to our new body
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if(new_character.client)
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LAZYCLEARLIST(new_character.client.recent_examines)
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current.update_atom_languages()
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/datum/mind/proc/init_known_skills()
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for (var/type in GLOB.skill_types)
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known_skills[type] = list(SKILL_LEVEL_NONE, 0)
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///Return the amount of EXP needed to go to the next level. Returns 0 if max level
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/datum/mind/proc/exp_needed_to_level_up(skill)
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var/lvl = update_skill_level(skill)
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if (lvl >= length(SKILL_EXP_LIST)) //If we're already past the last exp threshold
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return 0
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return SKILL_EXP_LIST[lvl+1] - known_skills[skill][SKILL_EXP]
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///Adjust experience of a specific skill
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/datum/mind/proc/adjust_experience(skill, amt, silent = FALSE, force_old_level = 0)
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var/datum/skill/S = GetSkillRef(skill)
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var/old_level = force_old_level ? force_old_level : known_skills[skill][SKILL_LVL] //Get current level of the S skill
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known_skills[skill][SKILL_EXP] = max(0, known_skills[skill][SKILL_EXP] + amt) //Update exp. Prevent going below 0
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known_skills[skill][SKILL_LVL] = update_skill_level(skill)//Check what the current skill level is based on that skill's exp
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if(silent)
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return
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if(known_skills[skill][SKILL_LVL] > old_level)
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S.level_gained(src, known_skills[skill][SKILL_LVL], old_level)
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else if(known_skills[skill][SKILL_LVL] < old_level)
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S.level_lost(src, known_skills[skill][SKILL_LVL], old_level)
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///Set experience of a specific skill to a number
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/datum/mind/proc/set_experience(skill, amt, silent = FALSE)
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var/old_level = known_skills[skill][SKILL_EXP]
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known_skills[skill][SKILL_EXP] = amt
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adjust_experience(skill, 0, silent, old_level) //Make a call to adjust_experience to handle updating level
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///Set level of a specific skill
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/datum/mind/proc/set_level(skill, newlevel, silent = FALSE)
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var/oldlevel = get_skill_level(skill)
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var/difference = SKILL_EXP_LIST[newlevel] - SKILL_EXP_LIST[oldlevel]
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adjust_experience(skill, difference, silent)
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///Check what the current skill level is based on that skill's exp
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/datum/mind/proc/update_skill_level(skill)
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var/i = 0
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for (var/exp in SKILL_EXP_LIST)
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i ++
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if (known_skills[skill][SKILL_EXP] >= SKILL_EXP_LIST[i])
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continue
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return i - 1 //Return level based on the last exp requirement that we were greater than
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return i //If we had greater EXP than even the last exp threshold, we return the last level
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///Gets the skill's singleton and returns the result of its get_skill_modifier
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/datum/mind/proc/get_skill_modifier(skill, modifier)
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var/datum/skill/S = GetSkillRef(skill)
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return S.get_skill_modifier(modifier, known_skills[skill][SKILL_LVL])
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///Gets the player's current level number from the relevant skill
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/datum/mind/proc/get_skill_level(skill)
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return known_skills[skill][SKILL_LVL]
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///Gets the player's current exp from the relevant skill
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/datum/mind/proc/get_skill_exp(skill)
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return known_skills[skill][SKILL_EXP]
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/datum/mind/proc/get_skill_level_name(skill)
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var/level = get_skill_level(skill)
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return SSskills.level_names[level]
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/datum/mind/proc/print_levels(user)
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var/list/shown_skills = list()
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for(var/i in known_skills)
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if(known_skills[i][SKILL_LVL] > SKILL_LEVEL_NONE) //Do we actually have a level in this?
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shown_skills += i
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if(!length(shown_skills))
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to_chat(user, "<span class='notice'>You don't seem to have any particularly outstanding skills.</span>")
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return
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var/msg = "<span class='info'>*---------*\n<EM>Your skills</EM></span>\n<span class='notice'>"
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for(var/i in shown_skills)
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var/datum/skill/the_skill = i
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msg += "[initial(the_skill.name)] - [get_skill_level_name(the_skill)]\n"
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msg += "</span>"
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to_chat(user, msg)
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/datum/mind/proc/set_death_time()
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last_death = world.time
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/datum/mind/proc/store_memory(new_text)
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var/newlength = length_char(memory) + length_char(new_text)
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if (newlength > MAX_MESSAGE_LEN * 100)
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memory = copytext_char(memory, -newlength-MAX_MESSAGE_LEN * 100)
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memory += "[new_text]<BR>"
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/datum/mind/proc/wipe_memory()
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memory = null
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// Datum antag mind procs
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/datum/mind/proc/add_antag_datum(datum_type_or_instance, team)
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if(!datum_type_or_instance)
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return
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var/datum/antagonist/A
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if(!ispath(datum_type_or_instance))
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A = datum_type_or_instance
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if(!istype(A))
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return
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else
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A = new datum_type_or_instance()
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//Choose snowflake variation if antagonist handles it
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var/datum/antagonist/S = A.specialization(src)
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if(S && S != A)
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qdel(A)
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A = S
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if(!A.can_be_owned(src))
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qdel(A)
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return
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A.owner = src
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LAZYADD(antag_datums, A)
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A.create_team(team)
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var/datum/team/antag_team = A.get_team()
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if(antag_team)
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antag_team.add_member(src)
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A.on_gain()
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log_game("[key_name(src)] has gained antag datum [A.name]([A.type])")
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return A
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/datum/mind/proc/remove_antag_datum(datum_type)
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if(!datum_type)
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return
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var/datum/antagonist/A = has_antag_datum(datum_type)
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if(A)
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A.on_removal()
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return TRUE
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/datum/mind/proc/remove_all_antag_datums() //For the Lazy amongst us.
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for(var/a in antag_datums)
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var/datum/antagonist/A = a
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A.on_removal()
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/datum/mind/proc/has_antag_datum(datum_type, check_subtypes = TRUE)
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if(!datum_type)
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return
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. = FALSE
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for(var/a in antag_datums)
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var/datum/antagonist/A = a
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if(check_subtypes && istype(A, datum_type))
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return A
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else if(A.type == datum_type)
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return A
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/*
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Removes antag type's references from a mind.
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objectives, uplinks, powers etc are all handled.
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*/
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/datum/mind/proc/remove_changeling()
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var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling)
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if(C)
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remove_antag_datum(/datum/antagonist/changeling)
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special_role = null
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/datum/mind/proc/remove_traitor()
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remove_antag_datum(/datum/antagonist/traitor)
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/datum/mind/proc/remove_brother()
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if(src in SSticker.mode.brothers)
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remove_antag_datum(/datum/antagonist/brother)
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/datum/mind/proc/remove_nukeop()
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var/datum/antagonist/nukeop/nuke = has_antag_datum(/datum/antagonist/nukeop,TRUE)
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if(nuke)
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remove_antag_datum(nuke.type)
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special_role = null
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/datum/mind/proc/remove_wizard()
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remove_antag_datum(/datum/antagonist/wizard)
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special_role = null
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/datum/mind/proc/remove_cultist()
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if(src in SSticker.mode.cult)
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SSticker.mode.remove_cultist(src, 0, 0)
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special_role = null
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remove_antag_equip()
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/datum/mind/proc/remove_rev()
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var/datum/antagonist/rev/rev = has_antag_datum(/datum/antagonist/rev)
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if(rev)
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remove_antag_datum(rev.type)
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special_role = null
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/datum/mind/proc/remove_antag_equip()
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var/list/Mob_Contents = current.get_contents()
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for(var/obj/item/I in Mob_Contents)
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var/datum/component/uplink/O = I.GetComponent(/datum/component/uplink) //Todo make this reset signal
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if(O)
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O.unlock_code = null
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/datum/mind/proc/remove_all_antag() //For the Lazy amongst us.
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remove_changeling()
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remove_traitor()
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remove_nukeop()
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remove_wizard()
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remove_cultist()
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remove_rev()
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/datum/mind/proc/equip_traitor(employer = "The Syndicate", silent = FALSE, datum/antagonist/uplink_owner)
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if(!current)
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return
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var/mob/living/carbon/human/traitor_mob = current
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if (!istype(traitor_mob))
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return
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var/list/all_contents = traitor_mob.GetAllContents()
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var/obj/item/pda/PDA = locate() in all_contents
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var/obj/item/radio/R = locate() in all_contents
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var/obj/item/pen/P
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if (PDA) // Prioritize PDA pen, otherwise the pocket protector pens will be chosen, which causes numerous ahelps about missing uplink
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P = locate() in PDA
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if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way
|
|
P = locate() in all_contents
|
|
|
|
var/obj/item/uplink_loc
|
|
|
|
if(traitor_mob.client && traitor_mob.client.prefs)
|
|
switch(traitor_mob.client.prefs.uplink_spawn_loc)
|
|
if(UPLINK_PDA)
|
|
uplink_loc = PDA
|
|
if(!uplink_loc)
|
|
uplink_loc = R
|
|
if(!uplink_loc)
|
|
uplink_loc = P
|
|
if(UPLINK_RADIO)
|
|
uplink_loc = R
|
|
if(!uplink_loc)
|
|
uplink_loc = PDA
|
|
if(!uplink_loc)
|
|
uplink_loc = P
|
|
if(UPLINK_PEN)
|
|
uplink_loc = P
|
|
|
|
if(!uplink_loc) // We've looked everywhere, let's just give you a pen
|
|
if(istype(traitor_mob.back,/obj/item/storage)) //ok buddy you better have a backpack!
|
|
P = new /obj/item/pen(traitor_mob.back)
|
|
else
|
|
P = new /obj/item/pen(traitor_mob.loc)
|
|
traitor_mob.put_in_hands(P) // I hope you don't have arms and your traitor pen gets stolen for all this trouble you've caused.
|
|
uplink_loc = P
|
|
|
|
if (!uplink_loc)
|
|
if(!silent)
|
|
to_chat(traitor_mob, "<span class='boldwarning'>Unfortunately, [employer] wasn't able to get you an Uplink.</span>")
|
|
. = 0
|
|
else
|
|
. = uplink_loc
|
|
var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
|
|
if(!U)
|
|
CRASH("Uplink creation failed.")
|
|
U.setup_unlock_code()
|
|
if(!silent)
|
|
if(uplink_loc == R)
|
|
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.</span>")
|
|
else if(uplink_loc == PDA)
|
|
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.</span>")
|
|
else if(uplink_loc == P)
|
|
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [english_list(U.unlock_code)] from its starting position to unlock its hidden features.</span>")
|
|
|
|
if(uplink_owner)
|
|
uplink_owner.antag_memory += U.unlock_note + "<br>"
|
|
else
|
|
traitor_mob.mind.store_memory(U.unlock_note)
|
|
|
|
|
|
//Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
|
|
|
|
/datum/mind/proc/enslave_mind_to_creator(mob/living/creator)
|
|
if(iscultist(creator))
|
|
SSticker.mode.add_cultist(src)
|
|
|
|
else if(is_revolutionary(creator))
|
|
var/datum/antagonist/rev/converter = creator.mind.has_antag_datum(/datum/antagonist/rev,TRUE)
|
|
converter.add_revolutionary(src,FALSE)
|
|
|
|
else if(is_nuclear_operative(creator))
|
|
var/datum/antagonist/nukeop/converter = creator.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
|
|
var/datum/antagonist/nukeop/N = new()
|
|
N.send_to_spawnpoint = FALSE
|
|
N.nukeop_outfit = null
|
|
add_antag_datum(N,converter.nuke_team)
|
|
|
|
|
|
enslaved_to = creator
|
|
|
|
current.faction |= creator.faction
|
|
creator.faction |= current.faction
|
|
|
|
if(creator.mind.special_role)
|
|
message_admins("[ADMIN_LOOKUPFLW(current)] has been created by [ADMIN_LOOKUPFLW(creator)], an antagonist.")
|
|
to_chat(current, "<span class='userdanger'>Despite your creator's current allegiances, your true master remains [creator.real_name]. If their loyalties change, so do yours. This will never change unless your creator's body is destroyed.</span>")
|
|
|
|
/datum/mind/proc/show_memory(mob/recipient, window=1)
|
|
if(!recipient)
|
|
recipient = current
|
|
var/output = "<B>[current.real_name]'s Memories:</B><br>"
|
|
output += memory
|
|
|
|
|
|
var/list/all_objectives = list()
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
output += A.antag_memory
|
|
all_objectives |= A.objectives
|
|
|
|
if(all_objectives.len)
|
|
output += "<B>Objectives:</B>"
|
|
var/obj_count = 1
|
|
for(var/datum/objective/objective in all_objectives)
|
|
output += "<br><B>Objective #[obj_count++]</B>: [objective.explanation_text]"
|
|
var/list/datum/mind/other_owners = objective.get_owners() - src
|
|
if(other_owners.len)
|
|
output += "<ul>"
|
|
for(var/datum/mind/M in other_owners)
|
|
output += "<li>Conspirator: [M.name]</li>"
|
|
output += "</ul>"
|
|
|
|
if(window)
|
|
recipient << browse(output,"window=memory")
|
|
else if(all_objectives.len || memory)
|
|
to_chat(recipient, "<i>[output]</i>")
|
|
|
|
/datum/mind/Topic(href, href_list)
|
|
if(!check_rights(R_ADMIN))
|
|
return
|
|
|
|
var/self_antagging = usr == current
|
|
|
|
if(href_list["add_antag"])
|
|
add_antag_wrapper(text2path(href_list["add_antag"]),usr)
|
|
if(href_list["remove_antag"])
|
|
var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums
|
|
if(!istype(A))
|
|
to_chat(usr,"<span class='warning'>Invalid antagonist ref to be removed.</span>")
|
|
return
|
|
A.admin_remove(usr)
|
|
|
|
if (href_list["role_edit"])
|
|
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in sortList(get_all_jobs())
|
|
if (!new_role)
|
|
return
|
|
assigned_role = new_role
|
|
|
|
else if (href_list["memory_edit"])
|
|
var/new_memo = stripped_multiline_input(usr, "Write new memory", "Memory", memory, MAX_MESSAGE_LEN)
|
|
if (isnull(new_memo))
|
|
return
|
|
memory = new_memo
|
|
|
|
else if (href_list["obj_edit"] || href_list["obj_add"])
|
|
var/objective_pos //Edited objectives need to keep same order in antag objective list
|
|
var/def_value
|
|
var/datum/antagonist/target_antag
|
|
var/datum/objective/old_objective //The old objective we're replacing/editing
|
|
var/datum/objective/new_objective //New objective we're be adding
|
|
|
|
if(href_list["obj_edit"])
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
old_objective = locate(href_list["obj_edit"]) in A.objectives
|
|
if(old_objective)
|
|
target_antag = A
|
|
objective_pos = A.objectives.Find(old_objective)
|
|
break
|
|
if(!old_objective)
|
|
to_chat(usr,"Invalid objective.")
|
|
return
|
|
else
|
|
if(href_list["target_antag"])
|
|
var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums
|
|
if(X)
|
|
target_antag = X
|
|
if(!target_antag)
|
|
switch(antag_datums.len)
|
|
if(0)
|
|
target_antag = add_antag_datum(/datum/antagonist/custom)
|
|
if(1)
|
|
target_antag = antag_datums[1]
|
|
else
|
|
var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sortList(antag_datums) + "(new custom antag)"
|
|
if (QDELETED(target))
|
|
return
|
|
else if(target == "(new custom antag)")
|
|
target_antag = add_antag_datum(/datum/antagonist/custom)
|
|
else
|
|
target_antag = target
|
|
|
|
if(!GLOB.admin_objective_list)
|
|
generate_admin_objective_list()
|
|
|
|
if(old_objective)
|
|
if(old_objective.name in GLOB.admin_objective_list)
|
|
def_value = old_objective.name
|
|
|
|
var/selected_type = input("Select objective type:", "Objective type", def_value) as null|anything in GLOB.admin_objective_list
|
|
selected_type = GLOB.admin_objective_list[selected_type]
|
|
if (!selected_type)
|
|
return
|
|
|
|
if(!old_objective)
|
|
//Add new one
|
|
new_objective = new selected_type
|
|
new_objective.owner = src
|
|
new_objective.admin_edit(usr)
|
|
target_antag.objectives += new_objective
|
|
message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]")
|
|
log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]")
|
|
else
|
|
if(old_objective.type == selected_type)
|
|
//Edit the old
|
|
old_objective.admin_edit(usr)
|
|
new_objective = old_objective
|
|
else
|
|
//Replace the old
|
|
new_objective = new selected_type
|
|
new_objective.owner = src
|
|
new_objective.admin_edit(usr)
|
|
target_antag.objectives -= old_objective
|
|
target_antag.objectives.Insert(objective_pos, new_objective)
|
|
message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]")
|
|
log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]")
|
|
|
|
else if (href_list["obj_delete"])
|
|
var/datum/objective/objective
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
objective = locate(href_list["obj_delete"]) in A.objectives
|
|
if(istype(objective))
|
|
A.objectives -= objective
|
|
break
|
|
if(!objective)
|
|
to_chat(usr,"Invalid objective.")
|
|
return
|
|
//qdel(objective) Needs cleaning objective destroys
|
|
message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]")
|
|
log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]")
|
|
|
|
else if(href_list["obj_completed"])
|
|
var/datum/objective/objective
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
objective = locate(href_list["obj_completed"]) in A.objectives
|
|
if(istype(objective))
|
|
objective = objective
|
|
break
|
|
if(!objective)
|
|
to_chat(usr,"Invalid objective.")
|
|
return
|
|
objective.completed = !objective.completed
|
|
log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]")
|
|
|
|
else if (href_list["silicon"])
|
|
switch(href_list["silicon"])
|
|
if("unemag")
|
|
var/mob/living/silicon/robot/R = current
|
|
if (istype(R))
|
|
R.SetEmagged(0)
|
|
message_admins("[key_name_admin(usr)] has unemag'ed [R].")
|
|
log_admin("[key_name(usr)] has unemag'ed [R].")
|
|
|
|
if("unemagcyborgs")
|
|
if(isAI(current))
|
|
var/mob/living/silicon/ai/ai = current
|
|
for (var/mob/living/silicon/robot/R in ai.connected_robots)
|
|
R.SetEmagged(0)
|
|
message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
|
|
log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.")
|
|
|
|
else if (href_list["common"])
|
|
switch(href_list["common"])
|
|
if("undress")
|
|
for(var/obj/item/W in current)
|
|
current.dropItemToGround(W, TRUE) //The 1 forces all items to drop, since this is an admin undress.
|
|
if("takeuplink")
|
|
take_uplink()
|
|
memory = null//Remove any memory they may have had.
|
|
log_admin("[key_name(usr)] removed [current]'s uplink.")
|
|
if("crystals")
|
|
if(check_rights(R_FUN, 0))
|
|
var/datum/component/uplink/U = find_syndicate_uplink()
|
|
if(U)
|
|
var/crystals = input("Amount of telecrystals for [key]","Syndicate uplink", U.telecrystals) as null | num
|
|
if(!isnull(crystals))
|
|
U.telecrystals = crystals
|
|
message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].")
|
|
log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].")
|
|
if("uplink")
|
|
if(!equip_traitor())
|
|
to_chat(usr, "<span class='danger'>Equipping a syndicate failed!</span>")
|
|
log_admin("[key_name(usr)] tried and failed to give [current] an uplink.")
|
|
else
|
|
log_admin("[key_name(usr)] gave [current] an uplink.")
|
|
|
|
else if (href_list["obj_announce"])
|
|
announce_objectives()
|
|
|
|
//Something in here might have changed your mob
|
|
if(self_antagging && (!usr || !usr.client) && current.client)
|
|
usr = current
|
|
traitor_panel()
|
|
|
|
|
|
/datum/mind/proc/get_all_objectives()
|
|
var/list/all_objectives = list()
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
all_objectives |= A.objectives
|
|
return all_objectives
|
|
|
|
/datum/mind/proc/announce_objectives()
|
|
var/obj_count = 1
|
|
to_chat(current, "<span class='notice'>Your current objectives:</span>")
|
|
for(var/objective in get_all_objectives())
|
|
var/datum/objective/O = objective
|
|
to_chat(current, "<B>Objective #[obj_count]</B>: [O.explanation_text]")
|
|
obj_count++
|
|
|
|
/datum/mind/proc/find_syndicate_uplink()
|
|
var/list/L = current.GetAllContents()
|
|
for (var/i in L)
|
|
var/atom/movable/I = i
|
|
. = I.GetComponent(/datum/component/uplink)
|
|
if(.)
|
|
break
|
|
|
|
/datum/mind/proc/take_uplink()
|
|
qdel(find_syndicate_uplink())
|
|
|
|
/datum/mind/proc/make_Traitor()
|
|
if(!(has_antag_datum(/datum/antagonist/traitor)))
|
|
add_antag_datum(/datum/antagonist/traitor)
|
|
|
|
/datum/mind/proc/make_Contractor_Support()
|
|
if(!(has_antag_datum(/datum/antagonist/traitor/contractor_support)))
|
|
add_antag_datum(/datum/antagonist/traitor/contractor_support)
|
|
|
|
/datum/mind/proc/make_Changeling()
|
|
var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling)
|
|
if(!C)
|
|
C = add_antag_datum(/datum/antagonist/changeling)
|
|
special_role = ROLE_CHANGELING
|
|
return C
|
|
|
|
/datum/mind/proc/make_Wizard()
|
|
if(!has_antag_datum(/datum/antagonist/wizard))
|
|
special_role = ROLE_WIZARD
|
|
assigned_role = ROLE_WIZARD
|
|
add_antag_datum(/datum/antagonist/wizard)
|
|
|
|
|
|
/datum/mind/proc/make_Cultist()
|
|
if(!has_antag_datum(/datum/antagonist/cult,TRUE))
|
|
SSticker.mode.add_cultist(src,FALSE,equip=TRUE)
|
|
special_role = ROLE_CULTIST
|
|
to_chat(current, "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar'Sie, The Geometer of Blood. You now see how flimsy your world is, you see that it should be open to the knowledge of Nar'Sie.</b></i></font>")
|
|
to_chat(current, "<font color=\"purple\"><b><i>Assist your new brethren in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>")
|
|
|
|
/datum/mind/proc/make_Rev()
|
|
var/datum/antagonist/rev/head/head = new()
|
|
head.give_flash = TRUE
|
|
head.give_hud = TRUE
|
|
add_antag_datum(head)
|
|
special_role = ROLE_REV_HEAD
|
|
|
|
/datum/mind/proc/AddSpell(obj/effect/proc_holder/spell/S)
|
|
spell_list += S
|
|
S.action.Grant(current)
|
|
|
|
/datum/mind/proc/owns_soul()
|
|
return soulOwner == src
|
|
|
|
//To remove a specific spell from a mind
|
|
/datum/mind/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
|
|
if(!spell)
|
|
return
|
|
for(var/X in spell_list)
|
|
var/obj/effect/proc_holder/spell/S = X
|
|
if(istype(S, spell))
|
|
spell_list -= S
|
|
qdel(S)
|
|
|
|
/datum/mind/proc/RemoveAllSpells()
|
|
for(var/obj/effect/proc_holder/S in spell_list)
|
|
RemoveSpell(S)
|
|
|
|
/datum/mind/proc/transfer_martial_arts(mob/living/new_character)
|
|
if(!ishuman(new_character))
|
|
return
|
|
if(martial_art)
|
|
if(martial_art.base) //Is the martial art temporary?
|
|
martial_art.remove(new_character)
|
|
else
|
|
martial_art.teach(new_character)
|
|
|
|
/datum/mind/proc/transfer_actions(mob/living/new_character)
|
|
if(current && current.actions)
|
|
for(var/datum/action/A in current.actions)
|
|
A.Grant(new_character)
|
|
transfer_mindbound_actions(new_character)
|
|
|
|
/datum/mind/proc/transfer_mindbound_actions(mob/living/new_character)
|
|
for(var/X in spell_list)
|
|
var/obj/effect/proc_holder/spell/S = X
|
|
S.action.Grant(new_character)
|
|
|
|
/datum/mind/proc/disrupt_spells(delay, list/exceptions = New())
|
|
for(var/X in spell_list)
|
|
var/obj/effect/proc_holder/spell/S = X
|
|
for(var/type in exceptions)
|
|
if(istype(S, type))
|
|
continue
|
|
S.charge_counter = delay
|
|
S.updateButtonIcon()
|
|
INVOKE_ASYNC(S, /obj/effect/proc_holder/spell.proc/start_recharge)
|
|
|
|
/datum/mind/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
|
|
for(var/mob/dead/observer/G in (ghosts_with_clients ? GLOB.player_list : GLOB.dead_mob_list))
|
|
if(G.mind == src)
|
|
if(G.can_reenter_corpse || even_if_they_cant_reenter)
|
|
return G
|
|
break
|
|
|
|
/datum/mind/proc/grab_ghost(force)
|
|
var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force)
|
|
. = G
|
|
if(G)
|
|
G.reenter_corpse()
|
|
|
|
|
|
/datum/mind/proc/has_objective(objective_type)
|
|
for(var/datum/antagonist/A in antag_datums)
|
|
for(var/O in A.objectives)
|
|
if(istype(O,objective_type))
|
|
return TRUE
|
|
|
|
/mob/proc/sync_mind()
|
|
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
|
|
mind.active = 1 //indicates that the mind is currently synced with a client
|
|
|
|
/datum/mind/proc/has_martialart(string)
|
|
if(martial_art && martial_art.id == string)
|
|
return martial_art
|
|
return FALSE
|
|
|
|
/mob/dead/new_player/sync_mind()
|
|
return
|
|
|
|
/mob/dead/observer/sync_mind()
|
|
return
|
|
|
|
//Initialisation procs
|
|
/mob/proc/mind_initialize()
|
|
if(mind)
|
|
mind.key = key
|
|
|
|
else
|
|
mind = new /datum/mind(key)
|
|
SSticker.minds += mind
|
|
if(!mind.name)
|
|
mind.name = real_name
|
|
mind.current = src
|
|
|
|
/mob/living/carbon/mind_initialize()
|
|
..()
|
|
last_mind = mind
|
|
|
|
//HUMAN
|
|
/mob/living/carbon/human/mind_initialize()
|
|
..()
|
|
if(!mind.assigned_role)
|
|
mind.assigned_role = "Unassigned" //default
|
|
|
|
//AI
|
|
/mob/living/silicon/ai/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "AI"
|
|
|
|
//BORG
|
|
/mob/living/silicon/robot/mind_initialize()
|
|
..()
|
|
mind.assigned_role = "Cyborg"
|
|
|
|
//PAI
|
|
/mob/living/silicon/pai/mind_initialize()
|
|
..()
|
|
mind.assigned_role = ROLE_PAI
|
|
mind.special_role = ""
|