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Bubberstation/code/modules/admin/verbs/adminfun.dm
carlarctg 876088b9a9 Expands (further) on Rift Fishing by adding two new fish & more (#88860)
## About The Pull Request

I swear it's the last one


![image](https://github.com/user-attachments/assets/4572975f-5621-4b1d-9cbf-a3e923eac516)

### Added two new fishes to the rift pool:

![image](https://github.com/user-attachments/assets/0688d0d3-b9a1-4a98-ad61-8e47964acbc9)
#### The __mossglob__ is the Fisherman's Bane. The apex of evil. The
be-all-end-all in fisher destruction.
It is haunted. It deals toxic damage. It throws itself around. It's
coated in a deadly and hallucinogenic compound. Its mossy coating is
slippery. It revives itself. It throws itself out of aquariums. Best of
all, it is extremely easy to catch.
How do you deal with it? Well, probably by not fishing in a portal to
hell. Otherwise... good luck?
Suiciding into it empowers it by 15% and seals you inside. JOIN THE
MOSS!



![image](https://github.com/user-attachments/assets/50fb0695-08e7-4c2e-b223-ceba27dd7ffd)
#### The __babbelfish__ is a strange sort of predator, a psychic fish.
It casts a psychic aura near itself, ~~disturbing people~~ (nvm lol the
demoralizer datum is bad), killing fish nearby and then eating their
corpses.

When it dies, it emits an awesome psychic wail, which will instantly
kill all fish in audible range and severely incapacitate psy-sensitive
humans:
I can't play the ogg here but credits to grungus for it

![image](https://github.com/user-attachments/assets/657f293a-e43f-4e4a-8366-dd8f32dbb2fa)

![image](https://github.com/user-attachments/assets/adedd978-a0ff-4521-88eb-6a232cbaa177)
There is also a secret, secondary function of the babbelfish: Splitting
one in half (a terrible idea) and shoving it inside your ears will
unlock your full psychic potential, granting you psychic resistance and
grant you the ability to either understand or speak every single
language, at a terrible cost.

#### ARMS

Failing the fishing minigame while fishing in a heretical rift will now
cause the rift to tear your arm (and its fishing rod) off your joints
and greedily slurp it up. The Mansus does not care for losers. (Getting
bored and walking away while the minigame is up also counts as failure.)

However, these missing items can, in fact, be fished back up, which also
includes arms -and- heads lost normally to the rift! Not only that, but
you're able to fish up random arms of any type, presumably from other
fools across time and space.

#### This PR probably shouldn't be merged until the bug that causes
finite fish counts to not be finite is fixed. Infinite fire sharks are
bad enough...

Added ABSTRACT flag to profound_fisher fake rod.

objectify() now works with instances of objects.

Apparently snuck in a random-ass refactor to smoker lungs.

Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.

Hallucinogenic fish with a stinger now inject their hallucinogenic
toxins.

I woudl like to preemptively apologize to ghommie
## Why It's Good For The Game

__Mossglob__
I think the game's missing a fish that's just extremely dangerous to be
around, the piscine equivalent to radioactive waste. You can't bin or
tank it, because it flies off. You can't kill it, because it's
atmos-proof and revives itself anyway. Trying to keep it on a table to
turn into disgusting mold 'slices' is a challenge in and of itself. This
fish will (not) make people think twice about fishing in hell, and give
another reason for security and command to give PSAs to not interact
with the rifts across space and time around the station, which I think
is wonderful.

__Babbelfish__
This fish punishes sloppy fishermen who hold up their catch and then
store it inside their bag for the poor fish to slowly asphixiate to
death in. The fish griefing that will happen from it will be
_wonderful_.

The organ thing is a clear reference to HHG, but it has its own twist.
You can speak all languages, or understand all languages... but rarely
both. It'll make for some silly situations where people just 'make
strange noises' at you or try to act as translator for, say, ashwalkers
or xenomorphs while being completely clueless as to what anyone is
actually saying.

__ARMS__

Arms. Arms arms. Someone asked me if rifts let you fish up arms and i
said ___IT DOES NOW___.
## Changelog
🆑
Ghommie, carlarc, grungus
add: Added two new fish to heretic rift fishing.
add: You can now fish up arms, heads, and other items lost to heretic
rifts!
admin: objectify() now works with instances of objects. Mark a player,
then an object, and use those marks to call that global proc and you can
turn people into pre-existing items.
add: Psychic resistance now prevents the instadeath from trying to
telekinetically grasp at a opened rift.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-01-23 18:22:00 +01:00

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ADMIN_VERB(admin_explosion, R_ADMIN|R_FUN, "Explosion", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, atom/orignator as obj|mob|turf)
var/devastation = input(user, "Range of total devastation. -1 to none", "Input") as num|null
if(devastation == null)
return
var/heavy = input(user, "Range of heavy impact. -1 to none", "Input") as num|null
if(heavy == null)
return
var/light = input(user, "Range of light impact. -1 to none", "Input") as num|null
if(light == null)
return
var/flash = input(user, "Range of flash. -1 to none", "Input") as num|null
if(flash == null)
return
var/flames = input(user, "Range of flames. -1 to none", "Input") as num|null
if(flames == null)
return
if ((devastation != -1) || (heavy != -1) || (light != -1) || (flash != -1) || (flames != -1))
if ((devastation > 20) || (heavy > 20) || (light > 20) || (flames > 20))
if (tgui_alert(user, "Are you sure you want to do this? It will laaag.", "Confirmation", list("Yes", "No")) == "No")
return
explosion(orignator, devastation, heavy, light, flames, flash, explosion_cause = user.mob)
log_admin("[key_name(user)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(orignator)]")
message_admins("[key_name_admin(user)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(orignator)]")
BLACKBOX_LOG_ADMIN_VERB("Explosion")
ADMIN_VERB(admin_emp, R_ADMIN|R_FUN, "EM Pulse", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, atom/orignator as obj|mob|turf)
var/heavy = input(user, "Range of heavy pulse.", "Input") as num|null
if(heavy == null)
return
var/light = input(user, "Range of light pulse.", "Input") as num|null
if(light == null)
return
if (heavy || light)
empulse(orignator, heavy, light)
log_admin("[key_name(user)] created an EM Pulse ([heavy],[light]) at [AREACOORD(orignator)]")
message_admins("[key_name_admin(user)] created an EM Pulse ([heavy],[light]) at [AREACOORD(orignator)]")
BLACKBOX_LOG_ADMIN_VERB("EM Pulse")
ADMIN_VERB(gib_them, R_ADMIN, "Gib", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/victim in GLOB.mob_list)
var/confirm = tgui_alert(user, "Drop a brain?", "Confirm", list("Yes", "No","Cancel")) || "Cancel"
if(confirm == "Cancel")
return
//Due to the delay here its easy for something to have happened to the mob
if(isnull(victim))
return
log_admin("[key_name(user)] has gibbed [key_name(victim)]")
message_admins("[key_name_admin(user)] has gibbed [key_name_admin(victim)]")
if(isobserver(victim))
new /obj/effect/gibspawner/generic(get_turf(victim))
return
var/mob/living/living_victim = victim
if (istype(living_victim))
living_victim.investigate_log("has been gibbed by an admin.", INVESTIGATE_DEATHS)
if(confirm == "Yes")
living_victim.gib(DROP_ALL_REMAINS)
else
living_victim.gib(DROP_ORGANS|DROP_BODYPARTS)
BLACKBOX_LOG_ADMIN_VERB("Gib")
ADMIN_VERB(gib_self, R_ADMIN, "Gibself", "Give yourself the same treatment you give others.", ADMIN_CATEGORY_FUN)
var/confirm = tgui_alert(user, "You sure?", "Confirm", list("Yes", "No"))
if(confirm != "Yes")
return
log_admin("[key_name(user)] used gibself.")
message_admins(span_adminnotice("[key_name_admin(user)] used gibself."))
BLACKBOX_LOG_ADMIN_VERB("Gib Self")
var/mob/living/ourself = user.mob
if (istype(ourself))
ourself.gib()
ADMIN_VERB(everyone_random, R_SERVER, "Make Everyone Random", "Make everyone have a random appearance.", ADMIN_CATEGORY_FUN)
if(SSticker.HasRoundStarted())
to_chat(user, "Nope you can't do this, the game's already started. This only works before rounds!", confidential = TRUE)
return
var/frn = CONFIG_GET(flag/force_random_names)
if(frn)
CONFIG_SET(flag/force_random_names, FALSE)
message_admins("Admin [key_name_admin(user)] has disabled \"Everyone is Special\" mode.")
to_chat(user, "Disabled.", confidential = TRUE)
return
var/notifyplayers = tgui_alert(user, "Do you want to notify the players?", "Options", list("Yes", "No", "Cancel")) || "Cancel"
if(notifyplayers == "Cancel")
return
log_admin("Admin [key_name(user)] has forced the players to have random appearances.")
message_admins("Admin [key_name_admin(user)] has forced the players to have random appearances.")
if(notifyplayers == "Yes")
to_chat(world, span_adminnotice("Admin [user.key] has forced the players to have completely random identities!"), confidential = TRUE)
to_chat(user, "<i>Remember: you can always disable the randomness by using the verb again, assuming the round hasn't started yet</i>.", confidential = TRUE)
CONFIG_SET(flag/force_random_names, TRUE)
BLACKBOX_LOG_ADMIN_VERB("Make Everyone Random")
ADMIN_VERB(mass_zombie_infection, R_ADMIN, "Mass Zombie Infection", "Infects all humans with a latent organ that will zombify them on death.", ADMIN_CATEGORY_FUN)
var/confirm = tgui_alert(user, "Please confirm you want to add latent zombie organs in all humans?", "Confirm Zombies", list("Yes", "No"))
if(confirm != "Yes")
return
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
new /obj/item/organ/zombie_infection/nodamage(H)
message_admins("[key_name_admin(user)] added a latent zombie infection to all humans.")
log_admin("[key_name(user)] added a latent zombie infection to all humans.")
BLACKBOX_LOG_ADMIN_VERB("Mass Zombie Infection")
ADMIN_VERB(mass_zombie_cure, R_ADMIN, "Mass Zombie Cure", "Removes the zombie infection from all humans, returning them to normal.", ADMIN_CATEGORY_FUN)
var/confirm = tgui_alert(user, "Please confirm you want to cure all zombies?", "Confirm Zombie Cure", list("Yes", "No"))
if(confirm != "Yes")
return
for(var/obj/item/organ/zombie_infection/nodamage/I in GLOB.zombie_infection_list)
qdel(I)
message_admins("[key_name_admin(user)] cured all zombies.")
log_admin("[key_name(user)] cured all zombies.")
BLACKBOX_LOG_ADMIN_VERB("Mass Zombie Cure")
ADMIN_VERB(polymorph_all, R_ADMIN, "Polymorph All", "Applies the effects of the bolt of change to every single mob.", ADMIN_CATEGORY_FUN)
var/confirm = tgui_alert(user, "Please confirm you want polymorph all mobs?", "Confirm Polymorph", list("Yes", "No"))
if(confirm != "Yes")
return
var/list/mobs = shuffle(GLOB.alive_mob_list.Copy()) // might change while iterating
var/who_did_it = key_name_admin(user)
message_admins("[key_name_admin(user)] started polymorphed all living mobs.")
log_admin("[key_name(user)] polymorphed all living mobs.")
BLACKBOX_LOG_ADMIN_VERB("Polymorph All")
for(var/mob/living/M in mobs)
CHECK_TICK
if(!M)
continue
M.audible_message(span_hear("...wabbajack...wabbajack..."))
playsound(M.loc, 'sound/effects/magic/staff_change.ogg', 50, TRUE, -1)
M.wabbajack()
message_admins("Mass polymorph started by [who_did_it] is complete.")
ADMIN_VERB_AND_CONTEXT_MENU(admin_smite, R_ADMIN|R_FUN, "Smite", "Smite a player with divine power.", ADMIN_CATEGORY_FUN, mob/living/target in world)
var/punishment = tgui_input_list(user, "Choose a punishment", "DIVINE SMITING", GLOB.smites)
if(QDELETED(target) || !punishment)
return
var/smite_path = GLOB.smites[punishment]
var/datum/smite/smite = new smite_path
var/configuration_success = smite.configure(user)
if (configuration_success == FALSE)
return
smite.effect(user, target)
/// "Turns" people into objects. Really, we just add them to the contents of the item.
/proc/objectify(atom/movable/target, path_or_instance)
var/atom/tomb
if(ispath(path_or_instance))
tomb = new path_or_instance(get_turf(target))
else
tomb = path_or_instance
target.forceMove(tomb)
target.AddComponent(/datum/component/itembound, tomb)
/**
* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
*
* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
*
* Arguments:
* * target- guy we're shooting obviously
* * source_turf- where the bullet begins, preferably on a turf next to the target
* * body_zone- which bodypart we're aiming for, if there is one there
* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
* * damage- the damage we're assigning to the bullet, since we don't care about the base one
*/
/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
if(!target.get_bodypart(body_zone))
return
playsound(target, 'sound/items/weapons/gun/revolver/shot.ogg', 100)
var/obj/projectile/bullet/smite/divine_wrath = new(source_turf)
divine_wrath.damage = damage
divine_wrath.wound_bonus = wound_bonus
divine_wrath.original = target
divine_wrath.def_zone = body_zone
divine_wrath.spread = 0
divine_wrath.aim_projectile(target, source_turf)
divine_wrath.fire()
/client/proc/punish_log(whom, punishment)
var/msg = "[key_name_admin(src)] punished [key_name_admin(whom)] with [punishment]."
message_admins(msg)
admin_ticket_log(whom, msg)
log_admin("[key_name(src)] punished [key_name(whom)] with [punishment].")