Changelings now get an option to be revived by defibrillator when faking death (#25623)

* wow

* forgot to push

* oops

* lewc review
This commit is contained in:
Contrabang
2024-06-12 22:09:40 +00:00
committed by GitHub
parent b297a543df
commit 439918fdcc
7 changed files with 110 additions and 21 deletions
+4
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@@ -462,6 +462,10 @@
#define COMPONENT_BLOCK_DEFIB (1<<0)
/// If returned, don't even show the "failed" message, defer to the signal handler to do that.
#define COMPONENT_DEFIB_OVERRIDE (1<<1)
/// If returned, allow to revive through false death.
#define COMPONENT_DEFIB_FAKEDEATH_ACCEPTED (1<<2)
/// If returned, make the fake death look like a unresponsive ghost.
#define COMPONENT_DEFIB_FAKEDEATH_DENIED (1<<3)
///send from defibs on ressurection: (defibber, defib_item, ghost)
#define COMSIG_LIVING_DEFIBBED "living_defibbed"
///from base of mob/living/revive() (full_heal, admin_revive)
+55
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@@ -870,3 +870,58 @@ so as to remain in compliance with the most up-to-date laws."
if(!istype(usr))
return
living_owner.do_succumb(TRUE)
/atom/movable/screen/alert/changeling_defib_revive
name = "Your heart is being defibrillated."
desc = "Click this status to be revived from fake death."
icon_state = "template"
timeout = 10 SECONDS
var/do_we_revive = FALSE
var/image/toggle_overlay
/atom/movable/screen/alert/changeling_defib_revive/Initialize(mapload, parent_unit)
. = ..()
var/image/defib_appearance = image(parent_unit)
defib_appearance.layer = FLOAT_LAYER
defib_appearance.plane = FLOAT_PLANE
overlays += defib_appearance
/atom/movable/screen/alert/changeling_defib_revive/attach_owner(mob/new_owner)
. = ..()
RegisterSignal(owner, COMSIG_LIVING_DEFIBBED, PROC_REF(on_defib_revive))
/atom/movable/screen/alert/changeling_defib_revive/Destroy()
if(owner)
UnregisterSignal(owner, COMSIG_LIVING_DEFIBBED)
if(toggle_overlay)
overlays -= toggle_overlay
qdel(toggle_overlay)
return ..()
/atom/movable/screen/alert/changeling_defib_revive/Click()
if(!..())
return
do_we_revive = !do_we_revive
if(!toggle_overlay)
toggle_overlay = image('icons/mob/screen_gen.dmi', icon_state = "selector")
toggle_overlay.layer = FLOAT_LAYER
toggle_overlay.plane = FLOAT_PLANE + 2
if(do_we_revive)
overlays |= toggle_overlay
else
overlays -= toggle_overlay
/atom/movable/screen/alert/changeling_defib_revive/proc/on_defib_revive()
. = COMPONENT_DEFIB_FAKEDEATH_DENIED
if(do_we_revive)
var/datum/antagonist/changeling/cling = owner.mind.has_antag_datum(/datum/antagonist/changeling)
cling.remove_specific_power(/datum/action/changeling/revive)
cling.regenerating = FALSE
var/heart_name = "heart"
if(iscarbon(owner))
var/mob/living/carbon/C = owner
var/datum/organ/heart/heart = C.get_int_organ_datum(ORGAN_DATUM_HEART)
heart_name = heart.linked_organ.name
to_chat(owner, "<span class='danger'>Electricity flows through our [heart_name]! We have been brought back to life and have stopped our regeneration.</span>")
. = COMPONENT_DEFIB_FAKEDEATH_ACCEPTED
owner.clear_alert("cling_defib")
+27 -20
View File
@@ -173,6 +173,11 @@
to_chat(ghost, "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)")
window_flash(ghost.client)
SEND_SOUND(ghost, sound('sound/effects/genetics.ogg'))
else if(HAS_TRAIT_FROM(target, TRAIT_FAKEDEATH, CHANGELING_TRAIT))
to_chat(target, "<span class='ghostalert'>Your heart is being defibrillated. Click the defibrillator status to be revived!</span>")
window_flash(target.client)
SEND_SOUND(target, sound('sound/effects/genetics.ogg'))
target.throw_alert("cling_defib", /atom/movable/screen/alert/changeling_defib_revive, alert_args = list(parent, target))
if(!do_after(user, 3 SECONDS * speed_multiplier, target = target)) // Beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
busy = FALSE
@@ -238,37 +243,39 @@
playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1)
ghost = target.get_ghost(TRUE) // We have to double check whether the dead guy has entered their body during the above
var/defib_success = TRUE
// Run through some quick failure states after shocking.
var/time_dead = world.time - target.timeofdeath
var/failure_message
if(!target.is_revivable())
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>"
else if(target.getBruteLoss() >= 180 || target.getFireLoss() >= 180)
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Severe tissue damage detected.</span>"
else if(HAS_TRAIT(target, TRAIT_HUSK))
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Subject is husked.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Subject is husked.</span>"
else if(target.blood_volume < BLOOD_VOLUME_SURVIVE)
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient blood volume critically low.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient blood volume critically low.</span>"
else if(!target.get_organ_slot("brain")) // So things like headless clings don't get outed
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No brain detected within patient.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No brain detected within patient.</span>"
else if(ghost)
if(!ghost.can_reenter_corpse || target.suiciding) // DNR or AntagHUD
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No electrical brain activity detected.</span>")
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - No electrical brain activity detected.</span>"
else
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed.</span>")
defib_success = FALSE
else if((signal_result & COMPONENT_BLOCK_DEFIB) || HAS_TRAIT(target, TRAIT_FAKEDEATH) || HAS_TRAIT(target, TRAIT_BADDNA) || target.suiciding) // these are a bit more arbitrary
user.visible_message("<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed.</span>")
defib_success = FALSE
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed.</span>"
else if(HAS_TRAIT(target, TRAIT_FAKEDEATH))
if(signal_result & COMPONENT_DEFIB_FAKEDEATH_DENIED)
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed - Patient's brain is unresponsive. Further attempts may succeed.</span>"
else if(signal_result & COMPONENT_DEFIB_FAKEDEATH_ACCEPTED)
// as much as I hate that this is here, it has to come after the `Patient is not in a valid state. Operation aborted.` check.
REMOVE_TRAIT(target, TRAIT_FAKEDEATH, CHANGELING_TRAIT)
else
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed.</span>" // has a fakedeath like capulettium
if(!defib_success)
else if((signal_result & COMPONENT_BLOCK_DEFIB) || HAS_TRAIT(target, TRAIT_BADDNA) || target.suiciding) // these are a bit more arbitrary
failure_message = "<span class='boldnotice'>[defib_ref] buzzes: Resuscitation failed.</span>"
if(failure_message)
user.visible_message(failure_message)
playsound(get_turf(defib_ref), 'sound/machines/defib_failed.ogg', 50, 0)
else
// Heal each basic damage type by as much as we're under -100 health
@@ -313,7 +320,7 @@
target.med_hud_set_status()
add_attack_logs(user, target, "Revived with [defib_ref]")
SSblackbox.record_feedback("tally", "players_revived", 1, "defibrillator")
SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, defib_success)
SEND_SIGNAL(parent, COMSIG_DEFIB_SHOCK_APPLIED, user, target, should_cause_harm, isnull(failure_message))
set_cooldown(cooldown)
busy = FALSE
@@ -24,7 +24,7 @@
var/req_stat = CONSCIOUS
/// If this power is active or not. Used for toggleable abilities.
var/active = FALSE
/// If this power can be used while the changeling has the `TRAIT_FAKE_DEATH` trait.
/// If this power can be used while the changeling has the `TRAIT_FAKEDEATH` trait.
var/bypass_fake_death = FALSE
/*
@@ -277,6 +277,22 @@ RESTRICT_TYPE(/datum/antagonist/changeling)
acquired_powers += power
power.on_purchase(changeling || owner.current, src)
/**
* Removes all `power_type` abilities that the changeling has. Refunds the cost of the power from our genetic points.
*
* Arugments:
* * datum/action/changeling/power - the typepath power to remove from the changeling.
* * refund_cost - if we should refund genetic points when giving the power
*/
/datum/antagonist/changeling/proc/remove_specific_power(datum/action/changeling/power_type, refund_cost = TRUE)
for(var/datum/action/changeling/power in acquired_powers)
if(!istype(power, power_type))
continue
if(refund_cost)
genetic_points -= power.dna_cost
acquired_powers -= power
qdel(power)
/**
* Store the languages from the `new_languages` list into the `absorbed_languages` list. Teaches the changeling the new languages.
*
@@ -18,11 +18,14 @@
user.updatehealth("fakedeath sting")
cling.regenerating = TRUE
cling.remove_specific_power(/datum/action/changeling/revive)
addtimer(CALLBACK(src, PROC_REF(ready_to_regenerate), user), CHANGELING_FAKEDEATH_TIME)
SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
return TRUE
/datum/action/changeling/fakedeath/proc/ready_to_regenerate(mob/user)
if(!HAS_TRAIT_FROM(user, TRAIT_FAKEDEATH, CHANGELING_TRAIT))
return
if(!QDELETED(user) && user.mind && cling?.acquired_powers)
to_chat(user, "<span class='notice'>We are ready to regenerate.</span>")
cling.give_power(new /datum/action/changeling/revive)
@@ -11,6 +11,10 @@
if(HAS_TRAIT(user, TRAIT_UNREVIVABLE))
to_chat(user, "<span class='notice'>Something is preventing us from regenerating, we will need to revive at another point.</span>")
return FALSE
if(!HAS_TRAIT_FROM(user, TRAIT_FAKEDEATH, CHANGELING_TRAIT))
cling.acquired_powers -= src
Remove(user)
return
REMOVE_TRAIT(user, TRAIT_FAKEDEATH, CHANGELING_TRAIT)
for(var/obj/item/grab/G in user.grabbed_by)
var/mob/living/carbon/M = G.assailant