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## About The Pull Request  Added recovered crew to the ghost role spawner menu. Clicking spawn will make you orbit the recovered crew body. https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81 Orbiting the body will make it twitch a little to indicate to coroners/MD's/roboticists that you're ready to be revived. ## Why It's Good For The Game Getting people to actually play the recovered crew is kinda hard on most rounds :( . First on my list is to make the process more convenient for everyone. By adding it to the ghostrole spawner menu, ghosts can quickly see if bodies are available if they wish to play as one. Making them twitch when orbited makes it so the people reviving them don't have to revive them every few minutes in the case someone wishes to join as them (they still might, it does get more attention). I think the twitching effect is the best natural indicator that someone wishes to join without being too OOC. I can imagine doctors being a little confused at first, but it should click pretty quickly. I am not too concerned about it being used as a ghost communication medium. The spectroscopic sniffers are a more convenient tool for this, and I don't think I've seen someone do it with them. ## Changelog 🆑 add: Recovered Crew have been added to the ghostrole spawner menu add: Orbiting Recovered Crew corpses will make them twitch to indicate a soul is available /🆑 Giving them straight up superpowers or more aggressive antag rolls is still something I'm considering. We'll see if/when I decide to do it --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
160 lines
5.5 KiB
Plaintext
160 lines
5.5 KiB
Plaintext
/// Proc ghosts to enter the body when it get's revived
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/datum/component/ghostrole_on_revive
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/// If revived and no ghosts, just die again?
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var/refuse_revival_if_failed
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/// Callback for when the mob is revived and has their body occupied by a ghost
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var/datum/callback/on_successful_revive
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/// The chance to twitch when orbiting the spawn
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var/twitch_chance = 30
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/datum/component/ghostrole_on_revive/Initialize(refuse_revival_if_failed, on_successful_revive)
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. = ..()
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src.refuse_revival_if_failed = refuse_revival_if_failed
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src.on_successful_revive = on_successful_revive
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ADD_TRAIT(parent, TRAIT_GHOSTROLE_ON_REVIVE, REF(src)) //for adding an alternate examination
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if(ismob(parent))
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prepare_mob(parent)
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return
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if(!istype(parent, /obj/item/organ/brain))
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return COMPONENT_INCOMPATIBLE
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var/obj/item/organ/brain/brein = parent
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if(brein.owner)
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prepare_mob(brein.owner)
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else
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prepare_brain(brein)
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/// Give the appropriate signals, and watch for organ removal
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/datum/component/ghostrole_on_revive/proc/prepare_mob(mob/living/liver)
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RegisterSignal(liver, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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ADD_TRAIT(liver, TRAIT_GHOSTROLE_ON_REVIVE, REF(src))
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add_orbit_twitching(liver)
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liver.med_hud_set_status()
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if(iscarbon(liver))
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var/mob/living/carbon/carbon = liver
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var/obj/item/organ/brain = carbon.get_organ_by_type(/obj/item/organ/brain)
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if(brain)
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RegisterSignal(brain, COMSIG_ORGAN_REMOVED, PROC_REF(on_remove))
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/datum/component/ghostrole_on_revive/proc/on_remove(obj/item/organ/brain, mob/living/old_owner)
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SIGNAL_HANDLER
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REMOVE_TRAIT(old_owner, TRAIT_GHOSTROLE_ON_REVIVE, REF(src))
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remove_orbit_twitching(old_owner)
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// we might have some lingering blinking eyes
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var/obj/item/bodypart/head/head = old_owner?.get_bodypart(BODY_ZONE_HEAD)
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if(head)
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var/soul_eyes = locate(/datum/bodypart_overlay/simple/soul_pending_eyes) in head.bodypart_overlays
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if(soul_eyes)
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head.remove_bodypart_overlay(soul_eyes)
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prepare_brain(brain)
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/datum/component/ghostrole_on_revive/proc/prepare_brain(obj/item/organ/brein)
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SIGNAL_HANDLER
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RegisterSignal(brein, COMSIG_ORGAN_IMPLANTED, PROC_REF(prepare_mob_from_brain))
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UnregisterSignal(brein, COMSIG_ORGAN_REMOVED)
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/datum/component/ghostrole_on_revive/proc/prepare_mob_from_brain(obj/item/organ/brain/brein, mob/living/owner)
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SIGNAL_HANDLER
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UnregisterSignal(brein, COMSIG_ORGAN_IMPLANTED)
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prepare_mob(owner)
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/datum/component/ghostrole_on_revive/proc/on_revive(mob/living/aliver)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(poll_ghosts), aliver)
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/datum/component/ghostrole_on_revive/proc/poll_ghosts(mob/living/aliver)
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var/soul_eyes
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var/obj/item/bodypart/head
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// adds soulful SOUL PENDING eyes to indicate what's happening to observers
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var/mob/living/carbon/human/hewmon
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if(ishuman(aliver))
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hewmon = aliver
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head = hewmon.get_bodypart(BODY_ZONE_HEAD)
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if(head)
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soul_eyes = new /datum/bodypart_overlay/simple/soul_pending_eyes()
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head.add_bodypart_overlay(soul_eyes)
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// So during the potentially short period of time we're revived, we don't metabolize formaldehyde
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// Really just a QOL for coroners, so we dont suddenly start decaying
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ADD_TRAIT(aliver, TRAIT_BLOCK_FORMALDEHYDE_METABOLISM, type)
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var/mob/dead/observer/chosen_one = SSpolling.poll_ghosts_for_target(
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question = "Would you like to play as a recovered crewmember?",
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role = null,
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check_jobban = ROLE_RECOVERED_CREW,
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poll_time = 15 SECONDS,
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checked_target = aliver,
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ignore_category = POLL_IGNORE_RECOVERED_CREW,
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alert_pic = aliver,
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role_name_text = "recovered crew",
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)
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REMOVE_TRAIT(aliver, TRAIT_BLOCK_FORMALDEHYDE_METABOLISM, type)
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if(head)
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head.remove_bodypart_overlay(soul_eyes)
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if(!isobserver(chosen_one))
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if(refuse_revival_if_failed)
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aliver.death()
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aliver.visible_message(span_deadsay("[aliver.name]'s soul is struggling to return!"))
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else
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aliver.PossessByPlayer(chosen_one.ckey)
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on_successful_revive?.Invoke(aliver)
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qdel(src)
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/datum/component/ghostrole_on_revive/proc/add_orbit_twitching(mob/living/liver)
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liver.AddElement(/datum/element/orbit_twitcher, twitch_chance)
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// Add it to the ghostrole spawner menu. Note that we can't directly spawn from it, but we can make it twitch to alert bystanders to defib it
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LAZYADD(GLOB.joinable_mobs[format_text("Recovered Crew")], liver)
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RegisterSignal(liver, COMSIG_LIVING_GHOSTROLE_INFO, PROC_REF(set_spawner_info))
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/datum/component/ghostrole_on_revive/proc/set_spawner_info(datum/spawners_menu/menu, string_info)
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SIGNAL_HANDLER
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string_info["you_are_text"] = "You are a long dead crewmember, but are soon to be revived to rejoin the crew!"
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string_info["flavor_text"] = "Get a job and get back to work!"
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string_info["important_text"] = "Do your best to help the station. You still roll for midround antagonists."
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/datum/component/ghostrole_on_revive/proc/remove_orbit_twitching(mob/living/living)
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living.RemoveElement(/datum/element/orbit_twitcher, twitch_chance)
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// Remove from the ghostrole spawning menu
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var/list/spawners = GLOB.joinable_mobs[format_text("Recovered Crew")]
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LAZYREMOVE(spawners, living)
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if(!LAZYLEN(spawners))
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GLOB.joinable_mobs -= format_text("Recovered Crew")
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UnregisterSignal(living, COMSIG_LIVING_GHOSTROLE_INFO)
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/datum/component/ghostrole_on_revive/Destroy(force)
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REMOVE_TRAIT(parent, TRAIT_GHOSTROLE_ON_REVIVE, REF(src))
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var/mob/living/living
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if(isliving(parent))
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living = parent
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else if(istype(parent, /obj/item/organ/brain))
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var/obj/item/organ/brain/brain = parent
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living = brain.owner
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living?.med_hud_set_status()
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if(living)
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remove_orbit_twitching(living)
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return ..()
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