mirror of
https://github.com/Bubberstation/Bubberstation.git
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"long beard" is not a beard option replaced it with Beard (Very Long) which is the same thing adds vars for corpses to set their hair colors makes wizard have white beard
462 lines
14 KiB
Plaintext
462 lines
14 KiB
Plaintext
//If someone can do this in a neater way, be my guest-Kor
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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//HEY! LISTEN! anything that is ALIVE and thus GHOSTS CAN TAKE is in ghost_role_spawners.dm!
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/obj/effect/mob_spawn
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name = "Mob Spawner"
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density = TRUE
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anchored = TRUE
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icon = 'icons/effects/mapping_helpers.dmi' // These aren't *really* mapping helpers but it fits the most with it's common usage (to help place corpses in maps)
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icon_state = "mobspawner" // So it shows up in the map editor
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var/mob_type = null
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var/mob_name = ""
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var/mob_gender = null
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var/death = TRUE //Kill the mob
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var/roundstart = TRUE //fires on initialize
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var/instant = FALSE //fires on New
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var/short_desc = "The mapper forgot to set this!"
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var/flavour_text = ""
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var/important_info = ""
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var/faction = null
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var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
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var/random = FALSE //Don't set a name or gender, just go random
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var/antagonist_type
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var/objectives = null
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var/uses = 1 //how many times can we spawn from it. set to -1 for infinite.
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var/brute_damage = 0
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var/oxy_damage = 0
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var/burn_damage = 0
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var/datum/disease/disease = null //Do they start with a pre-spawned disease?
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var/mob_color //Change the mob's color
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var/assignedrole
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var/show_flavour = TRUE
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var/banType = ROLE_LAVALAND
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var/ghost_usable = TRUE
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/effect/mob_spawn/attack_ghost(mob/user)
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if(!SSticker.HasRoundStarted() || !loc || !ghost_usable)
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return
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var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be revived!)",,"Yes","No")
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if(ghost_role == "No" || !loc || QDELETED(user))
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return
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if(!(GLOB.ghost_role_flags & GHOSTROLE_SPAWNER) && !(flags_1 & ADMIN_SPAWNED_1))
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to_chat(user, "<span class='warning'>An admin has temporarily disabled non-admin ghost roles!</span>")
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return
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if(!uses)
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to_chat(user, "<span class='warning'>This spawner is out of charges!</span>")
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return
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if(is_banned_from(user.key, banType))
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to_chat(user, "<span class='warning'>You are jobanned!</span>")
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return
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if(!allow_spawn(user))
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return
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if(QDELETED(src) || QDELETED(user))
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return
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log_game("[key_name(user)] became [mob_name]")
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create(ckey = user.ckey)
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/obj/effect/mob_spawn/Initialize(mapload)
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. = ..()
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if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
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INVOKE_ASYNC(src, .proc/create)
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else if(ghost_usable)
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AddElement(/datum/element/point_of_interest)
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LAZYADD(GLOB.mob_spawners[name], src)
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/obj/effect/mob_spawn/Destroy()
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var/list/spawners = GLOB.mob_spawners[name]
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LAZYREMOVE(spawners, src)
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if(!LAZYLEN(spawners))
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GLOB.mob_spawners -= name
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return ..()
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/obj/effect/mob_spawn/proc/allow_spawn(mob/user) //Override this to add spawn limits to a ghost role
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return TRUE
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/obj/effect/mob_spawn/proc/special(mob/M)
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return
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/obj/effect/mob_spawn/proc/equip(mob/M)
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return
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/obj/effect/mob_spawn/proc/create(ckey, newname)
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var/mob/living/M = new mob_type(get_turf(src)) //living mobs only
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if(!random || newname)
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if(newname)
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M.real_name = newname
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else
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M.real_name = mob_name ? mob_name : M.name
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if(!mob_gender)
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mob_gender = pick(MALE, FEMALE)
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M.gender = mob_gender
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if(ishuman(M))
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var/mob/living/carbon/human/hoomie = M
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hoomie.body_type = mob_gender
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if(faction)
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M.faction = list(faction)
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if(disease)
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M.ForceContractDisease(new disease)
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if(death)
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M.death(1) //Kills the new mob
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M.adjustOxyLoss(oxy_damage)
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M.adjustBruteLoss(brute_damage)
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M.adjustFireLoss(burn_damage)
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M.color = mob_color
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equip(M)
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if(ckey)
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M.ckey = ckey
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if(show_flavour)
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var/output_message = "<span class='big bold'>[short_desc]</span>"
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if(flavour_text != "")
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output_message += "\n<span class='bold'>[flavour_text]</span>"
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if(important_info != "")
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output_message += "\n<span class='userdanger'>[important_info]</span>"
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to_chat(M, output_message)
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var/datum/mind/MM = M.mind
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var/datum/antagonist/A
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if(antagonist_type)
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A = MM.add_antag_datum(antagonist_type)
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if(objectives)
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if(!A)
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A = MM.add_antag_datum(/datum/antagonist/custom)
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for(var/objective in objectives)
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var/datum/objective/O = new/datum/objective(objective)
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O.owner = MM
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A.objectives += O
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if(assignedrole)
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M.mind.assigned_role = assignedrole
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special(M)
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MM.name = M.real_name
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if(uses > 0)
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uses--
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if(!permanent && !uses)
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qdel(src)
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return M
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// Base version - place these on maps/templates.
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/obj/effect/mob_spawn/human
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mob_type = /mob/living/carbon/human
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//Human specific stuff.
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var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
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var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize()
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var/disable_pda = TRUE
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var/disable_sensors = TRUE
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//All of these only affect the ID that the outfit has placed in the ID slot
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var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
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var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
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var/id_access_list = null //Allows you to manually add access to an ID card.
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assignedrole = "Ghost Role"
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var/husk = null
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//these vars are for lazy mappers to override parts of the outfit
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//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
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var/uniform = -1
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var/r_hand = -1
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var/l_hand = -1
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var/suit = -1
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var/shoes = -1
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var/gloves = -1
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var/ears = -1
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var/glasses = -1
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var/mask = -1
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var/head = -1
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var/belt = -1
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var/r_pocket = -1
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var/l_pocket = -1
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var/back = -1
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var/id = -1
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var/neck = -1
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var/backpack_contents = -1
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var/suit_store = -1
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var/hairstyle
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var/facial_hairstyle
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var/haircolor
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var/facial_haircolor
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var/skin_tone
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/obj/effect/mob_spawn/human/Initialize()
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if(ispath(outfit))
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outfit = new outfit()
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if(!outfit)
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outfit = new /datum/outfit
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return ..()
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/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
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if(mob_species)
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H.set_species(mob_species)
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if(husk)
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H.Drain()
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else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
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H.cure_husk()
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H.underwear = "Nude"
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H.undershirt = "Nude"
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H.socks = "Nude"
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if(hairstyle)
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H.hairstyle = hairstyle
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else
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H.hairstyle = random_hairstyle(H.gender)
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if(facial_hairstyle)
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H.facial_hairstyle = facial_hairstyle
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else
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H.facial_hairstyle = random_facial_hairstyle(H.gender)
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if(haircolor)
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H.hair_color = haircolor
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else
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H.hair_color = random_short_color()
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if(facial_haircolor)
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H.facial_hair_color = facial_haircolor
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else
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H.facial_hair_color = random_short_color()
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if(skin_tone)
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H.skin_tone = skin_tone
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else
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H.skin_tone = random_skin_tone()
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H.update_hair()
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H.update_body()
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if(outfit)
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var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id", "neck", "backpack_contents", "suit_store")
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for(var/slot in slots)
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var/T = vars[slot]
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if(!isnum(T))
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outfit.vars[slot] = T
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H.equipOutfit(outfit)
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if(disable_pda)
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// We don't want corpse PDAs to show up in the messenger list.
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var/obj/item/pda/PDA = locate(/obj/item/pda) in H
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if(PDA)
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PDA.toff = TRUE
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if(disable_sensors)
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// Using crew monitors to find corpses while creative makes finding certain ruins too easy.
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var/obj/item/clothing/under/C = H.w_uniform
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if(istype(C))
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C.sensor_mode = NO_SENSORS
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var/obj/item/card/id/W = H.wear_id
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if(W)
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if(H.age)
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W.registered_age = H.age
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if(id_access)
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for(var/jobtype in typesof(/datum/job))
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var/datum/job/J = new jobtype
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if(J.title == id_access)
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W.access = J.get_access()
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break
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if(id_access_list)
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if(!islist(W.access))
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W.access = list()
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W.access |= id_access_list
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if(id_job)
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W.assignment = id_job
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W.registered_name = H.real_name
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W.update_label()
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//Instant version - use when spawning corpses during runtime
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/obj/effect/mob_spawn/human/corpse
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icon_state = "corpsehuman"
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roundstart = FALSE
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instant = TRUE
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/obj/effect/mob_spawn/human/corpse/damaged
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brute_damage = 1000
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//i left this here despite being a mob spawner because this is a base type
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/obj/effect/mob_spawn/human/alive
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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death = FALSE
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roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
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/obj/effect/mob_spawn/human/corpse/delayed
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ghost_usable = FALSE //These are just not-yet-set corpses.
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instant = FALSE
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invisibility = 101 // a fix for the icon not wanting to cooperate
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//Non-human spawners
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/obj/effect/mob_spawn/AICorpse/create(ckey) //Creates a corrupted AI
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var/A = locate(/mob/living/silicon/ai) in loc
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if(A)
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return
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var/mob/living/silicon/ai/spawned/M = new(loc) //spawn new AI at landmark as var M
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M.name = src.name
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M.real_name = src.name
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M.aiPDA.toff = TRUE //turns the AI's PDA messenger off, stopping it showing up on player PDAs
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M.death() //call the AI's death proc
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qdel(src)
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/obj/effect/mob_spawn/slime
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mob_type = /mob/living/simple_animal/slime
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var/mobcolour = "grey"
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icon = 'icons/mob/slimes.dmi'
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icon_state = "grey baby slime" //sets the icon in the map editor
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/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
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S.colour = mobcolour
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/obj/effect/mob_spawn/facehugger/create(ckey) //Creates a squashed facehugger
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var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
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O.name = src.name
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O.Die() //call the facehugger's death proc
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qdel(src)
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// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
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///////////Civilians//////////////////////
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/obj/effect/mob_spawn/human/corpse/assistant
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name = "Assistant"
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outfit = /datum/outfit/job/assistant
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icon_state = "corpsegreytider"
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/obj/effect/mob_spawn/human/corpse/assistant/beesease_infection
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disease = /datum/disease/beesease
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/obj/effect/mob_spawn/human/corpse/assistant/brainrot_infection
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disease = /datum/disease/brainrot
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/obj/effect/mob_spawn/human/corpse/assistant/spanishflu_infection
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disease = /datum/disease/fluspanish
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/obj/effect/mob_spawn/human/corpse/cargo_tech
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name = "Cargo Tech"
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outfit = /datum/outfit/job/cargo_tech
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icon_state = "corpsecargotech"
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/obj/effect/mob_spawn/human/cook
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name = "Cook"
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outfit = /datum/outfit/job/cook
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icon_state = "corpsecook"
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/obj/effect/mob_spawn/human/doctor
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name = "Doctor"
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outfit = /datum/outfit/job/doctor
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icon_state = "corpsedoctor"
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/obj/effect/mob_spawn/human/engineer
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name = "Engineer"
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outfit = /datum/outfit/job/engineer/gloved
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icon_state = "corpseengineer"
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/obj/effect/mob_spawn/human/engineer/rig
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outfit = /datum/outfit/job/engineer/gloved/rig
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/obj/effect/mob_spawn/human/clown
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name = "Clown"
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outfit = /datum/outfit/job/clown
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icon_state = "corpseclown"
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/obj/effect/mob_spawn/human/scientist
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name = "Scientist"
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outfit = /datum/outfit/job/scientist
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icon_state = "corpsescientist"
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/obj/effect/mob_spawn/human/miner
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name = "Shaft Miner"
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outfit = /datum/outfit/job/miner
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icon_state = "corpseminer"
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/obj/effect/mob_spawn/human/miner/rig
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outfit = /datum/outfit/job/miner/equipped/hardsuit
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/obj/effect/mob_spawn/human/miner/explorer
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outfit = /datum/outfit/job/miner/equipped
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/obj/effect/mob_spawn/human/plasmaman
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mob_species = /datum/species/plasmaman
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outfit = /datum/outfit/plasmaman
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/obj/effect/mob_spawn/human/bartender
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name = "Space Bartender"
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id_job = "Bartender"
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id_access_list = list(ACCESS_BAR)
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outfit = /datum/outfit/spacebartender
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/obj/effect/mob_spawn/human/beach
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outfit = /datum/outfit/beachbum
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/////////////////Officers+Nanotrasen Security//////////////////////
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/obj/effect/mob_spawn/human/bridgeofficer
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name = "Bridge Officer"
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id_job = "Bridge Officer"
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id_access_list = list(ACCESS_CENT_CAPTAIN)
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outfit = /datum/outfit/nanotrasenbridgeofficercorpse
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/datum/outfit/nanotrasenbridgeofficercorpse
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name = "Bridge Officer Corpse"
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ears = /obj/item/radio/headset/heads/hop
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uniform = /obj/item/clothing/under/rank/centcom/officer
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suit = /obj/item/clothing/suit/armor/bulletproof
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shoes = /obj/item/clothing/shoes/sneakers/black
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glasses = /obj/item/clothing/glasses/sunglasses
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id = /obj/item/card/id
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/obj/effect/mob_spawn/human/commander
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name = "Commander"
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id_job = "Commander"
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id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE)
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outfit = /datum/outfit/nanotrasencommandercorpse
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/datum/outfit/nanotrasencommandercorpse
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name = "\improper Nanotrasen Private Security Commander"
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uniform = /obj/item/clothing/under/rank/centcom/commander
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suit = /obj/item/clothing/suit/armor/bulletproof
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ears = /obj/item/radio/headset/heads/captain
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glasses = /obj/item/clothing/glasses/eyepatch
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mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
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head = /obj/item/clothing/head/centhat
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gloves = /obj/item/clothing/gloves/tackler/combat
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shoes = /obj/item/clothing/shoes/combat/swat
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r_pocket = /obj/item/lighter
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id = /obj/item/card/id
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/obj/effect/mob_spawn/human/nanotrasensoldier
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name = "\improper Nanotrasen Private Security Officer"
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id_job = "Private Security Force"
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id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE, ACCESS_SECURITY, ACCESS_MECH_SECURITY)
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outfit = /datum/outfit/nanotrasensoldiercorpse
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/datum/outfit/nanotrasensoldiercorpse
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name = "NT Private Security Officer Corpse"
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uniform = /obj/item/clothing/under/rank/security/officer
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suit = /obj/item/clothing/suit/armor/vest
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/tackler/combat
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mask = /obj/item/clothing/mask/gas/sechailer/swat
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head = /obj/item/clothing/head/helmet/swat/nanotrasen
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back = /obj/item/storage/backpack/security
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id = /obj/item/card/id
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/////////////////Spooky Undead//////////////////////
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//there are living variants of many of these, they're now in ghost_role_spawners.dm
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/obj/effect/mob_spawn/human/skeleton
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name = "skeletal remains"
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mob_name = "skeleton"
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mob_species = /datum/species/skeleton
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mob_gender = NEUTER
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/obj/effect/mob_spawn/human/zombie
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name = "rotting corpse"
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mob_name = "zombie"
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mob_species = /datum/species/zombie
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assignedrole = "Zombie"
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/obj/effect/mob_spawn/human/abductor
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name = "abductor"
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mob_name = "alien"
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mob_species = /datum/species/abductor
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outfit = /datum/outfit/abductorcorpse
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/datum/outfit/abductorcorpse
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name = "Abductor Corpse"
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uniform = /obj/item/clothing/under/color/grey
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shoes = /obj/item/clothing/shoes/combat
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