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Bubberstation/code/datums/components/phylactery.dm
Ghom 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00

220 lines
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/**
* ## Phylactery component
*
* Used for lichtom to turn (almost) any object into a phylactery
* A mob linked to a phylactery will repeatedly revive on death.
*/
/datum/component/phylactery
// Set in initialize.
/// The mind of the lich who is linked to this phylactery.
var/datum/mind/lich_mind
/// The respawn timer of the phylactery.
var/base_respawn_time = 3 MINUTES
/// How much time is added on to the respawn time per revival.
var/time_per_resurrection = 0
/// How much stun (paralyze) is caused on respawn per revival.
var/stun_per_resurrection = 20 SECONDS
/// The color of the phylactery itself. Applied on creation.
var/phylactery_color = COLOR_VERY_DARK_LIME_GREEN
// Internal vars.
/// The number of resurrections that have occurred from this phylactery.
var/num_resurrections = 0
/// A timerid to the current revival timer.
var/revive_timer
/datum/component/phylactery/Initialize(
datum/mind/lich_mind,
base_respawn_time = 3 MINUTES,
time_per_resurrection = 0 SECONDS,
stun_per_resurrection = 20 SECONDS,
phylactery_color = COLOR_VERY_DARK_LIME_GREEN,
)
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
if(isnull(lich_mind))
stack_trace("A [type] was created with no target lich mind!")
return COMPONENT_INCOMPATIBLE
src.lich_mind = lich_mind
src.base_respawn_time = base_respawn_time
src.time_per_resurrection = time_per_resurrection
src.stun_per_resurrection = stun_per_resurrection
src.phylactery_color = phylactery_color
RegisterSignal(lich_mind, COMSIG_QDELETING, PROC_REF(on_lich_mind_lost))
RegisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH, PROC_REF(check_if_lich_died))
var/obj/obj_parent = parent
obj_parent.name = "ensouled [obj_parent.name]"
obj_parent.add_atom_colour(phylactery_color, ADMIN_COLOUR_PRIORITY)
obj_parent.AddComponent(/datum/component/stationloving, FALSE, TRUE)
RegisterSignal(obj_parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
SSpoints_of_interest.make_point_of_interest(obj_parent)
/datum/component/phylactery/Destroy()
var/obj/obj_parent = parent
obj_parent.name = initial(obj_parent.name)
obj_parent.remove_atom_colour(ADMIN_COLOUR_PRIORITY, phylactery_color)
// Stationloving items should really never be made a phylactery so I feel safe in doing this
qdel(obj_parent.GetComponent(/datum/component/stationloving))
UnregisterSignal(obj_parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH)
// Sweep up any revive signals left on the mind's current
UnregisterSignal(lich_mind.current, COMSIG_LIVING_REVIVE)
lich_mind = null
return ..()
/**
* Signal proc for [COMSIG_ATOM_EXAMINE].
*
* Gives some flavor for the phylactery on examine.
*/
/datum/component/phylactery/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(IS_WIZARD(user) || isobserver(user))
if(user.mind == lich_mind)
var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
examine_list += span_green("Your phylactery. The next time you meet an untimely demise, \
you will revive at this object in <b>[time_to_revive / 10 / 60] minute\s</b>.")
else
examine_list += span_green("A lich's phylactery. This one belongs to [lich_mind].")
if(num_resurrections > 0)
examine_list += span_green("<i>There's [num_resurrections] notches in the side of it.</i>")
else
examine_list += span_green("A terrible aura surrounds this item. Its very existence is offensive to life itself...")
/**
* Signal proc for [COMSIG_QDELETING] registered on the lich's mind.
*
* Minds shouldn't be getting deleted but if for some ungodly reason
* the lich'd mind is deleted our component should go with it, as
* we don't have a reason to exist anymore.
*/
/datum/component/phylactery/proc/on_lich_mind_lost(datum/source)
SIGNAL_HANDLER
qdel(src)
/**
* Signal proc for [COMSIG_GLOB_MOB_DEATH].
*
* If the mob containing our lich's mind is killed,
* we can initiate the revival process.
*
* We use the global mob death signal here,
* instead of registering the normal death signal,
* as it's entirely possible the wizard mindswaps
* or is gibbed or something wacky happens, and
* we need to make sure WHOEVER has our mind is dead
*/
/datum/component/phylactery/proc/check_if_lich_died(datum/source, mob/living/died, gibbed)
SIGNAL_HANDLER
if(!died.mind)
return
if(died.mind != lich_mind)
return
// If we aren't gibbed, we need to check if the lich is
// revived at some point between returning
if(!gibbed)
RegisterSignal(died, COMSIG_LIVING_REVIVE, PROC_REF(stop_timer))
// Start revival
var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
revive_timer = addtimer(CALLBACK(src, PROC_REF(revive_lich), died), time_to_revive, TIMER_UNIQUE|TIMER_STOPPABLE)
to_chat(died, span_green("You feel your soul being dragged back to this world... \
<b>you will revive at your phylactery in [time_to_revive / 10 / 60] minute\s.</b>"))
/**
* Signal proc for [COMSIG_LIVING_REVIVE].
*
* If our lich's mob is revived at some point before returning, stop the timer
*/
/datum/component/phylactery/proc/stop_timer(mob/living/source, full_heal_flags)
SIGNAL_HANDLER
deltimer(revive_timer)
revive_timer = null
UnregisterSignal(source, COMSIG_LIVING_REVIVE)
/**
* Actually undergo the process of reviving the lich at the site of the phylactery.
*
* Arguments
* * corpse - optional, the old body of the lich. Can be QDELETED or null.
*/
/datum/component/phylactery/proc/revive_lich(mob/living/corpse)
// If we have a current, and it's not dead, don't yoink their mind
// But if we don't have a current (body destroyed) move on like normal
if(lich_mind.current && lich_mind.current.stat != DEAD)
CRASH("[type] - revive_lich was called when the lich's mind had a current mob that wasn't dead.")
var/turf/parent_turf = get_turf(parent)
if(!istype(parent_turf))
CRASH("[type] - revive_lich was called when the phylactery was in an invalid location (nullspace?) (was in: [parent_turf]).")
revive_timer = null
var/mob/living/carbon/human/lich = new(parent_turf)
ADD_TRAIT(lich, TRAIT_NO_SOUL, LICH_TRAIT)
var/obj/item/organ/brain/new_lich_brain = lich.get_organ_slot(ORGAN_SLOT_BRAIN)
if(new_lich_brain) // Prevent MMI cheese
new_lich_brain.organ_flags &= ~ORGAN_VITAL
new_lich_brain.decoy_override = TRUE
// Give them some duds
lich.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/magic(lich), ITEM_SLOT_FEET)
lich.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(lich), ITEM_SLOT_ICLOTHING)
lich.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/black(lich), ITEM_SLOT_OCLOTHING)
lich.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/black(lich), ITEM_SLOT_HEAD)
// Fix their name
lich.dna.real_name = lich_mind.name
lich.real_name = lich_mind.name
// Slap the lich mind in and get their ghost
lich_mind.transfer_to(lich)
lich_mind.grab_ghost(force = TRUE)
// Make sure they're a spooky skeleton, and their DNA is right
lich.set_species(/datum/species/skeleton)
lich.dna.generate_unique_enzymes()
to_chat(lich, span_green("Your bones clatter and shudder as you are pulled back into this world!"))
num_resurrections++
lich.Paralyze(stun_per_resurrection * num_resurrections)
if(!QDELETED(corpse))
UnregisterSignal(corpse, COMSIG_LIVING_REVIVE)
if(iscarbon(corpse))
var/mob/living/carbon/carbon_body = corpse
for(var/obj/item/organ/to_drop as anything in carbon_body.organs)
// Skip the brain - it can disappear, we don't need it anymore
if(istype(to_drop, /obj/item/organ/brain))
continue
// For the rest, drop all the organs onto the floor (for style)
to_drop.Remove(carbon_body)
to_drop.forceMove(corpse.drop_location())
var/turf/body_turf = get_turf(corpse)
var/wheres_wizdo = dir2text(get_dir(body_turf, parent_turf))
if(wheres_wizdo)
corpse.visible_message(span_warning("Suddenly, [corpse.name]'s corpse falls to pieces! You see a strange energy rise from the remains, and speed off towards the [wheres_wizdo]!"))
body_turf.Beam(parent_turf, icon_state = "lichbeam", time = 1 SECONDS * (num_resurrections + 1))
corpse.dust(drop_items = TRUE)
return TRUE