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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed of light to spawn infinite cult shells and blow up your ears. Instead, clicking on Nar'Sie will now give you an input box asking if you want to become a harvester or not. Additionally, cultbanned individuals can no longer interact with her either.  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Nar'Sie no longer escapes into the real world and does grievous bodily harm to your ears when some joker decides to spam-click her. Additionally, it feels smoother to click Nar'Sie and be able to immediately become a harvester, versus clicking Nar'sie and then having to twiddle your thumbs for 10 seconds waiting for the ghost query to end. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears via infinite shell creation. fix: Cult-banned players can no longer interact with Nar'Sie qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query and instead allows you to immediately become a harvester after confirming you wish to become a harvester. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
336 lines
13 KiB
Plaintext
336 lines
13 KiB
Plaintext
#define NARSIE_CHANCE_TO_PICK_NEW_TARGET 5
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#define NARSIE_CONSUME_RANGE 12
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#define NARSIE_GRAV_PULL 10
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#define NARSIE_MESMERIZE_CHANCE 25
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#define NARSIE_MESMERIZE_EFFECT 60
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#define NARSIE_SINGULARITY_SIZE 12
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#define ADMIN_WARNING_MESSAGE "Invoking this will begin the Nar'Sie roundender. Assume that this WILL end the round in a few minutes. Are you sure?"
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/// Nar'Sie, the God of the blood cultists
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/obj/narsie
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name = "Nar'Sie"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/antags/cult/narsie.dmi'
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icon_state = "narsie"
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anchored = TRUE
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appearance_flags = LONG_GLIDE
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density = FALSE
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gender = FEMALE
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plane = MASSIVE_OBJ_PLANE
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light_color = COLOR_RED
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light_power = 0.7
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light_range = 15
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light_range = 6
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move_resist = INFINITY
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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pixel_x = -236
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pixel_y = -256
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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flags_1 = SUPERMATTER_IGNORES_1
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/// The singularity component to move around Nar'Sie.
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/// A weak ref in case an admin removes the component to preserve the functionality.
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var/datum/weakref/singularity
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var/list/souls_needed = list()
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var/soul_goal = 0
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var/souls = 0
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var/resolved = FALSE
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/obj/narsie/Initialize(mapload)
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. = ..()
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narsie_spawn_animation()
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/obj/narsie/Destroy()
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if (GLOB.cult_narsie == src)
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fall_of_the_harbinger()
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GLOB.cult_narsie = null
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return ..()
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/// This proc sets up all of Nar'Sie's abilities, stats, and begins her round-ending capabilities. She does not do anything unless this proc is invoked.
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/// This is only meant to be invoked after this instance is initialized in specific pro-sumer procs, as it WILL derail the entire round.
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/obj/narsie/proc/start_ending_the_round()
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GLOB.cult_narsie = src
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SSpoints_of_interest.make_point_of_interest(src)
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singularity = WEAKREF(AddComponent(
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/datum/component/singularity, \
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bsa_targetable = FALSE, \
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consume_callback = CALLBACK(src, PROC_REF(consume)), \
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consume_range = NARSIE_CONSUME_RANGE, \
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disregard_failed_movements = TRUE, \
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grav_pull = NARSIE_GRAV_PULL, \
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roaming = FALSE, /* This is set once the animation finishes */ \
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singularity_size = NARSIE_SINGULARITY_SIZE, \
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))
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send_to_playing_players(span_narsie("NAR'SIE HAS RISEN"))
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sound_to_playing_players('sound/music/antag/bloodcult/narsie_rises.ogg')
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var/area/area = get_area(src)
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if(area)
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult.dmi', "ghostalertsie")
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notify_ghosts(
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"Nar'Sie has risen in [area]. Reach out to the Geometer to be given a new shell for your soul.",
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source = src,
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header = "Nar'Sie has risen!",
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click_interact = TRUE,
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alert_overlay = alert_overlay,
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)
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for (var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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cult_team.set_blood_target(src, duration = INFINITY)
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if(summon_objective)
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summon_objective.summoned = TRUE
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for (var/datum/mind/cult_mind as anything in get_antag_minds(/datum/antagonist/cult))
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if (isliving(cult_mind.current))
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var/mob/living/L = cult_mind.current
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L.narsie_act()
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for (var/mob/living/carbon/player in GLOB.player_list)
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if (player.stat != DEAD && is_station_level(player.loc?.z) && !IS_CULTIST(player))
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souls_needed[player] = TRUE
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soul_goal = round(1 + LAZYLEN(souls_needed) * 0.75)
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(begin_the_end))
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/// Cleans up all of Nar'Sie's abilities, stats, and ends her round-ending capabilities. This should only be called if `start_ending_the_round()` successfully started.
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/obj/narsie/proc/fall_of_the_harbinger()
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for(var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if (summon_objective)
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summon_objective.summoned = FALSE
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summon_objective.killed = TRUE
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send_to_playing_players(span_narsie(span_bold(pick("Nooooo...", "Not die. How-", "Die. Mort-", "Sas tyen re-"))))
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sound_to_playing_players('sound/effects/magic/demon_dies.ogg', 50)
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/obj/narsie/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---------")
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VV_DROPDOWN_OPTION(VV_HK_BEGIN_NARSIE_ROUNDEND, "Begin Nar'Sie Roundender")
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/obj/narsie/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(isnull(usr) || !href_list[VV_HK_BEGIN_NARSIE_ROUNDEND] || !check_rights(R_FUN, show_msg = TRUE))
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return
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if(tgui_alert(usr, ADMIN_WARNING_MESSAGE, "Begin Nar'Sie Roundender", list("I'm Sure", "Abort")) != "I'm Sure")
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return
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log_admin("[key_name(usr)] has triggered the Nar'Sie roundender.")
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start_ending_the_round()
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/obj/narsie/attack_ghost(mob/dead/observer/user)
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if(is_banned_from(user.ckey, ROLE_CULTIST))
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return
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if(tgui_alert(user, "Do you wish to become an occult harvester?", "Become Harvester?", list("Yes", "No"), timeout = 10 SECONDS) == "Yes")
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make_new_construct(/mob/living/basic/construct/harvester, user, cultoverride = TRUE, loc_override = loc, ghost_activated = TRUE)
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/obj/narsie/process()
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (!isnull(singularity_component) && (!singularity_component?.target || prob(NARSIE_CHANCE_TO_PICK_NEW_TARGET)))
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pickcultist()
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if (prob(NARSIE_MESMERIZE_CHANCE))
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mesmerize()
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/obj/narsie/Bump(atom/target)
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var/turf/target_turf = get_turf(target)
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if (target_turf == loc)
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target_turf = get_step(target, target.dir) //please don't slam into a window like a bird, Nar'Sie
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forceMove(target_turf)
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/// Stun people around Nar'Sie that aren't cultists
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/obj/narsie/proc/mesmerize()
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for (var/mob/living/carbon/victim in viewers(NARSIE_CONSUME_RANGE, src))
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if (victim.stat == CONSCIOUS)
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if (!IS_CULTIST(victim))
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to_chat(victim, span_cult("You feel conscious thought crumble away in an instant as you gaze upon [src]..."))
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victim.apply_effect(NARSIE_MESMERIZE_EFFECT, EFFECT_STUN)
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/// Narsie rewards her cultists with being devoured first, then picks a ghost to follow.
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/obj/narsie/proc/pickcultist()
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var/list/cultists = list()
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var/list/noncultists = list()
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for (var/mob/living/carbon/food in GLOB.alive_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
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var/turf/pos = get_turf(food)
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if (!pos || (pos.z != z))
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continue
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if (IS_CULTIST(food))
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cultists += food
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else
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noncultists += food
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if (cultists.len) //cultists get higher priority
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acquire(pick(cultists))
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return
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if (noncultists.len)
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acquire(pick(noncultists))
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return
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//no living humans, follow a ghost instead.
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for (var/mob/dead/observer/ghost in GLOB.player_list)
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var/turf/pos = get_turf(ghost)
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if (!pos || (pos.z != z))
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continue
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cultists += ghost
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if (cultists.len)
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acquire(pick(cultists))
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return
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/// Nar'Sie gets a taste of something, and will start to gravitate towards it
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/obj/narsie/proc/acquire(atom/food)
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (isnull(singularity_component))
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return
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var/old_target = singularity_component.target
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if (food == old_target)
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return
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to_chat(old_target, span_cult("NAR'SIE HAS LOST INTEREST IN YOU."))
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singularity_component.target = food
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if(ishuman(food))
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to_chat(food, span_cult("NAR'SIE HUNGERS FOR YOUR SOUL."))
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else
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to_chat(food, span_cult("NAR'SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL."))
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/// Called to make Nar'Sie convert objects to cult stuff, or to eat
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/obj/narsie/proc/consume(atom/target)
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if (isturf(target))
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target.narsie_act()
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/obj/narsie/proc/narsie_spawn_animation()
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setDir(SOUTH)
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flick("narsie_spawn_anim", src)
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addtimer(CALLBACK(src, PROC_REF(narsie_spawn_animation_end)), 3.5 SECONDS)
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/obj/narsie/proc/narsie_spawn_animation_end()
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var/datum/component/singularity/singularity_component = singularity?.resolve()
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singularity_component?.roaming = TRUE
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/**
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* Begins the process of ending the round via cult narsie win
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* Consists of later called procs (in order of called):
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* * [/proc/narsie_end_begin_check()]
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* * [/proc/narsie_end_second_check()]
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* * [/proc/narsie_start_destroy_station()]
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* * [/proc/narsie_apocalypse()]
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* * [/proc/narsie_last_second_win()]
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* * [/proc/cult_ending_helper()]
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*/
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/proc/begin_the_end()
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_begin_check)), 5 SECONDS)
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///First crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_begin_check()
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if(QDELETED(GLOB.cult_narsie)) // uno
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priority_announce("Status report? We detected an anomaly, but it disappeared almost immediately.","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce(
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text = "An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.",
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title = "[command_name()] Higher Dimensional Affairs",
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sound = 'sound/announcer/alarm/airraid.ogg',
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)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_second_check)), 50 SECONDS)
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///Second crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_second_check()
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if(QDELETED(GLOB.cult_narsie)) // dos
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priority_announce("Simulations aborted, sensors report that the acasual event is normalizing. Good work, crew.","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: ONE MINUTE. ","[command_name()] Higher Dimensional Affairs")
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_start_destroy_station)), 5 SECONDS)
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///security level and shuttle lockdowns for [/proc/begin_the_end()]
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/proc/narsie_start_destroy_station()
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SSsecurity_level.set_level(SEC_LEVEL_DELTA)
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SSshuttle.registerHostileEnvironment(GLOB.cult_narsie)
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SSshuttle.lockdown = TRUE
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_apocalypse)), 1 MINUTES)
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///Third crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_apocalypse()
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if(QDELETED(GLOB.cult_narsie)) // tres
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priority_announce("Normalization detected! Abort the solution package!","[command_name()] Higher Dimensional Affairs", 'sound/announcer/notice/notice1.ogg')
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SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_last_second_win)), 2 SECONDS)
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return
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if(GLOB.cult_narsie.resolved == FALSE)
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GLOB.cult_narsie.resolved = TRUE
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sound_to_playing_players('sound/announcer/alarm/nuke_alarm.ogg', 70)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper)), 12 SECONDS)
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///Called only if the crew managed to destroy narsie at the very last second for [/proc/begin_the_end()]
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/proc/narsie_last_second_win()
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SSsecurity_level.set_level(SEC_LEVEL_RED)
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SSshuttle.lockdown = FALSE
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED)
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///Helper to set the round to end asap. Current usage Cult round end code
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/proc/ending_helper()
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SSticker.force_ending = FORCE_END_ROUND
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/**
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* Selects cinematic to play as part of the cult end depending on the outcome then ends the round afterward
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* called either when narsie eats everyone, or when [/proc/begin_the_end()] reaches its conclusion
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*/
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/proc/cult_ending_helper(ending_type = CULT_VICTORY_NUKE)
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switch(ending_type)
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// Narsie was killed
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if(CULT_FAILURE_NARSIE_KILLED)
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play_cinematic(/datum/cinematic/cult_fail, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult "converted" (harvested) most of the station
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if(CULT_VICTORY_MASS_CONVERSION)
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play_cinematic(/datum/cinematic/cult_arm, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult won, but centcom deployed a nuke. Default
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if(CULT_VICTORY_NUKE)
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play_cinematic(/datum/cinematic/nuke/cult, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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#undef NARSIE_CHANCE_TO_PICK_NEW_TARGET
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#undef NARSIE_CONSUME_RANGE
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#undef NARSIE_GRAV_PULL
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#undef NARSIE_MESMERIZE_CHANCE
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#undef NARSIE_MESMERIZE_EFFECT
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#undef NARSIE_SINGULARITY_SIZE
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#undef ADMIN_WARNING_MESSAGE
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