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* Job refactor: strings to references and typepaths * 0 * holy fuck * Update preferences.dm * Update preferences.dm * Update preferences.dm * Update preferences.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
99 lines
2.8 KiB
Plaintext
99 lines
2.8 KiB
Plaintext
/obj/structure/life_candle
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name = "life candle"
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desc = "You are dead. Insert quarter to continue."
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icon = 'icons/obj/candle.dmi'
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icon_state = "candle1"
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light_color = LIGHT_COLOR_FIRE
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var/icon_state_active = "candle1_lit"
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var/icon_state_inactive = "candle1"
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anchored = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/lit_luminosity = 2
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var/list/datum/mind/linked_minds = list()
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// If the body is destroyed, what do we spawn for them
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var/mob_type = /mob/living/carbon/human
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// If the respawned person is given a specific outfit
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var/datum/outfit/outfit
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// How long until we respawn them after their death.
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var/respawn_time = 50
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var/respawn_sound = 'sound/magic/staff_animation.ogg'
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/obj/structure/life_candle/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/movetype_handler)
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/obj/structure/life_candle/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!user.mind)
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return
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if(user.mind in linked_minds)
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user.visible_message(span_notice("[user] reaches out and pinches the flame of [src]."), span_warning("You sever the connection between yourself and [src]."))
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linked_minds -= user.mind
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if(!linked_minds.len)
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REMOVE_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
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else
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if(!linked_minds.len)
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ADD_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
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user.visible_message(span_notice("[user] touches [src]. It seems to respond to [user.p_their()] presence!"), span_warning("You create a connection between you and [src]."))
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linked_minds |= user.mind
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update_appearance()
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if(linked_minds.len)
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START_PROCESSING(SSobj, src)
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set_light(lit_luminosity)
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else
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STOP_PROCESSING(SSobj, src)
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set_light(0)
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/obj/structure/life_candle/update_icon_state()
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icon_state = linked_minds.len ? icon_state_active : icon_state_inactive
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return ..()
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/obj/structure/life_candle/examine(mob/user)
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. = ..()
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if(linked_minds.len)
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. += "[src] is active, and linked to [linked_minds.len] souls."
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else
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. += "It is static, still, unmoving."
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/obj/structure/life_candle/process()
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if(!linked_minds.len)
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STOP_PROCESSING(SSobj, src)
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return
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for(var/m in linked_minds)
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var/datum/mind/mind = m
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if(!mind.current || (mind.current && mind.current.stat == DEAD))
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addtimer(CALLBACK(src, .proc/respawn, mind), respawn_time, TIMER_UNIQUE)
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/obj/structure/life_candle/proc/respawn(datum/mind/mind)
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var/turf/T = get_turf(src)
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var/mob/living/body
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if(mind.current)
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if(mind.current.stat != DEAD)
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return
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else
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body = mind.current
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if(!body)
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body = new mob_type(T)
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var/mob/ghostie = mind.get_ghost(TRUE)
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ghostie.client?.prefs?.safe_transfer_prefs_to(body)
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mind.transfer_to(body)
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else
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body.forceMove(T)
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body.revive(full_heal = TRUE, admin_revive = TRUE)
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mind.grab_ghost(TRUE)
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body.flash_act()
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if(ishuman(body) && istype(outfit))
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outfit.equip(body)
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playsound(T, respawn_sound, 50, TRUE)
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