Ports Morph

Refactors a bunch of lesser antag mobs into gamemodes/miniantags
This commit is contained in:
Crazylemon64
2016-01-15 02:54:57 -08:00
parent c32d9cef2e
commit 64c92bf400
19 changed files with 251 additions and 11 deletions
-35
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@@ -1,35 +0,0 @@
//Cortical borer spawn event - care of RobRichards1997 with minor editing by Zuhayr.
/datum/event/borer_infestation
announceWhen = 400
var/spawncount = 5
var/successSpawn = 0 //So we don't make a command report if nothing gets spawned.
/datum/event/borer_infestation/setup()
announceWhen = rand(announceWhen, announceWhen + 50)
spawncount = rand(1, 3)
/datum/event/borer_infestation/announce()
if(successSpawn)
command_announcement.Announce("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert", new_sound = 'sound/AI/aliens.ogg')
/datum/event/borer_infestation/start()
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if((temp_vent.loc.z in config.station_levels) && !temp_vent.welded)
//Stops cortical borers getting stuck in small networks. See: Security, Virology
if(temp_vent.parent.other_atmosmch.len > 50)
vents += temp_vent
var/list/candidates = get_candidates(ROLE_BORER,ALIEN_AFK_BRACKET)
while(spawncount > 0 && vents.len && candidates.len)
var/obj/vent = pick_n_take(vents)
var/client/C = pick_n_take(candidates)
var/mob/living/simple_animal/borer/new_borer = new(vent.loc)
new_borer.key = C.key
spawncount--
successSpawn = 1
+2 -1
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@@ -169,7 +169,8 @@ var/list/event_last_fired = list()
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Flux Anomaly", /datum/event/anomaly/anomaly_flux, 50, list(ASSIGNMENT_ENGINEER = 50)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Gravitational Anomaly", /datum/event/anomaly/anomaly_grav, 200),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Revenant", /datum/event/revenant, 150),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Swarmer Spawn", /datum/event/spawn_swarmer, 150, is_one_shot = 1)
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Swarmer Spawn", /datum/event/spawn_swarmer, 150, is_one_shot = 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Morph Spawn", /datum/event/spawn_morph, 0, is_one_shot = 1)
)
/datum/event_container/major
-194
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@@ -1,194 +0,0 @@
//Travel through pools of blood. Slaughter Demon powers for everyone!
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
/mob/living/proc/phaseout(var/obj/effect/decal/cleanable/B)
if(iscarbon(src))
var/mob/living/carbon/C = src
if(C.l_hand || C.r_hand)
C << "<span class='warning'>You may not hold items while blood crawling!</span>"
return 0
var/obj/item/weapon/bloodcrawl/B1 = new(C)
var/obj/item/weapon/bloodcrawl/B2 = new(C)
B1.icon_state = "bloodhand_left"
B2.icon_state = "bloodhand_right"
C.put_in_hands(B1)
C.put_in_hands(B2)
C.regenerate_icons()
var/mob/living/kidnapped = null
var/turf/mobloc = get_turf(src.loc)
var/turf/bloodloc = get_turf(B.loc)
if(Adjacent(bloodloc))
src.notransform = TRUE
spawn(0)
src.visible_message("<span class='danger'>[src] sinks into [B].</span>")
playsound(get_turf(src), 'sound/misc/enter_blood.ogg', 100, 1, -1)
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "odd blood"
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "jaunt"
animation.layer = 5
animation.master = holder
animation.dir = src.dir
src.ExtinguishMob()
if(src.buckled)
src.buckled.unbuckle_mob()
if(src.pulling && src.bloodcrawl == BLOODCRAWL_EAT)
if(istype(src.pulling, /mob/living/))
var/mob/living/victim = src.pulling
if(victim.stat == CONSCIOUS)
src.visible_message("<span class='warning'>[victim] kicks free of [B] just before entering it!</span>")
else
victim.loc = holder///holder
victim.emote("scream")
src.visible_message("<span class='warning'><b>[src] drags [victim] into [B]!</b></span>")
kidnapped = victim
flick("jaunt",animation)
src.loc = holder
src.holder = holder
if(kidnapped)
src << "<B>You begin to feast on [kidnapped]. You can not move while you are doing this.</B>"
src.visible_message("<span class='warning'><B>Loud eating sounds come from the blood...</B></span>")
sleep(6)
if (animation)
qdel(animation)
for(var/i = 3; i > 0; i--)
playsound(get_turf(src),'sound/misc/Demon_consume.ogg', 100, 1)
sleep(30)
if (kidnapped)
src << "<B>You devour [kidnapped]. Your health is fully restored.</B>"
src.adjustBruteLoss(-1000)
src.adjustFireLoss(-1000)
src.adjustOxyLoss(-1000)
src.adjustToxLoss(-1000)
if (istype(src, /mob/living/simple_animal/slaughter)) //rason, do not want humans to get this
var/mob/living/simple_animal/slaughter/demon = src
demon.devoured++
kidnapped << "<span class='userdanger'>You feel teeth sink into your flesh, and the--</span>"
kidnapped.adjustBruteLoss(1000)
kidnapped.forceMove(src)
demon.consumed_mobs.Add(kidnapped)
else
kidnapped.ghostize()
qdel(kidnapped)
else
src << "<span class='danger'>You happily devour... nothing? Your meal vanished at some point!</span>"
else
sleep(6)
if (animation)
qdel(animation)
src.notransform = 0
/obj/item/weapon/bloodcrawl
name = "blood crawl"
desc = "You are unable to hold anything while in this form."
icon = 'icons/effects/blood.dmi'
flags = NODROP
/mob/living/proc/phasein(var/obj/effect/decal/cleanable/B)
if(src.notransform)
src << "<span class='warning'>Finish eating first!</span>"
else
var/atom/movable/overlay/animation = new /atom/movable/overlay( B.loc )
animation.name = "odd blood"
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/mob/mob.dmi'
animation.icon_state = "jauntup" //Paradise Port:I reversed the jaunt animation so it looks like its rising up
animation.layer = 5
animation.master = B.loc
animation.dir = src.dir
B.visible_message("<span class='warning'>[B] starts to bubble...</span>")
if(!do_after(src, 20, target = B))
return
if(!B)
return
src.forceMove(B.loc)
src.client.eye = src
if (prob(25) && istype(src, /mob/living/simple_animal/slaughter))
var/list/voice = list('sound/hallucinations/behind_you1.ogg','sound/hallucinations/im_here1.ogg','sound/hallucinations/turn_around1.ogg','sound/hallucinations/i_see_you1.ogg')
playsound(get_turf(src), pick(voice),50, 1, -1)
src.visible_message("<span class='warning'><B>\The [src] rises out of \the [B]!</B>")
playsound(get_turf(src), 'sound/misc/exit_blood.ogg', 100, 1, -1)
flick("jauntup",animation)
qdel(src.holder)
src.holder = null
if(iscarbon(src))
var/mob/living/carbon/C = src
for(var/obj/item/weapon/bloodcrawl/BC in C)
C.flags = null
C.unEquip(BC)
qdel(BC)
var/oldcolor = src.color
src.color = B.color
sleep(6)//wait for animation to finish
if(animation)
qdel(animation)
spawn(30)
src.color = oldcolor
/obj/effect/decal/cleanable/blood/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/obj/effect/decal/cleanable/trail_holder/CtrlClick(mob/living/user)
..()
if(user.bloodcrawl)
if(user.holder)
user.phasein(src)
else
user.phaseout(src)
/turf/CtrlClick(var/mob/living/user)
..()
if(user.bloodcrawl)
for(var/obj/effect/decal/cleanable/B in src.contents)
if(istype(B, /obj/effect/decal/cleanable/blood) || istype(B, /obj/effect/decal/cleanable/trail_holder))
if(user.holder)
user.phasein(B)
break
else
user.phaseout(B)
break
/obj/effect/dummy/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "odd blood"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = 0
anchored = 1
/obj/effect/dummy/slaughter/relaymove(var/mob/user, direction)
if (!src.canmove || !direction) return
var/turf/newLoc = get_step(src,direction)
loc = newLoc
src.canmove = 0
spawn(1)
src.canmove = 1
/obj/effect/dummy/slaughter/ex_act(severity)
return 1
/obj/effect/dummy/slaughter/bullet_act(blah)
return
/obj/effect/dummy/slaughter/singularity_act(blah)
return
@@ -1,508 +0,0 @@
/mob/living/captive_brain
name = "host brain"
real_name = "host brain"
/mob/living/captive_brain/say(var/message)
if (src.client)
if(client.prefs.muted & MUTE_IC)
src << "\red You cannot speak in IC (muted)."
return
if (src.client.handle_spam_prevention(message,MUTE_IC))
return
if(istype(src.loc,/mob/living/simple_animal/borer))
message = trim(sanitize(copytext(message, 1, MAX_MESSAGE_LEN)))
if (!message)
return
log_say("[key_name(src)] : [message]")
if (stat == DEAD)
return say_dead(message)
var/mob/living/simple_animal/borer/B = src.loc
src << "You whisper silently, \"[message]\""
B.host << "The captive mind of [src] whispers, \"[message]\""
for(var/mob/M in mob_list)
if(M.mind && (istype(M, /mob/dead/observer)))
M << "<i>Thought-speech, <b>[src]</b> -> <b>[B.truename]:</b> [message]</i>"
/mob/living/captive_brain/emote(var/message)
return
/mob/living/simple_animal/borer
name = "cortical borer"
real_name = "cortical borer"
desc = "A small, quivering sluglike creature."
speak_emote = list("chirrups")
emote_hear = list("chirrups")
response_help = "pokes"
response_disarm = "prods the"
response_harm = "stomps on the"
icon_state = "brainslug"
icon_living = "brainslug"
icon_dead = "brainslug_dead"
speed = 5
a_intent = I_HARM
stop_automated_movement = 1
status_flags = CANPUSH
attacktext = "nips"
friendly = "prods"
wander = 0
small = 1
density = 0
pass_flags = PASSTABLE
ventcrawler = 2
var/used_dominate
var/chemicals = 10 // Chemicals used for reproduction and spitting neurotoxin.
var/mob/living/carbon/human/host // Human host for the brain worm.
var/truename // Name used for brainworm-speak.
var/mob/living/captive_brain/host_brain // Used for swapping control of the body back and forth.
var/controlling // Used in human death check.
var/docile = 0 // Sugar can stop borers from acting.
/mob/living/simple_animal/borer/Life()
..()
if(host)
if(!stat && host.stat != DEAD)
if(host.reagents.has_reagent("sugar"))
if(!docile)
if(controlling)
host << "\blue You feel the soporific flow of sugar in your host's blood, lulling you into docility."
else
src << "\blue You feel the soporific flow of sugar in your host's blood, lulling you into docility."
docile = 1
else
if(docile)
if(controlling)
host << "\blue You shake off your lethargy as the sugar leaves your host's blood."
else
src << "\blue You shake off your lethargy as the sugar leaves your host's blood."
docile = 0
if(chemicals < 250)
chemicals++
if(controlling)
if(docile)
host << "\blue You are feeling far too docile to continue controlling your host..."
host.release_control()
return
if(prob(5))
host.adjustBrainLoss(rand(1,2))
if(prob(host.getBrainLoss()/20))
host.say("*[pick(list("blink","blink_r","choke","aflap","drool","twitch","twitch_s","gasp"))]")
/mob/living/simple_animal/borer/New(var/by_gamemode=0)
..()
add_language("Cortical Link")
truename = "[pick("Primary","Secondary","Tertiary","Quaternary")] [rand(1000,9999)]"
if(!by_gamemode)
request_player()
/mob/living/simple_animal/borer/Stat()
..()
statpanel("Status")
if(shuttle_master.emergency.mode >= SHUTTLE_RECALL)
var/timeleft = shuttle_master.emergency.timeLeft()
if(timeleft > 0)
stat(null, "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]")
if (client.statpanel == "Status")
stat("Chemicals", chemicals)
// VERBS!
/mob/living/simple_animal/borer/proc/borer_speak(var/message)
if(!message)
return
for(var/mob/M in mob_list)
if(M.mind && (istype(M, /mob/living/simple_animal/borer) || istype(M, /mob/dead/observer)))
M << "<i>Cortical link, <b>[truename]:</b> [copytext(message, 2)]</i>"
/mob/living/simple_animal/borer/verb/dominate_victim()
set category = "Alien"
set name = "Dominate Victim"
set desc = "Freeze the limbs of a potential host with supernatural fear."
if(world.time - used_dominate < 300)
src << "You cannot use that ability again so soon."
return
if(host)
src << "You cannot do that from within a host body."
return
if(src.stat)
src << "You cannot do that in your current state."
return
var/list/choices = list()
for(var/mob/living/carbon/C in view(3,src))
if(C.stat != DEAD)
choices += C
if(world.time - used_dominate < 300)
src << "You cannot use that ability again so soon."
return
var/mob/living/carbon/M = input(src,"Who do you wish to dominate?") in null|choices
if(!M || !src) return
if(M.has_brain_worms())
src << "You cannot infest someone who is already infested!"
return
src << "\red You focus your psychic lance on [M] and freeze their limbs with a wave of terrible dread."
M << "\red You feel a creeping, horrible sense of dread come over you, freezing your limbs and setting your heart racing."
M.Weaken(3)
used_dominate = world.time
/mob/living/simple_animal/borer/verb/bond_brain()
set category = "Alien"
set name = "Assume Control"
set desc = "Fully connect to the brain of your host."
if(!host)
src << "You are not inside a host body."
return
if(src.stat)
src << "You cannot do that in your current state."
return
if(docile)
src << "\blue You are feeling far too docile to do that."
return
src << "You begin delicately adjusting your connection to the host brain..."
spawn(300+(host.getBrainLoss()*5))
if(!host || !src || controlling)
return
else
src << "\red <B>You plunge your probosci deep into the cortex of the host brain, interfacing directly with their nervous system.</B>"
host << "\red <B>You feel a strange shifting sensation behind your eyes as an alien consciousness displaces yours.</B>"
var/borer_key = src.key
host.attack_log += text("\[[time_stamp()]\] <font color='blue'>[key_name(src)] has assumed control of [key_name(host)]</font>")
msg_admin_attack("[key_name_admin(src)] has assumed control of [key_name_admin(host)]")
// host -> brain
var/h2b_id = host.computer_id
var/h2b_ip= host.lastKnownIP
host.computer_id = null
host.lastKnownIP = null
qdel(host_brain)
host_brain = new(src)
host_brain.ckey = host.ckey
host_brain.name = host.name
if(!host_brain.computer_id)
host_brain.computer_id = h2b_id
if(!host_brain.lastKnownIP)
host_brain.lastKnownIP = h2b_ip
// self -> host
var/s2h_id = src.computer_id
var/s2h_ip= src.lastKnownIP
src.computer_id = null
src.lastKnownIP = null
host.ckey = src.ckey
if(!host.computer_id)
host.computer_id = s2h_id
if(!host.lastKnownIP)
host.lastKnownIP = s2h_ip
controlling = 1
host.verbs += /mob/living/carbon/proc/release_control
host.verbs += /mob/living/carbon/proc/punish_host
host.verbs += /mob/living/carbon/proc/spawn_larvae
if(src && !src.key)
src.key = "@[borer_key]"
return
/mob/living/simple_animal/borer/verb/secrete_chemicals()
set category = "Alien"
set name = "Secrete Chemicals (30)"
set desc = "Push some chemicals into your host's bloodstream."
if(!host)
src << "You are not inside a host body."
return
if(stat)
src << "You cannot secrete chemicals in your current state."
if(docile)
src << "\blue You are feeling far too docile to do that."
return
if(chemicals < 30)
src << "You don't have enough chemicals!"
var/chem = input("Select a chemical to secrete.", "Chemicals") as null|anything in list("mannitol","styptic_powder","methamphetamine","sal_acid")
if(!chem || chemicals < 30 || !host || controlling || !src || stat) //Sanity check.
return
src << "\red <B>You squirt a measure of [chem] from your reservoirs into [host]'s bloodstream.</B>"
host.reagents.add_reagent(chem, 9)
chemicals -= 30
/mob/living/simple_animal/borer/verb/release_host()
set category = "Alien"
set name = "Release Host"
set desc = "Slither out of your host."
if(!host)
src << "You are not inside a host body."
return
if(stat)
src << "You cannot leave your host in your current state."
if(docile)
src << "\blue You are feeling far too docile to do that."
return
if(!host || !src) return
src << "You begin disconnecting from [host]'s synapses and prodding at their internal ear canal."
spawn(200)
if(!host || !src) return
if(src.stat)
src << "You cannot release a target in your current state."
return
src << "You wiggle out of [host]'s ear and plop to the ground."
detatch()
leave_host()
/mob/living/simple_animal/borer/proc/detatch()
if(!host) return
if(istype(host,/mob/living/carbon/human))
var/mob/living/carbon/human/H = host
var/obj/item/organ/external/head = H.get_organ("head")
head.implants -= src
controlling = 0
reset_view(null)
machine = null
host.verbs -= /mob/living/carbon/proc/release_control
host.verbs -= /mob/living/carbon/proc/punish_host
host.verbs -= /mob/living/carbon/proc/spawn_larvae
if(host_brain)
host.attack_log += text("\[[time_stamp()]\] <font color='blue'>[host_brain.name] ([host_brain.ckey]) has taken control back from [src.name] ([host.ckey])</font>")
msg_admin_attack("[host_brain.name] ([host_brain.ckey]) has taken control back from [src.name] ([host.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[host.x];Y=[host.y];Z=[host.z]'>JMP</a>)")
// host -> self
var/h2s_id = host.computer_id
var/h2s_ip= host.lastKnownIP
host.computer_id = null
host.lastKnownIP = null
src.ckey = host.ckey
if(!src.computer_id)
src.computer_id = h2s_id
if(!host_brain.lastKnownIP)
src.lastKnownIP = h2s_ip
// brain -> host
var/b2h_id = host_brain.computer_id
var/b2h_ip= host_brain.lastKnownIP
host_brain.computer_id = null
host_brain.lastKnownIP = null
host.ckey = host_brain.ckey
if(!host.computer_id)
host.computer_id = b2h_id
if(!host.lastKnownIP)
host.lastKnownIP = b2h_ip
qdel(host_brain)
return
/mob/living/simple_animal/borer/proc/leave_host()
if(!host) return
src.forceMove(get_turf(host))
reset_view(null)
machine = null
host.reset_view(null)
host.machine = null
var/mob/living/H = host
H.status_flags &= ~PASSEMOTES
host = null
return
/mob/living/simple_animal/borer/verb/infest()
set category = "Alien"
set name = "Infest"
set desc = "Infest a suitable humanoid host."
if(host)
src << "You are already within a host."
return
if(stat)
src << "You cannot infest a target in your current state."
return
var/list/choices = list()
for(var/mob/living/carbon/human/H in view(1,src))
var/obj/item/organ/external/head/head = H.get_organ("head")
if(head.status & ORGAN_ROBOT)
continue
if(H.stat != DEAD && src.Adjacent(H) && !H.has_brain_worms())
choices += H
var/mob/living/carbon/human/M = input(src,"Who do you wish to infest?") in null|choices
if(!M || !src) return
if(!(src.Adjacent(M))) return
if(M.has_brain_worms())
src << "You cannot infest someone who is already infested!"
return
src << "You slither up [M] and begin probing at their ear canal..."
if(!do_after(src,50, target = M))
src << "As [M] moves away, you are dislodged and fall to the ground."
return
if(!M || !src) return
if(src.stat)
src << "You cannot infest a target in your current state."
return
if(M.stat == DEAD)
src << "That is not an appropriate target."
return
if(M in view(1, src))
src << "You wiggle into [M]'s ear."
if(!M.stat)
M << "Something disgusting and slimy wiggles into your ear!"
src.host = M
src.forceMove(M)
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/head = H.get_organ("head")
head.implants += src
host.status_flags |= PASSEMOTES
return
else
src << "They are no longer in range!"
return
/mob/living/simple_animal/borer/proc/perform_infestation(var/mob/living/carbon/M)
src.host = M
src.forceMove(M)
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/head = H.get_organ("head")
head.implants += src
host_brain.name = M.name
host_brain.real_name = M.real_name
host.status_flags |= PASSEMOTES
/mob/living/simple_animal/borer/can_use_vents()
return
//Procs for grabbing players.
/mob/living/simple_animal/borer/proc/request_player()
for(var/mob/O in respawnable_list)
if(jobban_isbanned(O, "Syndicate"))
continue
if(O.client)
if((ROLE_BORER in O.client.prefs.be_special) && !jobban_isbanned(O, "alien"))
question(O.client)
/mob/living/simple_animal/borer/proc/question(var/client/C)
spawn(0)
if(!C) return
var/response = alert(C, "A cortical borer needs a player. Are you interested?", "Cortical borer request", "Yes", "No", "Never for this round")
if(!C || ckey)
return
if(response == "Yes")
transfer_personality(C)
else if (response == "Never for this round")
C.prefs.be_special -= ROLE_BORER
/mob/living/simple_animal/borer/proc/transfer_personality(var/client/candidate)
if(!candidate)
return
src.mind = candidate.mob.mind
src.ckey = candidate.ckey
if(src.mind)
src.mind.assigned_role = "Cortical Borer"
/mob/living/simple_animal/borer/verb/borerhide()
set category = "Alien"
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
if(stat != CONSCIOUS)
return
if (layer != TURF_LAYER+0.2)
layer = TURF_LAYER+0.2
src << text("\green You are now hiding.")
for(var/mob/O in oviewers(src, null))
if ((O.client && !( O.blinded )))
O << text("<B>[] scurries to the ground!</B>", src)
else
layer = MOB_LAYER
src << text("\green You have stopped hiding.")
for(var/mob/O in oviewers(src, null))
if ((O.client && !( O.blinded )))
O << text("[] slowly peaks up from the ground...", src)
@@ -1,628 +0,0 @@
////Deactivated swarmer shell////
/obj/item/unactivated_swarmer
name = "unactivated swarmer"
desc = "A currently unactivated swarmer. Swarmers can self activate at any time, it would be wise to immediately dispose of this."
icon = 'icons/mob/swarmer.dmi'
icon_state = "swarmer_unactivated"
/obj/item/unactivated_swarmer/New()
notify_ghosts("An unactivated swarmer has been created in [get_area(src)]! <a href=?src=\ref[src];ghostjoin=1>(Click to enter)</a>")
..()
/obj/item/unactivated_swarmer/Topic(href, href_list)
if(..())
return 1
if(href_list["ghostjoin"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
attack_ghost(ghost)
/obj/item/unactivated_swarmer/attack_ghost(mob/user as mob)
var/be_swarmer = alert("Become a swarmer? (Warning, You can no longer be cloned!)",,"Yes","No")
if(be_swarmer == "No")
return
if(qdeleted(src))
user << "Swarmer has been occupied by someone else."
return
var/mob/living/simple_animal/hostile/swarmer/S = new /mob/living/simple_animal/hostile/swarmer(get_turf(loc))
S.key = user.key
qdel(src)
////The Mob itself////
/mob/living/simple_animal/hostile/swarmer
name = "Swarmer"
real_name = "Swarmer"
icon = 'icons/mob/swarmer.dmi'
desc = "A robot of unknown design, they seek only to consume materials and replicate themselves indefinitely."
speak_emote = list("tones")
health = 40
maxHealth = 40
status_flags = CANPUSH
icon_state = "swarmer"
icon_living = "swarmer"
icon_dead = "swarmer_unactivated"
wander = 0
harm_intent_damage = 5
minbodytemp = 0
maxbodytemp = 500
min_oxy = 0
max_oxy = INFINITY
min_tox = 0
max_tox = INFINITY
min_co2 = 0
max_co2 = INFINITY
min_n2 = 0
max_n2 = INFINITY
unsuitable_atmos_damage = 0
melee_damage_lower = 15
melee_damage_upper = 15
melee_damage_type = STAMINA
ignored_damage_types = list(BRUTE = 0, BURN = 0, TOX = 1, CLONE = 1, STAMINA = 1, OXY = 1)
environment_smash = 0
attacktext = "shocks"
attack_sound = 'sound/effects/EMPulse.ogg'
friendly = "pinches"
speed = 0
faction = list("swarmer")
projectiletype = /obj/item/projectile/beam/disabler
pass_flags = PASSTABLE
ventcrawler = 2
ranged = 1
ranged_cooldown_cap = 1
universal_speak = 0
universal_understand = 0
projectilesound = 'sound/weapons/taser2.ogg'
AIStatus = AI_OFF
var/resources = 0 //Resource points, generated by consuming metal/glass
/mob/living/simple_animal/hostile/swarmer/Login()
..()
src << "<b>You are a swarmer, a weapon of a long dead civilization. Until further orders from your original masters are received, you must continue to consume and replicate.</b>"
src << "<b>Ctrl + Click provides most of your swarmer specific interactions, such as cannibalizing metal or glass, destroying the environment, or teleporting mobs away from you."
src << "<b>Objectives:</b>"
src << "1. Consume resources and replicate until there are no more resources left."
src << "2. Ensure that the station is fit for invasion at a later date, do not perform actions that would render it dangerous or inhospitable."
src << "3. Biological and Sentient resources will be harvested at a later date, do not harm them."
/mob/living/simple_animal/hostile/swarmer/New()
..()
add_language("Swarmer", 1)
verbs -= /mob/living/verb/pulled
updatename()
/mob/living/simple_animal/hostile/swarmer/Stat()
..()
if(statpanel("Status"))
stat("Resources:",resources)
/mob/living/simple_animal/hostile/swarmer/death()
..()
new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
ghostize()
qdel(src)
/mob/living/simple_animal/hostile/swarmer/emp_act()
if(health > 1)
health = 1
return
else
death()
/mob/living/simple_animal/hostile/swarmer/CanPass(atom/movable/O)
if(istype(O, /obj/item/projectile/beam/disabler))//Allows for swarmers to fight as a group without wasting their shots hitting each other
return 1
if(isswarmer(O))
return 1
..()
/mob/living/simple_animal/hostile/swarmer/proc/updatename()
real_name = "Swarmer [rand(100,999)]-[pick("kappa","sigma","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]"
name = real_name
////CTRL CLICK FOR SWARMERS AND SWARMER_ACT()'S////
/mob/living/simple_animal/hostile/swarmer/CtrlClickOn(atom/A)
face_atom(A)
if(!isturf(loc))
return
if(next_move > world.time)
return
if(!A.Adjacent(src))
return
A.swarmer_act(src)
return
/atom/proc/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/item/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.Integrate(src)
/obj/item/weapon/gun/swarmer_act()//Stops you from eating the entire armory
return
/turf/simulated/floor/swarmer_act()//ex_act() on turf calls it on its contents, this is to prevent attacking mobs by DisIntegrate()'ing the floor
return
/obj/machinery/atmospherics/swarmer_act()
return
/obj/structure/disposalpipe/swarmer_act()
return
/obj/machinery/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DismantleMachine(src)
/obj/machinery/light/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/machinery/door/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/machinery/camera/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
deactivate(S, 0)
/obj/machinery/particle_accelerator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/fuel_chamber/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/particle_emitter/center/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/particle_emitter/left/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/particle_emitter/right/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/particle_emitter/end_cap/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/structure/particle_accelerator/particle_emitter/power_box/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/machinery/field/generator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/machinery/gravity_generator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/machinery/vending/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)//It's more visually interesting than dismantling the machine
S.DisIntegrate(src)
/obj/machinery/turretid/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisIntegrate(src)
/obj/machinery/chem_dispenser/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>The volatile chemicals in this machine would destroy us. Aborting.</span>"
/obj/machinery/nuclearbomb/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This device's destruction would result in the extermination of everything in the area. Aborting.</span>"
/obj/effect/rune/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Searching... sensor malfunction! Target lost. Aborting.</span>"
/obj/structure/reagent_dispensers/fueltank/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Destroying this object would cause a chain reaction. Aborting.</span>"
/obj/structure/cable/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/machinery/portable_atmospherics/canister/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>An inhospitable area may be created as a result of destroying this object. Aborting.</span>"
/obj/machinery/telecomms/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This communications relay should be preserved, it will be a useful resource to our masters in the future. Aborting.</span>"
/obj/machinery/message_server/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This communications relay should be preserved, it will be a useful resource to our masters in the future. Aborting.</span>"
/obj/machinery/blackbox_recorder/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This machine has recorded large amounts of data on this structure and its inhabitants, it will be a useful resource to our masters in the future. Aborting. </span>"
/obj/machinery/power/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
/obj/machinery/gateway/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This bluespace source will be important to us later. Aborting.</span>"
/turf/simulated/wall/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
for(var/turf/T in range(1, src))
if(istype(T, /turf/space) || istype(T.loc, /area/space))
S << "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>"
return
..()
/obj/structure/window/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
for(var/turf/T in range(1, src))
if(istype(T, /turf/space) || istype(T.loc, /area/space))
S << "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>"
return
..()
/obj/item/stack/cable_coil/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)//Wiring would be too effective as a resource
S << "<span class='warning'>This object does not contain enough materials to work with.</span>"
/obj/item/weapon/circuitboard/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This object does not contain enough materials to work with.</span>"
/obj/machinery/porta_turret/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>Attempting to dismantle this machine would result in an immediate counterattack. Aborting.</span>"
/mob/living/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S.DisperseTarget(src)
/mob/living/carbon/slime/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
S << "<span class='warning'>This biological resource is somehow resisting our bluespace transceiver. Aborting.</span>"
////END CTRL CLICK FOR SWARMERS////
/mob/living/simple_animal/hostile/swarmer/proc/Fabricate(var/atom/fabrication_object,var/fabrication_cost = 0)
if(!isturf(loc))
src << "<span class='warning'>This is not a suitable location for fabrication. We need more space.</span>"
if(resources >= fabrication_cost)
resources -= fabrication_cost
else
src << "<span class='warning'>You do not have the necessary resources to fabricate this object.</span>"
return 0
new fabrication_object(loc)
return 1
/mob/living/simple_animal/hostile/swarmer/proc/Integrate(var/obj/item/target)
if(resources >= 100)
src << "<span class='warning'>We cannot hold more materials!</span>"
return
//Check if any entries are either MAT_METAL or MAT_GLASS
if((MAT_METAL in target.materials) || (MAT_GLASS in target.materials))
resources++
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
var/obj/effect/swarmer/integrate/I = new /obj/effect/swarmer/integrate(get_turf(target))
I.pixel_x = target.pixel_x
I.pixel_y = target.pixel_y
if(istype(target, /obj/item/stack))
var/obj/item/stack/S = target
S.use(1)
if(S.amount)
return
qdel(target)
else
src << "<span class='warning'>\the [target] is incompatible with our internal matter recycler.</span>"
return
/mob/living/simple_animal/hostile/swarmer/proc/DisIntegrate(var/atom/movable/target)
new /obj/effect/swarmer/disintegration(get_turf(target))
do_attack_animation(target)
changeNext_move(CLICK_CD_MELEE)
target.ex_act(3)
/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(var/mob/living/target)
if(target != src)
src << "<span class='info'>Attempting to remove this being from our presence.</span>"
if(src.z != ZLEVEL_STATION)
src << "<span class='warning'>Our bluespace transceiver cannot locate a viable bluespace link, our teleportation abilities are useless in this area.</span>"
return
if(do_mob(src, target, 30))
var/cycle
for(cycle=0,cycle<100,cycle++)
var/random_location = locate(rand(37,202),rand(75,192),ZLEVEL_STATION)//Drunk dial a turf in the general ballpark of the station
if(istype(random_location, /turf/simulated/floor))
var/turf/simulated/floor/F = random_location
if(F.air)
var/datum/gas_mixture/A = F.air
if(A.oxygen >= 16 && !A.toxins && A.carbon_dioxide < 10 && !A.trace_gases.len)//Can most things breathe in this location?
if((A.temperature > 270) && (A.temperature < 360))//Not too hot, not too cold
var/pressure = A.return_pressure()
if((pressure > 20) && (pressure < 550))//Account for crushing pressure or vaccuums
if(ishuman(target))//If we're getting rid of a human, slap some zipties on them to keep them away from us a little longer
var/obj/item/weapon/restraints/handcuffs/cable/zipties/Z = new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
Z.apply_cuffs(target, src)
do_teleport(target, F, 0)
playsound(src,'sound/effects/sparks4.ogg',50,1)
break
return
/mob/living/simple_animal/hostile/swarmer/proc/DismantleMachine(var/obj/machinery/target)
do_attack_animation(target)
src << "<span class='info'>We begin to dismantle this machine. We will need to be uninterrupted.</span>"
var/obj/effect/swarmer/dismantle/D = new /obj/effect/swarmer/dismantle(get_turf(target))
D.pixel_x = target.pixel_x
D.pixel_y = target.pixel_y
if(do_mob(src, target, 100))
if(!src.Adjacent(target))
src << "<span class='info'>Error:Dismantleing aborted.</span>"
else
src << "<span class='info'>Dismantling complete.</span>"
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(target.loc)
M.amount = 5
if(target.component_parts && target.component_parts.len)
for(var/obj/item/I in target.component_parts)
I.forceMove(M.loc)
var/obj/effect/swarmer/disintegration/N = new /obj/effect/swarmer/disintegration(get_turf(target))
N.pixel_x = target.pixel_x
N.pixel_y = target.pixel_y
target.dropContents()
if(istype(target, /obj/machinery/computer))
var/obj/machinery/computer/C = target
if(C.circuit)
new C.circuit(get_turf(M))
qdel(target)
/obj/effect/swarmer //Default swarmer effect object visual feedback
name = "swarmer ui"
desc = null
gender = NEUTER
icon = 'icons/mob/swarmer.dmi'
icon_state = "ui_light"
mouse_opacity = 0
layer = 4
unacidable = 1
/obj/effect/swarmer/disintegration
icon_state = "disintegrate"
/obj/effect/swarmer/disintegration/New()
playsound(src.loc, "sparks", 100, 1)
spawn(10)
qdel(src)
/obj/effect/swarmer/dismantle
icon_state = "dismantle"
/obj/effect/swarmer/dismantle/New()
spawn(25)
qdel(src)
/obj/effect/swarmer/integrate
icon_state = "integrate"
/obj/effect/swarmer/integrate/New()
spawn(5)
qdel(src)
/obj/effect/swarmer/destructible //Default destroyable object for swarmer constructions
light_range = 1
mouse_opacity = 1
var/health = 30
/obj/effect/swarmer/destructible/proc/TakeDamage(damage)
health -= damage
if(health <= 0)
qdel(src)
/obj/effect/swarmer/destructible/bullet_act(obj/item/projectile/Proj)
if(Proj.damage)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
TakeDamage(Proj.damage)
..()
/obj/effect/swarmer/destructible/attackby(obj/item/weapon/I, mob/living/user, params)
if(istype(I, /obj/item/weapon))
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
TakeDamage(I.force)
return
/obj/effect/swarmer/destructible/ex_act()
qdel(src)
return
/obj/effect/swarmer/destructible/blob_act()
qdel(src)
return
/obj/effect/swarmer/destructible/emp_act()
qdel(src)
return
/obj/effect/swarmer/destructible/attack_animal(mob/living/user)
if(isanimal(user))
var/mob/living/simple_animal/S = user
S.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
if(S.melee_damage_type == BRUTE || S.melee_damage_type == BURN)
TakeDamage(rand(S.melee_damage_lower, S.melee_damage_upper))
return
/mob/living/simple_animal/hostile/swarmer/proc/CreateTrap()
set name = "Create trap"
set category = "Swarmer"
set desc = "Creates a simple trap that will non-lethally electrocute anything that steps on it. Costs 5 resources"
if(/obj/effect/swarmer/destructible/trap in loc)
src << "<span class='warning'>There is already a trap here. Aborting.</span>"
return
Fabricate(/obj/effect/swarmer/destructible/trap, 5)
return
/obj/effect/swarmer/destructible/trap
name = "swarmer trap"
desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
icon_state = "trap"
light_range = 1
health = 10
/obj/effect/swarmer/destructible/trap/Crossed(var/atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!istype(L, /mob/living/simple_animal/hostile/swarmer))
playsound(loc,'sound/effects/snap.ogg',50, 1, -1)
L.electrocute_act(0, src, 1, 1)
if(isrobot(L) || L.isSynthetic())
L.Weaken(5)
qdel(src)
..()
/mob/living/simple_animal/hostile/swarmer/proc/CreateBarricade()
set name = "Create barricade"
set category = "Swarmer"
set desc = "Creates a barricade that will stop anything but swarmers and disabler beams from passing through."
if(/obj/effect/swarmer/destructible/blockade in loc)
src << "<span class='warning'>There is already a blockade here. Aborting.</span>"
return
if(resources < 5)
src << "<span class='warning'>We do not have the resources for this!</span>"
return
if(do_mob(src, src, 10))
Fabricate(/obj/effect/swarmer/destructible/blockade, 5)
return
/obj/effect/swarmer/destructible/blockade
name = "swarmer blockade"
desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
icon_state = "barricade"
light_range = 1
health = 50
density = 1
anchored = 1
/obj/effect/swarmer/destructible/blockade/CanPass(atom/movable/O)
if(isswarmer(O))
return 1
if(istype(O, /obj/item/projectile/beam/disabler))
return 1
/mob/living/simple_animal/hostile/swarmer/proc/CreateSwarmer()
set name = "Replicate"
set category = "Swarmer"
set desc = "Creates a shell for a new swarmer. Swarmers will self activate."
src << "<span class='info'>We are attempting to replicate ourselves. We will need to stand still until the process is complete.</span>"
if(resources < 50)
src << "<span class='warning'>We do not have the resources for this!</span>"
return
if(!isturf(loc))
src << "<span class='warning'>This is not a suitable location for replicating ourselves. We need more room.</span>"
return
if(do_mob(src, src, 100))
if(Fabricate(/obj/item/unactivated_swarmer, 50))
playsound(loc,'sound/items/poster_being_created.ogg',50, 1, -1)
/mob/living/simple_animal/hostile/swarmer/proc/RepairSelf()
set name = "Self Repair"
set category = "Swarmer"
set desc = "Attempts to repair damage to our body. You will have to remain motionless until repairs are complete."
if(!isturf(loc))
return
src << "<span class='info'>Attempting to repair damage to our body, stand by...</span>"
if(do_mob(src, src, 100))
adjustBruteLoss(-100)
src << "<span class='info'>We successfully repaired ourselves.</span>"
/mob/living/simple_animal/hostile/swarmer/proc/ToggleLight()
if(!light_range)
set_light(3)
else
set_light(0)
/mob/living/simple_animal/hostile/swarmer/proc/ContactSwarmers()
var/message = input(src, "Announce to other swarmers", "Swarmer contact")
if(message)
for(var/mob/M in mob_list)
if(isswarmer(M) || (M in dead_mob_list))
M << "<B>Swarm communication - </b> [src] states: [message]"
////HUD NONSENSE////
/obj/screen/swarmer
icon = 'icons/mob/swarmer.dmi'
/obj/screen/swarmer/FabricateTrap
icon_state = "ui_trap"
name = "Create trap (Costs 5 Resources)"
desc = "Creates a trap that will nonlethally shock any non-swarmer that attempts to cross it. (Costs 5 resources)"
/obj/screen/swarmer/FabricateTrap/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.CreateTrap()
/obj/screen/swarmer/Barricade
icon_state = "ui_barricade"
name = "Create barricade (Costs 5 Resources)"
desc = "Creates a destructible barricade that will stop any non swarmer from passing it. Also allows disabler beams to pass through. (Costs 5 resources)"
/obj/screen/swarmer/Barricade/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.CreateBarricade()
/obj/screen/swarmer/Replicate
icon_state = "ui_replicate"
name = "Replicate (Costs 50 Resources)"
desc = "Creates a another of our kind."
/obj/screen/swarmer/Replicate/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.CreateSwarmer()
/obj/screen/swarmer/RepairSelf
icon_state = "ui_self_repair"
name = "Repair self"
desc = "Repairs damage to our body."
/obj/screen/swarmer/RepairSelf/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.RepairSelf()
/obj/screen/swarmer/ToggleLight
icon_state = "ui_light"
name = "Toggle light"
desc = "Toggles our inbuilt light on or off."
/obj/screen/swarmer/ToggleLight/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.ToggleLight()
/obj/screen/swarmer/ContactSwarmers
icon_state = "ui_contact_swarmers"
name = "Contact swarmers"
desc = "Sends a message to all other swarmers, should they exist."
/obj/screen/swarmer/ContactSwarmers/Click()
if(isswarmer(usr))
var/mob/living/simple_animal/hostile/swarmer/S = usr
S.ContactSwarmers()
/datum/hud/proc/swarmer_hud(ui_style = 'icons/mob/screen1_midnight.dmi')
adding = list()
var/obj/screen/using
using = new /obj/screen/swarmer/FabricateTrap()
using.screen_loc = ui_rhand
adding += using
using = new /obj/screen/swarmer/Barricade()
using.screen_loc = ui_lhand
adding += using
using = new /obj/screen/swarmer/Replicate()
using.screen_loc = ui_zonesel
adding += using
using = new /obj/screen/swarmer/RepairSelf()
using.screen_loc = ui_storage1
adding += using
using = new /obj/screen/swarmer/ToggleLight()
using.screen_loc = ui_back
adding += using
using = new /obj/screen/swarmer/ContactSwarmers()
using.screen_loc = ui_inventory
adding += using
mymob.client.screen = list()
//mymob.client.screen += mymob.client.void
mymob.client.screen += adding
@@ -1,37 +0,0 @@
/datum/event/spawn_swarmer
//name = "Sawrmer Spawn"
//one_shot = 1
startWhen = 3 //30 minutes
announceWhen = 10
/datum/event/spawn_swarmer/announce()
if(prob(25)) //25% chance to announce it to the crew
var/swarmer_report = "<font size=3><b>[command_name()] High-Priority Update</b></span>"
swarmer_report += "<br><br>Our long-range sensors have detected an odd signal emanating from your station's gateway. We recommend immediate investigation of your gateway, as something may have come \
through."
for (var/obj/machinery/computer/communications/C in machines)
if(! (C.stat & (BROKEN|NOPOWER) ) )
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( C.loc )
P.name = "'Classified [command_name()] Update'"
P.info = swarmer_report
P.update_icon()
C.messagetitle.Add("Classified [command_name()] Update")
C.messagetext.Add(P.info)
command_announcement.Announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", 'sound/AI/commandreport.ogg')
/datum/event/spawn_swarmer/start()
if(find_swarmer())
return 0
if(!the_gateway)
return 0
new /obj/item/unactivated_swarmer(get_turf(the_gateway))
/datum/event/spawn_swarmer/proc/find_swarmer()
for(var/mob/living/M in mob_list)
if(istype(M, /mob/living/simple_animal/hostile/swarmer) && M.client) //If there is a swarmer with an active client, we've found our swarmer
return 1
return 0
@@ -1,892 +0,0 @@
/mob/living/simple_animal/hostile/guardian
name = "Guardian Spirit"
real_name = "Guardian Spirit"
desc = "A mysterious being that stands by it's charge, ever vigilant."
speak_emote = list("intones")
response_help = "passes through"
response_disarm = "flails at"
response_harm = "punches"
icon = 'icons/mob/mob.dmi'
icon_state = "stand"
icon_living = "stand"
icon_dead = "stand"
speed = 0
a_intent = I_HARM
stop_automated_movement = 1
floating = 1
attack_sound = 'sound/weapons/punch1.ogg'
minbodytemp = 0
maxbodytemp = 10000000
min_oxy = 0
max_oxy = INFINITY
min_tox = 0
max_tox = INFINITY
min_co2 = 0
max_co2 = INFINITY
min_n2 = 0
max_n2 = INFINITY
attacktext = "punches"
maxHealth = INFINITY //The spirit itself is invincible
health = INFINITY
environment_smash = 0
melee_damage_lower = 15
melee_damage_upper = 15
AIStatus = AI_OFF
var/summoned = FALSE
var/animated_manifest = FALSE
var/cooldown = 0
var/damage_transfer = 1 //how much damage from each attack we transfer to the owner
var/mob/living/summoner
var/range = 10 //how far from the user the spirit can be
var/playstyle_string = "You are a standard Guardian. You shouldn't exist!"
var/magic_fluff_string = " You draw the Coder, symbolizing bugs and errors. This shouldn't happen! Submit a bug report!"
var/tech_fluff_string = "BOOT SEQUENCE COMPLETE. ERROR MODULE LOADED. THIS SHOULDN'T HAPPEN. Submit a bug report!"
var/bio_fluff_string = "Your scarabs fail to mutate. This shouldn't happen! Submit a bug report!"
var/admin_fluff_string = "URK URF!"//the wheels on the bus...
var/adminseal = FALSE
/mob/living/simple_animal/hostile/guardian/Life() //Dies if the summoner dies
..()
if(summoner)
if(summoner.stat == DEAD)
src << "<span class='danger'>Your summoner has died!</span>"
visible_message("<span class='danger'><B>The [src] dies along with its user!</B></span>")
ghostize()
qdel(src)
if(summoner)
if (get_dist(get_turf(summoner),get_turf(src)) <= range)
return
else
src << "You moved out of range, and were pulled back! You can only move [range] meters from [summoner.real_name]"
visible_message("<span class='danger'>The [src] jumps back to its user.</span>")
Recall()
if(summoned && !summoner)
src << "<span class='danger'>You somehow lack a summoner! As a result, you dispel!</span>"
ghostize()
qdel()
/mob/living/simple_animal/hostile/guardian/Move() //Returns to summoner if they move out of range
..()
if(summoner)
if (get_dist(get_turf(summoner),get_turf(src)) <= range)
return
else
src << "You moved out of range, and were pulled back! You can only move [range] meters from [summoner.real_name]"
visible_message("<span class='danger'>The [src] jumps back to its user.</span>")
Recall()
/mob/living/simple_animal/hostile/guardian/death()
..()
summoner << "<span class='danger'><B>Your [name] died somehow!</span></B>"
summoner.death()
/mob/living/simple_animal/hostile/guardian/adjustBruteLoss(amount) //The spirit is invincible, but passes on damage to the summoner
var/damage = amount * damage_transfer
if (summoner)
if(loc == summoner)
return
summoner.adjustBruteLoss(damage)
if(damage)
summoner << "<span class='danger'><B>Your [name] is under attack! You take damage!</span></B>"
summoner.visible_message("<span class='danger'><B>Blood sprays from [summoner] as [src] takes damage!</B></span>")
if(summoner.stat == UNCONSCIOUS)
summoner << "<span class='danger'><B>Your body can't take the strain of sustaining [src] in this condition, it begins to fall apart!</span></B>"
summoner.adjustCloneLoss(damage/2)
/mob/living/simple_animal/hostile/guardian/ex_act(severity, target)
switch (severity)
if (1)
gib()
return
if (2)
adjustBruteLoss(60)
if(3)
adjustBruteLoss(30)
/mob/living/simple_animal/hostile/guardian/gib()
if(summoner)
summoner << "<span class='danger'><B>Your [src] was blown up!</span></B>"
summoner.Weaken(10)// your fermillier has died! ROLL FOR CON LOSS!
ghostize()
qdel(src)
//Manifest, Recall, Communicate
/mob/living/simple_animal/hostile/guardian/proc/Manifest()
if(cooldown > world.time)
return
if(!summoner) return
if(loc == summoner)
loc = get_turf(summoner)
src.client.eye = loc
cooldown = world.time + 30
if(animated_manifest)
var/end_icon = icon_state
icon_state = "parasite_forming"
spawn(6)
icon_state = end_icon
/mob/living/simple_animal/hostile/guardian/proc/Recall()
if(cooldown > world.time)
return
if(!summoner) return
loc = summoner
buckled = null
cooldown = world.time + 30
/mob/living/simple_animal/hostile/guardian/proc/Communicate()
var/input = stripped_input(src, "Please enter a message to tell your summoner.", "Guardian", "")
if(!input) return
for(var/mob/M in mob_list)
if(M == summoner)
M << "<span class='changeling'><i>[src]:</i> [input]</span>"
log_say("Guardian Communication: [key_name(src)] -> [key_name(M)] : [input]")
else if (M in dead_mob_list)
M << "<span class='changeling'><i>Guardian Communication from <b>[src]</b> ([ghost_follow_link(src, ghost=M)]): [input]</i>"
src << "<span class='changeling'><i>[src]:</i> [input]</span>"
/mob/living/simple_animal/hostile/guardian/proc/ToggleMode()
src << "<span class='danger'><B>You dont have another mode!</span></B>"
/mob/living/proc/guardian_comm()
set name = "Communicate"
set category = "Guardian"
set desc = "Communicate telepathically with your guardian."
var/input = stripped_input(src, "Please enter a message to tell your guardian.", "Message", "")
if(!input) return
for(var/mob/M in mob_list)
if(istype (M, /mob/living/simple_animal/hostile/guardian))
var/mob/living/simple_animal/hostile/guardian/G = M
if(G.summoner == src)
G << "<span class='changeling'><i>[src]:</i> [input]</span>"
log_say("Guardian Communication: [key_name(src)] -> [key_name(G)] : [input]")
else if (M in dead_mob_list)
M << "<span class='changeling'><i>Guardian Communication from <b>[src]</b> ([ghost_follow_link(src, ghost=M)]): [input]</i>"
src << "<span class='changeling'><i>[src]:</i> [input]</span>"
/mob/living/proc/guardian_recall()
set name = "Recall Guardian"
set category = "Guardian"
set desc = "Forcibly recall your guardian."
for(var/mob/living/simple_animal/hostile/guardian/G in mob_list)
if(G.summoner == src)
G.Recall()
/mob/living/proc/guardian_reset()
set name = "Reset Guardian Player (One Use)"
set category = "Guardian"
set desc = "Re-rolls which ghost will control your Guardian. One use."
src.verbs -= /mob/living/proc/guardian_reset
for(var/mob/living/simple_animal/hostile/guardian/G in mob_list)
if(G.summoner == src)
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as [G.real_name]?", "pAI", null, FALSE, 100)
var/mob/dead/observer/new_stand = null
if(candidates.len)
new_stand = pick(candidates)
G << "Your user reset you, and your body was taken over by a ghost. Looks like they weren't happy with your performance."
src << "Your guardian has been successfully reset."
message_admins("[key_name_admin(new_stand)] has taken control of ([key_name_admin(G)])")
G.ghostize(0)
G.key = new_stand.key
else
src << "There were no ghosts willing to take control. Looks like you're stuck with your Guardian for now."
verbs += /mob/living/proc/guardian_reset
/mob/living/simple_animal/hostile/guardian/proc/ToggleLight()
if(!luminosity)
set_light(3)
else
set_light(0)
//////////////////////////TYPES OF GUARDIANS
//Fire. Low damage, low resistance, sets mobs on fire when bumping
/mob/living/simple_animal/hostile/guardian/fire
a_intent = I_HELP
melee_damage_lower = 10
melee_damage_upper = 10
attack_sound = 'sound/items/Welder.ogg'
attacktext = "sears"
damage_transfer = 0.8
range = 10
playstyle_string = "As a Chaos type, you have only light damage resistance, but will ignite any enemy you bump into. In addition, your melee attacks will randomly teleport enemies."
environment_smash = 1
magic_fluff_string = "..And draw the Wizard, bringer of endless chaos!"
tech_fluff_string = "Boot sequence complete. Crowd control modules activated. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, ready to sow havoc at random."
/mob/living/simple_animal/hostile/guardian/fire/Life() //Dies if the summoner dies
..()
if(summoner)
summoner.ExtinguishMob()
summoner.adjust_fire_stacks(-20)
/mob/living/simple_animal/hostile/guardian/fire/AttackingTarget()
..()
if(prob(45))
if(istype(target, /atom/movable))
var/atom/movable/M = target
if(!M.anchored && M != summoner)
do_teleport(M, M, 10)
/mob/living/simple_animal/hostile/guardian/fire/Crossed(AM as mob|obj)
..()
collision_ignite(AM)
/mob/living/simple_animal/hostile/guardian/fire/Bumped(AM as mob|obj)
..()
collision_ignite(AM)
/mob/living/simple_animal/hostile/guardian/fire/Bump(AM as mob|obj)
..()
collision_ignite(AM)
/mob/living/simple_animal/hostile/guardian/fire/proc/collision_ignite(AM as mob|obj)
if(istype(AM, /mob/living/))
var/mob/living/M = AM
if(AM != summoner && M.fire_stacks < 7)
M.fire_stacks = 7
M.IgniteMob()
/mob/living/simple_animal/hostile/guardian/fire/Bump(AM as mob|obj)
..()
collision_ignite(AM)
//Standard
/mob/living/simple_animal/hostile/guardian/punch
melee_damage_lower = 20
melee_damage_upper = 20
damage_transfer = 0.5
playstyle_string = "As a standard type you have no special abilities, but have a high damage resistance and a powerful attack capable of smashing through walls."
environment_smash = 2
magic_fluff_string = "..And draw the Assistant, faceless and generic, but never to be underestimated."
tech_fluff_string = "Boot sequence complete. Standard combat modules loaded. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm stirs to life, ready to tear apart your enemies."
var/battlecry = "AT"
/mob/living/simple_animal/hostile/guardian/punch/sealpunch
name = "Seal Sprit"
real_name = "Seal Sprit"
icon = 'icons/mob/animal.dmi'
icon_living = "seal"
icon_state = "seal"
attacktext = "slaps"
speak_emote = list("barks")
melee_damage_lower = 0
melee_damage_upper = 0
melee_damage_type = STAMINA
damage_transfer = 0
playstyle_string = "As a standard type you have no special abilities, but have a high damage resistance and a powerful attack capable of smashing through walls."
environment_smash = 2
battlecry = "URK"
adminseal = TRUE
/mob/living/simple_animal/hostile/guardian/punch/verb/Battlecry()
set name = "Set Battlecry"
set category = "Guardian"
set desc = "Choose what you shout as you punch"
var/input = stripped_input(src,"What do you want your battlecry to be? Max length of 5 characters.", ,"", 6)
if(input)
battlecry = input
/mob/living/simple_animal/hostile/guardian/punch/AttackingTarget()
..()
if(iscarbon(target) && target != summoner)
if(length(battlecry) > 11)//no more then 11 letters in a battle cry.
src.visible_message("<span class='danger'><B>[src] punches [target]!</B></span>")
else
src.say("[src.battlecry][src.battlecry][src.battlecry][src.battlecry][src.battlecry]")
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
playsound(loc, src.attack_sound, 50, 1, 1)
//Healer
/mob/living/simple_animal/hostile/guardian/healer
a_intent = I_HARM
friendly = "heals"
speed = 0
melee_damage_lower = 15
melee_damage_upper = 15
playstyle_string = "As a Support type, you may toggle your basic attacks to a healing mode. In addition, Alt-Clicking on an adjacent mob will warp them to your bluespace beacon after a short delay."
magic_fluff_string = "..And draw the CMO, a potent force of life...and death."
tech_fluff_string = "Boot sequence complete. Medical modules active. Bluespace modules activated. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of mending wounds and travelling via bluespace."
var/turf/simulated/floor/beacon
var/beacon_cooldown = 0
var/toggle = FALSE
var/heal_cooldown = 0
/mob/living/simple_animal/hostile/guardian/healer/sealhealer
name = "Seal Sprit"
real_name = "Seal Sprit"
icon = 'icons/mob/animal.dmi'
icon_living = "seal"
icon_state = "seal"
attacktext = "slaps"
speak_emote = list("barks")
a_intent = I_HARM
friendly = "heals"
speed = 0
melee_damage_lower = 0
melee_damage_upper = 0
melee_damage_type = STAMINA
adminseal = TRUE
/mob/living/simple_animal/hostile/guardian/healer/New()
..()
/mob/living/simple_animal/hostile/guardian/healer/Life()
..()
var/datum/atom_hud/medsensor = huds[DATA_HUD_MEDICAL_ADVANCED]
medsensor.add_hud_to(src)
/mob/living/simple_animal/hostile/guardian/healer/AttackingTarget()
..()
if(toggle == TRUE)
if(src.loc == summoner)
src << "<span class='danger'><B>You must be manifested to heal!</span></B>"
return
if(iscarbon(target))
src.changeNext_move(CLICK_CD_MELEE)
if(heal_cooldown <= world.time && !stat)
var/mob/living/carbon/C = target
C.adjustBruteLoss(-5)
C.adjustFireLoss(-5)
C.adjustOxyLoss(-5)
C.adjustToxLoss(-5)
heal_cooldown = world.time + 20
/mob/living/simple_animal/hostile/guardian/healer/ToggleMode()
if(src.loc == summoner)
if(toggle)
a_intent = I_HARM
speed = 0
damage_transfer = 0.7
if(src.adminseal)
damage_transfer = 0
melee_damage_lower = 15
melee_damage_upper = 15
src << "<span class='danger'><B>You switch to combat mode.</span></B>"
toggle = FALSE
else
a_intent = I_HELP
speed = 1
damage_transfer = 1
if(src.adminseal)
damage_transfer = 0
melee_damage_lower = 0
melee_damage_upper = 0
src << "<span class='danger'><B>You switch to healing mode.</span></B>"
toggle = TRUE
else
src << "<span class='danger'><B>You have to be recalled to toggle modes!</span></B>"
/mob/living/simple_animal/hostile/guardian/healer/verb/Beacon()
set name = "Place Bluespsace Beacon"
set category = "Guardian"
set desc = "Mark a floor as your beacon point, allowing you to warp targets to it. Your beacon will not work in unfavorable atmospheric conditions."
if(beacon_cooldown<world.time)
var/turf/beacon_loc = get_turf(src.loc)
if(istype(beacon_loc, /turf/simulated/floor))
var/turf/simulated/floor/F = beacon_loc
F.icon = 'icons/turf/floors.dmi'
F.name = "bluespace recieving pad"
F.desc = "A recieving zone for bluespace teleportations. Building a wall over it should disable it."
F.icon_state = "light_on-w"
src << "<span class='danger'><B>Beacon placed! You may now warp targets to it, including your user, via Alt+Click. </span></B>"
if(beacon)
beacon.ChangeTurf(/turf/simulated/floor/plating)
beacon = F
beacon_cooldown = world.time+3000
else
src << "<span class='danger'><B>Your power is on cooldown. You must wait five minutes between placing beacons.</span></B>"
/mob/living/simple_animal/hostile/guardian/healer/AltClickOn(atom/movable/A)
if(!istype(A))
return
if(src.loc == summoner)
src << "<span class='danger'><B>You must be manifested to warp a target!</span></B>"
return
if(!beacon)
src << "<span class='danger'><B>You need a beacon placed to warp things!</span></B>"
return
if(!Adjacent(A))
src << "<span class='danger'><B>You must be adjacent to your target!</span></B>"
return
if((A.anchored))
src << "<span class='danger'><B>Your target can not be anchored!</span></B>"
return
src << "<span class='danger'><B>You begin to warp [A]</span></B>"
if(do_mob(src, A, 50))
if(!A.anchored)
if(src.beacon) //Check that the beacon still exists and is in a safe place. No instant kills.
if(beacon.air)
var/datum/gas_mixture/Z = beacon.air
if(Z.oxygen >= 16 && !Z.toxins && Z.carbon_dioxide < 10 && !Z.trace_gases.len)
if((Z.temperature > 270) && (Z.temperature < 360))
var/pressure = Z.return_pressure()
if((pressure > 20) && (pressure < 550))
do_teleport(A, beacon, 0)
else
src << "<span class='danger'><B>The beacon isn't in a safe location!</span></B>"
else
src << "<span class='danger'><B>The beacon isn't in a safe location!</span></B>"
else
src << "<span class='danger'><B>You need a beacon to warp things!</span></B>"
else
src << "<span class='danger'><B>You need to hold still!</span></B>"
///////////////////Ranged
/obj/item/projectile/guardian
name = "crystal spray"
icon_state = "guardian"
damage = 5
damage_type = BRUTE
armour_penetration = 100
/mob/living/simple_animal/hostile/guardian/ranged
a_intent = I_HELP
friendly = "quietly assesses"
melee_damage_lower = 10
melee_damage_upper = 10
damage_transfer = 0.9
projectiletype = /obj/item/projectile/guardian
ranged_cooldown_cap = 1
projectilesound = 'sound/effects/hit_on_shattered_glass.ogg'
ranged = 1
range = 13
playstyle_string = "As a ranged type, you have only light damage resistance, but are capable of spraying shards of crystal at incredibly high speed. You can also deploy surveillance snares to monitor enemy movement. Finally, you can switch to scout mode, in which you can't attack, but can move without limit."
magic_fluff_string = "..And draw the Sentinel, an alien master of ranged combat."
tech_fluff_string = "Boot sequence complete. Ranged combat modules active. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of spraying shards of crystal."
var/list/snares = list()
var/toggle = FALSE
/mob/living/simple_animal/hostile/guardian/ranged/ToggleMode()
if(src.loc == summoner)
if(toggle)
ranged = 1
melee_damage_lower = 10
melee_damage_upper = 10
alpha = 255
range = 13
incorporeal_move = 0
src << "<span class='danger'><B>You switch to combat mode.</span></B>"
toggle = FALSE
else
ranged = 0
melee_damage_lower = 0
melee_damage_upper = 0
alpha = 60
range = 255
incorporeal_move = 1
src << "<span class='danger'><B>You switch to scout mode.</span></B>"
toggle = TRUE
else
src << "<span class='danger'><B>You have to be recalled to toggle modes!</span></B>"
/mob/living/simple_animal/hostile/guardian/ranged/verb/Snare()
set name = "Set Surveillance Trap"
set category = "Guardian"
set desc = "Set an invisible trap that will alert you when living creatures walk over it. Max of 5"
if(src.snares.len <6)
var/turf/snare_loc = get_turf(src.loc)
var/obj/item/effect/snare/S = new /obj/item/effect/snare(snare_loc)
S.spawner = src
S.name = "[get_area(snare_loc)] trap ([rand(1, 1000)])"
src.snares |= S
src << "<span class='danger'><B>Surveillance trap deployed!</span></B>"
else
src << "<span class='danger'><B>You have too many traps deployed. Delete some first.</span></B>"
/mob/living/simple_animal/hostile/guardian/ranged/verb/DisarmSnare()
set name = "Remove Surveillance Trap"
set category = "Guardian"
set desc = "Disarm unwanted surveillance traps."
var/picked_snare = input(src, "Pick which trap to disarm", "Disarm Trap") as null|anything in src.snares
if(picked_snare)
src.snares -= picked_snare
qdel(picked_snare)
src << "<span class='danger'><B>Snare disarmed.</span></B>"
/obj/item/effect/snare
name = "snare"
desc = "You shouldn't be seeing this!"
var/mob/living/spawner
invisibility = 1
/obj/item/effect/snare/Crossed(AM as mob|obj)
if(istype(AM, /mob/living/))
var/turf/snare_loc = get_turf(src.loc)
if(spawner)
spawner << "<span class='danger'><B>[AM] has crossed your surveillance trap at [get_area(snare_loc)].</span></B>"
if(istype(spawner, /mob/living/simple_animal/hostile/guardian))
var/mob/living/simple_animal/hostile/guardian/G = spawner
if(G.summoner)
G.summoner << "<span class='danger'><B>[AM] has crossed your surveillance trap at [get_area(snare_loc)].</span></B>"
////Bomb
/mob/living/simple_animal/hostile/guardian/bomb
melee_damage_lower = 15
melee_damage_upper = 15
damage_transfer = 0.6
range = 13
playstyle_string = "As an explosive type, you have only moderate close combat abilities, but are capable of converting any adjacent item into a disguised bomb via alt click."
magic_fluff_string = "..And draw the Scientist, master of explosive death."
tech_fluff_string = "Boot sequence complete. Explosive modules active. Holoparasite swarm online."
bio_fluff_string = "Your scarab swarm finishes mutating and stirs to life, capable of stealthily booby trapping items."
var/bomb_cooldown = 0
/mob/living/simple_animal/hostile/guardian/bomb/AltClickOn(atom/movable/A)
if(!istype(A))
return
if(src.loc == summoner)
src << "<span class='danger'><B>You must be manifested to create bombs!</B></span>"
return
if(istype(A, /obj/))
if(bomb_cooldown <= world.time && !stat)
var/obj/item/weapon/guardian_bomb/B = new /obj/item/weapon/guardian_bomb(get_turf(A))
src << "<span class='danger'><B>Success! Bomb on \the [A] armed!</B></span>"
if(summoner)
summoner << "<span class='warning'>Your guardian has primed \the [A] to explode!</span>"
bomb_cooldown = world.time + 200
B.spawner = src
B.disguise (A)
else
src << "<span class='danger'><B>Your powers are on cooldown! You must wait 20 seconds between bombs.</B></span>"
/obj/item/weapon/guardian_bomb
name = "bomb"
desc = "You shouldn't be seeing this!"
var/obj/stored_obj
var/mob/living/spawner
/obj/item/weapon/guardian_bomb/proc/disguise(var/obj/A)
A.loc = src
stored_obj = A
anchored = A.anchored
density = A.density
appearance = A.appearance
spawn(600)
if(src)
stored_obj.loc = get_turf(src.loc)
spawner << "<span class='danger'><B>Failure! Your trap on \the [stored_obj] didn't catch anyone this time.</B></span>"
qdel(src)
/obj/item/weapon/guardian_bomb/proc/detonate(var/mob/living/user)
user << "<span class='danger'><B>The [src] was boobytrapped!</B></span>"
if(istype(spawner, /mob/living/simple_animal/hostile/guardian))
var/mob/living/simple_animal/hostile/guardian/G = spawner
if(user == G.summoner)
user << "<span class='danger'>You knew this because of your link with your guardian, so you smartly defuse the bomb.</span>"
stored_obj.loc = get_turf(src.loc)
qdel(src)
return
spawner << "<span class='danger'><B>Success! Your trap on \the [src] caught [user]!</B></span>"
stored_obj.loc = get_turf(src.loc)
playsound(get_turf(src),'sound/effects/Explosion2.ogg', 200, 1)
user.ex_act(2)
qdel(src)
/obj/item/weapon/guardian_bomb/attackby(mob/living/user)
detonate(user)
return
/obj/item/weapon/guardian_bomb/pickup(mob/living/user)
detonate(user)
return
/obj/item/weapon/guardian_bomb/examine(mob/user)
stored_obj.examine(user)
if(get_dist(user,src)<=2)
user << "<span class='notice'>Looks odd!</span>"
////////Creation
/obj/item/weapon/guardiancreator
name = "deck of tarot cards"
desc = "An enchanted deck of tarot cards, rumored to be a source of unimaginable power. "
icon = 'icons/obj/toy.dmi'
icon_state = "deck_syndicate_full"
var/used = FALSE
var/theme = "magic"
var/mob_name = "Guardian Spirit"
var/use_message = "You shuffle the deck..."
var/used_message = "All the cards seem to be blank now."
var/failure_message = "..And draw a card! It's...blank? Maybe you should try again later."
var/ling_failure = "The deck refuses to respond to a souless creature such as you."
var/list/possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive")
var/random = TRUE
/obj/item/weapon/guardiancreator/attack_self(mob/living/user)
for(var/mob/living/simple_animal/hostile/guardian/G in living_mob_list)
if (G.summoner == user)
user << "You already have a [mob_name]!"
return
if(user.mind && user.mind.changeling)
user << "[ling_failure]"
return
if(used == TRUE)
user << "[used_message]"
return
used = TRUE
user << "[use_message]"
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as the [mob_name] of [user.real_name]?",ROLE_GUARDIAN, null, FALSE, 100)
var/mob/dead/observer/theghost = null
if(candidates.len)
theghost = pick(candidates)
spawn_guardian(user, theghost.key)
else
user << "[failure_message]"
used = FALSE
/obj/item/weapon/guardiancreator/proc/spawn_guardian(var/mob/living/user, var/key)
var/gaurdiantype = "Standard"
if(random)
gaurdiantype = pick(possible_guardians)
else
gaurdiantype = input(user, "Pick the type of [mob_name]", "[mob_name] Creation") as null|anything in possible_guardians
var/pickedtype = /mob/living/simple_animal/hostile/guardian/punch
var/picked_color = pick("#FFFFFF","#000000","#808080","#A52A2A","#FF0000","#8B0000","#DC143C","#FFA500","#FFFF00","#008000","#00FF00","#006400","#00FFFF","#0000FF","#000080","#008080","#800080","#4B0082")
switch(gaurdiantype)
if("Chaos")
pickedtype = /mob/living/simple_animal/hostile/guardian/fire
if("Standard")
pickedtype = /mob/living/simple_animal/hostile/guardian/punch
if("Ranged")
pickedtype = /mob/living/simple_animal/hostile/guardian/ranged
if("Support")
pickedtype = /mob/living/simple_animal/hostile/guardian/healer
if("Explosive")
pickedtype = /mob/living/simple_animal/hostile/guardian/bomb
var/mob/living/simple_animal/hostile/guardian/G = new pickedtype(user)
G.summoner = user
G.summoned = TRUE
G.key = key
G << "You are a [mob_name] bound to serve [user.real_name]."
G << "You are capable of manifesting or recalling to your master with verbs in the Guardian tab. You will also find a verb to communicate with them privately there."
G << "While personally invincible, you will die if [user.real_name] does, and any damage dealt to you will have a portion passed on to them as you feed upon them to sustain yourself."
G << "[G.playstyle_string]"
G.faction = user.faction
user.verbs += /mob/living/proc/guardian_comm
user.verbs += /mob/living/proc/guardian_recall
user.verbs += /mob/living/proc/guardian_reset
var/magic_suite = pick("Wands","Cups","Swords","Pentacles")
var/picked_name = pick("Aries", "Leo", "Sagittarius", "Taurus", "Virgo", "Capricorn", "Gemini", "Libra", "Aquarius", "Cancer", "Scorpio", "Pisces")
switch (theme)
if("magic")
G.name = "[mob_name] of [magic_suite]"
G.color = picked_color
G.real_name = "[mob_name] of [magic_suite]"
user << "[G.magic_fluff_string]."
if("tech")
var/colour = pick("orange", "neon", "pink", "red", "blue", "green")
G.name = "[picked_name] [capitalize(colour)]"
G.real_name = "[picked_name] [capitalize(colour)]"
G.icon_living = "parasite[colour]"
G.icon_state = "parasite[colour]"
G.icon_dead = "parasite[colour]"
G.animated_manifest = TRUE
user << "[G.tech_fluff_string]."
G.speak_emote = list("states")
if("bio")
user << "[G.bio_fluff_string]."
G.name = "[mob_name] [picked_name]"
G.color = picked_color
G.real_name = "[mob_name] [picked_name]"
G.icon_living = "headcrab"
G.icon_state = "headcrab"
G.attacktext = "swarms"
G.speak_emote = list("chitters")
/obj/item/weapon/guardiancreator/choose
random = FALSE
/obj/item/weapon/guardiancreator/tech
name = "holoparasite injector"
desc = "It contains alien nanoswarm of unknown origin. Though capable of near sorcerous feats via use of hardlight holograms and nanomachines, it requires an organic host as a home base and source of fuel."
icon = 'icons/obj/syringe.dmi'
icon_state = "combat_hypo"
theme = "tech"
mob_name = "Holoparasite"
use_message = "You start to power on the injector..."
used_message = "The injector has already been used."
failure_message = "<B>...ERROR. BOOT SEQUENCE ABORTED. AI FAILED TO INTIALIZE. PLEASE CONTACT SUPPORT OR TRY AGAIN LATER.</B>"
ling_failure = "The holoparasites recoil in horror. They want nothing to do with a creature like you."
/obj/item/weapon/guardiancreator/tech/choose
random = FALSE
/obj/item/weapon/guardiancreator/biological
name = "scarab egg cluster"
desc = "A parasitic species that will nest in the closest living creature upon birth. While not great for your health, they'll defend their new 'hive' to the death."
icon = 'icons/obj/fish_items.dmi'
icon_state = "eggs"
theme = "bio"
mob_name = "Scarab Swarm"
use_message = "The eggs begin to twitch..."
used_message = "The cluster already hatched."
failure_message = "<B>...but soon settles again. Guess they weren't ready to hatch after all.</B>"
/obj/item/weapon/guardiancreator/biological/choose
random = FALSE
/obj/item/weapon/paper/guardian
name = "Holoparasite Guide"
icon_state = "paper"
info = {"<b>A list of Holoparasite Types</b><br>
<br>
<b>Chaos</b>: Ignites mobs on touch. teleports them at random on attack. Automatically extinguishes the user if they catch fire.<br>
<br>
<b>Standard</b>:Devestating close combat attacks and high damage resist. No special powers.<br>
<br>
<b>Ranged</b>: Has two modes. Ranged: Extremely weak, highly spammable projectile attack. Scout: Can not attack, but can move through walls. Can lay surveillance snares in either mode.<br>
<br>
<b>Support</b>:Has two modes. Combat: Medium power attacks and damage resist. Healer: Attacks heal damage, but low damage resist and slow movemen. Can deploy a bluespace beacon and warp targets to it (including you) in either mode.<br>
<br>
<b>Explosive</b>: High damage resist and medium power attack. Can turn any object into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered.<br>
"}
/obj/item/weapon/paper/guardian/update_icon()
return
/obj/item/weapon/storage/box/syndie_kit/guardian
name = "holoparasite injector kit"
/obj/item/weapon/storage/box/syndie_kit/guardian/New()
..()
new /obj/item/weapon/guardiancreator/tech/choose(src)
new /obj/item/weapon/paper/guardian(src)
return
///HUD
/datum/hud/proc/guardian_hud(ui_style = 'icons/mob/screen1_midnight.dmi')
adding = list()
var/obj/screen/using
using = new /obj/screen/guardian/Manifest()
using.screen_loc = ui_rhand
adding += using
using = new /obj/screen/guardian/Recall()
using.screen_loc = ui_lhand
adding += using
using = new /obj/screen/guardian/ToggleMode()
using.screen_loc = ui_storage1
adding += using
using = new /obj/screen/guardian/ToggleLight()
using.screen_loc = ui_inventory
adding += using
using = new /obj/screen/guardian/Communicate()
using.screen_loc = ui_back
adding += using
mymob.client.screen = list()
mymob.client.screen += mymob.client.void
mymob.client.screen += adding
//HUD BUTTONS
/obj/screen/guardian
icon = 'icons/mob/guardian.dmi'
/obj/screen/guardian/Manifest
icon_state = "manifest"
name = "Manifest"
desc = "Spring forth into battle!"
/obj/screen/guardian/Manifest/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/G = usr
G.Manifest()
/obj/screen/guardian/Recall
icon_state = "recall"
name = "Recall"
desc = "Return to your user."
/obj/screen/guardian/Recall/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/G = usr
G.Recall()
/obj/screen/guardian/ToggleMode
icon_state = "toggle"
name = "Toggle Mode"
desc = "Switch between ability modes."
/obj/screen/guardian/ToggleMode/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/G = usr
G.ToggleMode()
/obj/screen/guardian/Communicate
icon_state = "communicate"
name = "Communicate"
desc = "Communicate telepathically with your user."
/obj/screen/guardian/Communicate/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/G = usr
G.Communicate()
/obj/screen/guardian/ToggleLight
icon_state = "light"
name = "Toggle Light"
desc = "Glow like star dust."
/obj/screen/guardian/ToggleLight/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/G = usr
G.ToggleLight()
@@ -1,472 +0,0 @@
//Revenants: based off of wraiths from Goon
//"Ghosts" that are invisible and move like ghosts, cannot take damage while invsible
//Don't hear deadchat and are NOT normal ghosts
//Admin-spawn or random event
#define INVISIBILITY_REVENANT 50
/mob/living/simple_animal/revenant
name = "revenant"
desc = "A malevolent spirit."
icon = 'icons/mob/mob.dmi'
icon_state = "revenant_idle"
var/icon_idle = "revenant_idle"
var/icon_reveal = "revenant_revealed"
var/icon_stun = "revenant_stun"
var/icon_drain = "revenant_draining"
incorporeal_move = 3
invisibility = INVISIBILITY_REVENANT
health = INFINITY //Revenants don't use health, they use essence instead
maxHealth = INFINITY
see_invisible = INVISIBILITY_REVENANT
universal_understand = 1
response_help = "passes through"
response_disarm = "swings at"
response_harm = "punches"
unsuitable_atmos_damage = 0
minbodytemp = 0
maxbodytemp = INFINITY
harm_intent_damage = 0
friendly = "touches"
status_flags = 0
see_in_dark = 8
wander = 0
density = 0
flying = 1
anchored = 1
var/essence = 75 //The resource of revenants. Max health is equal to three times this amount
var/essence_regen_cap = 75 //The regeneration cap of essence (go figure); regenerates every Life() tick up to this amount.
var/essence_regenerating = 1 //If the revenant regenerates essence or not; 1 for yes, 0 for no
var/essence_regen_amount = 5 //How much essence regenerates
var/essence_accumulated = 0 //How much essence the revenant has stolen
var/revealed = 0 //If the revenant can take damage from normal sources.
var/unreveal_time = 0 //How long the revenant is revealed for, is about 2 seconds times this var.
var/unstun_time = 0 //How long the revenant is stunned for, is about 2 seconds times this var.
var/inhibited = 0 //If the revenant's abilities are blocked by a chaplain's power.
var/essence_drained = 0 //How much essence the revenant has drained.
var/draining = 0 //If the revenant is draining someone.
var/list/drained_mobs = list() //Cannot harvest the same mob twice
var/perfectsouls = 0 //How many perfect, regen-cap increasing souls the revenant has.
var/image/ghostimage = null //Visible to ghost with darkness off
/mob/living/simple_animal/revenant/Life()
..()
if(revealed && essence <= 0)
death()
if(essence_regenerating && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence = min(essence_regen_cap, essence+essence_regen_amount)
if(unreveal_time && world.time >= unreveal_time)
unreveal_time = 0
revealed = 0
invisibility = INVISIBILITY_REVENANT
src << "<span class='revenboldnotice'>You are once more concealed.</span>"
if(unstun_time && world.time >= unstun_time)
unstun_time = 0
notransform = 0
src << "<span class='revenboldnotice'>You can move again!</span>"
update_spooky_icon()
/mob/living/simple_animal/revenant/ex_act(severity)
return 1 //Immune to the effects of explosions.
/mob/living/simple_animal/revenant/blob_act()
return 1 //blah blah blobs aren't in tune with the spirit world, or something.
/mob/living/simple_animal/revenant/singularity_act()
return //don't walk into the singularity expecting to find corpses, okay?
/mob/living/simple_animal/revenant/narsie_act()
return //most humans will now be either bones or harvesters, but we're still un-alive.
/mob/living/simple_animal/revenant/adjustBruteLoss(amount)
if(!revealed)
return
essence = max(0, essence-amount)
if(essence == 0)
src << "<span class='revendanger'>You feel your essence fraying!</span>"
/mob/living/simple_animal/revenant/ClickOn(var/atom/A, var/params) //Copypaste from ghost code - revenants can't interact with the world directly.
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
var/list/modifiers = params2list(params)
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(world.time <= next_move)
return
A.attack_ghost(src)
if(ishuman(A) && in_range(src, A))
Harvest(A)
/mob/living/simple_animal/revenant/proc/Harvest(mob/living/carbon/human/target)
if(!castcheck(0))
return
if(draining)
src << "<span class='revenwarning'>You are already siphoning the essence of a soul!</span>"
return
if(target in drained_mobs)
src << "<span class='revenwarning'>[target]'s soul is dead and empty.</span>"
return
if(!target.stat)
src << "<span class='revennotice'>This being's soul is too strong to harvest.</span>"
if(prob(10))
target << "You feel as if you are being watched."
return
draining = 1
essence_drained = rand(15, 20)
src << "<span class='revennotice'>You search for the soul of [target].</span>"
if(do_after(src, 10, 3, 0, target = target)) //did they get deleted in that second?
if(target.ckey)
src << "<span class='revennotice'>Their soul burns with intelligence.</span>"
essence_drained += rand(20, 30)
if(target.stat != DEAD)
src << "<span class='revennotice'>Their soul blazes with life!</span>"
essence_drained += rand(40, 50)
else
src << "<span class='revennotice'>Their soul is weak and faltering.</span>"
if(do_after(src, 20, 6, 0, target = target)) //did they get deleted NOW?
switch(essence_drained)
if(1 to 30)
src << "<span class='revennotice'>[target] will not yield much essence. Still, every bit counts.</span>"
if(30 to 70)
src << "<span class='revennotice'>[target] will yield an average amount of essence.</span>"
if(70 to 90)
src << "<span class='revenboldnotice'>Such a feast! [target] will yield much essence to you.</span>"
if(90 to INFINITY)
src << "<span class='revenbignotice'>Ah, the perfect soul. [target] will yield massive amounts of essence to you.</span>"
if(do_after(src, 20, 6, 0, target = target)) //how about now
if(!target.stat)
src << "<span class='revenwarning'>They are now powerful enough to fight off your draining.</span>"
target << "<span class='boldannounce'>You feel something tugging across your body before subsiding.</span>"
draining = 0
return //hey, wait a minute...
src << "<span class='revenminor'>You begin siphoning essence from [target]'s soul.</span>"
if(target.stat != DEAD)
target << "<span class='warning'>You feel a horribly unpleasant draining sensation as your grip on life weakens...</span>"
icon_state = "revenant_draining"
reveal(27)
stun(27)
target.visible_message("<span class='warning'>[target] suddenly rises slightly into the air, their skin turning an ashy gray.</span>")
target.Beam(src,icon_state="drain_life",icon='icons/effects/effects.dmi',time=26)
if(do_after(src, 30, 9, 0, target)) //As one cannot prove the existance of ghosts, ghosts cannot prove the existance of the target they were draining.
change_essence_amount(essence_drained, 0, target)
if(essence_drained > 90)
essence_regen_cap += 25
perfectsouls += 1
src << "<span class='revenboldnotice'>The perfection of [target]'s soul has increased your maximum essence level. Your new maximum essence is [essence_regen_cap].</span>"
src << "<span class='revennotice'>[target]'s soul has been considerably weakened and will yield no more essence for the time being.</span>"
target.visible_message("<span class='warning'>[target] slumps onto the ground.</span>", \
"<span class='revenwarning'>Violets lights, dancing in your vision, getting clo--</span>")
drained_mobs.Add(target)
target.death(0)
else
src << "<span class='revenwarning'>[target ? "[target] has":"They have"] been drawn out of your grasp. The link has been broken.</span>"
draining = 0
essence_drained = 0
if(target) //Wait, target is WHERE NOW?
target.visible_message("<span class='warning'>[target] slumps onto the ground.</span>", \
"<span class='revenwarning'>Violets lights, dancing in your vision, receding--</span>")
return
else
src << "<span class='revenwarning'>You are not close enough to siphon [target ? "[target]'s":"their"] soul. The link has been broken.</span>"
draining = 0
essence_drained = 0
return
draining = 0
essence_drained = 0
return
/mob/living/simple_animal/revenant/say(message)
return 0 //Revenants cannot speak out loud.
/mob/living/simple_animal/revenant/Stat()
..()
if(statpanel("Status"))
stat(null, "Current essence: [essence]/[essence_regen_cap]E")
stat(null, "Stolen essence: [essence_accumulated]E")
stat(null, "Stolen perfect souls: [perfectsouls]")
/mob/living/simple_animal/revenant/New()
..()
ghostimage = image(src.icon,src,src.icon_state)
ghost_darkness_images |= ghostimage
updateallghostimages()
spawn(5)
if(src.mind)
src.mind.wipe_memory()
src << 'sound/effects/ghost.ogg'
src << "<br>"
src << "<span class='deadsay'><font size=3><b>You are a revenant.</b></font></span>"
src << "<b>Your formerly mundane spirit has been infused with alien energies and empowered into a revenant.</b>"
src << "<b>You are not dead, not alive, but somewhere in between. You are capable of limited interaction with both worlds.</b>"
src << "<b>You are invincible and invisible to everyone but other ghosts. Most abilities will reveal you, rendering you vulnerable.</b>"
src << "<b>To function, you are to drain the life essence from humans. This essence is a resource, as well as your health, and will power all of your abilities.</b>"
src << "<b><i>You do not remember anything of your past lives, nor will you remember anything about this one after your death.</i></b>"
src << "<b>Be sure to read the wiki page at http://nanotrasen.se/wiki/index.php/Revenant to learn more.</b>"
var/datum/objective/revenant/objective = new
objective.owner = src.mind
src.mind.objectives += objective
src << "<b>Objective #1</b>: [objective.explanation_text]"
var/datum/objective/revenantFluff/objective2 = new
objective2.owner = src.mind
src.mind.objectives += objective2
src << "<b>Objective #2</b>: [objective2.explanation_text]"
ticker.mode.traitors |= src.mind //Necessary for announcing
if(!src.giveSpells())
message_admins("Revenant was created but has no mind. Trying again in five seconds.")
spawn(50)
if(!src.giveSpells())
message_admins("Revenant still has no mind. Deleting...")
qdel(src)
/mob/living/simple_animal/revenant/proc/giveSpells()
if(src.mind)
src.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/revenant_transmit(null))
src.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/revenant/overload(null))
src.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/revenant/defile(null))
src.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/revenant/malfunction(null))
return 1
return 0
/mob/living/simple_animal/revenant/death()
..()
if(!revealed) //Revenants cannot die if they aren't revealed
return
ghost_darkness_images -= ghostimage
updateallghostimages()
src << "<span class='revendanger'>NO! No... it's too late, you can feel your essence breaking apart...</span>"
notransform = 1
revealed = 1
invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
visible_message("<span class='warning'>[src] lets out a waning screech as violet mist swirls around its dissolving body!</span>")
icon_state = "revenant_draining"
for(var/i = alpha, i > 0, i -= 10)
sleep(0.1)
alpha = i
visible_message("<span class='danger'>[src]'s body breaks apart into a fine pile of blue dust.</span>")
var/obj/item/weapon/ectoplasm/revenant/R = new (get_turf(src))
R.client_to_revive = src.client //If the essence reforms, the old revenant is put back in the body
ghostize()
qdel(src)
return
/mob/living/simple_animal/revenant/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/weapon/nullrod))
visible_message("<span class='warning'>[src] violently flinches!</span>", \
"<span class='revendanger'>As the null rod passes through you, you feel your essence draining away!</span>")
adjustBruteLoss(25) //hella effective
inhibited = 1
spawn(30)
inhibited = 0
..()
/mob/living/simple_animal/revenant/proc/castcheck(essence_cost)
if(!src)
return
var/turf/T = get_turf(src)
if(istype(T, /turf/simulated/wall))
src << "<span class='revenwarning'>You cannot use abilities from inside of a wall.</span>"
return 0
if(src.inhibited)
src << "<span class='revenwarning'>Your powers have been suppressed by nulling energy!</span>"
return 0
if(!src.change_essence_amount(essence_cost, 1))
src << "<span class='revenwarning'>You lack the essence to use that ability.</span>"
return 0
return 1
/mob/living/simple_animal/revenant/proc/change_essence_amount(essence_amt, silent = 0, source = null)
if(!src)
return
if(essence + essence_amt <= 0)
return
essence = max(0, essence+essence_amt)
if(essence_amt > 0)
essence_accumulated = max(0, essence_accumulated+essence_amt)
if(!silent)
if(essence_amt > 0)
src << "<span class='revennotice'>Gained [essence_amt]E from [source].</span>"
else
src << "<span class='revenminor'>Lost [essence_amt]E from [source].</span>"
return 1
/mob/living/simple_animal/revenant/proc/reveal(time)
if(!src)
return
if(time <= 0)
return
revealed = 1
invisibility = 0
if(!unreveal_time)
src << "<span class='revendanger'>You have been revealed!</span>"
unreveal_time = world.time + time
else
src << "<span class='revenwarning'>You have been revealed!</span>"
unreveal_time = unreveal_time + time
update_spooky_icon()
/mob/living/simple_animal/revenant/proc/stun(time)
if(!src)
return
if(time <= 0)
return
notransform = 1
if(!unstun_time)
src << "<span class='revendanger'>You cannot move!</span>"
unstun_time = world.time + time
else
src << "<span class='revenwarning'>You cannot move!</span>"
unstun_time = unstun_time + time
update_spooky_icon()
/mob/living/simple_animal/revenant/proc/update_spooky_icon()
if(revealed)
if(notransform)
if(draining)
icon_state = icon_drain
else
icon_state = icon_stun
else
icon_state = icon_reveal
else
icon_state = icon_idle
/datum/objective/revenant
var/targetAmount = 100
/datum/objective/revenant/New()
targetAmount = rand(200,500)
explanation_text = "Absorb [targetAmount] points of essence from humans."
..()
/datum/objective/revenant/check_completion()
if(!owner || !istype(owner.current, /mob/living/simple_animal/revenant))
return 0
var/mob/living/simple_animal/revenant/R = owner.current
if(!R || R.stat == DEAD)
return 0
var/essence_stolen = R.essence_accumulated
if(essence_stolen < targetAmount)
return 0
return 1
/datum/objective/revenantFluff
/datum/objective/revenantFluff/New()
var/list/explanationTexts = list("Attempt to make your presence unknown to the crew.", \
"Collaborate with existing antagonists aboard the station to gain essence.", \
"Remain nonlethal and only absorb bodies that have already died.", \
"Use your environments to eliminate isolated people.", \
"If there is a chaplain aboard the station, ensure they are killed.", \
"Hinder the crew without killing them.")
explanation_text = pick(explanationTexts)
..()
/datum/objective/revenantFluff/check_completion()
return 1
/obj/item/weapon/ectoplasm/revenant
name = "glimmering residue"
desc = "A pile of fine blue dust. Small tendrils of violet mist swirl around it."
icon = 'icons/effects/effects.dmi'
icon_state = "revenantEctoplasm"
w_class = 2
var/reforming = 1
var/inert = 0
var/client/client_to_revive
/obj/item/weapon/ectoplasm/revenant/New()
..()
reforming = 0
spawn(600) //1 minutes
if(src && reforming)
return reform()
else
inert = 1
visible_message("<span class='warning'>[src] settles down and seems lifeless.</span>")
return
/obj/item/weapon/ectoplasm/revenant/attack_self(mob/user)
if(!reforming || inert)
return ..()
user.visible_message("<span class='notice'>[user] scatters [src] in all directions.</span>", \
"<span class='notice'>You scatter [src] across the area. The particles slowly fade away.</span>")
user.drop_item()
qdel(src)
/obj/item/weapon/ectoplasm/revenant/throw_impact(atom/hit_atom)
..()
if(inert)
return
visible_message("<span class='notice'>[src] breaks into particles upon impact, which fade away to nothingness.</span>")
qdel(src)
/obj/item/weapon/ectoplasm/revenant/examine(mob/user)
..(user)
if(inert)
user << "<span class='revennotice'>It seems inert.</span>"
else if(reforming)
user << "<span class='revenwarning'>It is shifting and distorted. It would be wise to destroy this.</span>"
/obj/item/weapon/ectoplasm/revenant/proc/reform()
if(inert || !src)
return
var/key_of_revenant
message_admins("Revenant ectoplasm was left undestroyed for 1 minute and is reforming into a new revenant.")
loc = get_turf(src) //In case it's in a backpack or someone's hand
var/mob/living/simple_animal/revenant/R = new(get_turf(src))
if(client_to_revive)
for(var/mob/M in dead_mob_list)
if(M.client == client_to_revive) //Only recreates the mob if the mob the client is in is dead
R.client = client_to_revive
key_of_revenant = client_to_revive.key
if(!key_of_revenant)
message_admins("The new revenant's old client either could not be found or is in a new, living mob - grabbing a random candidate instead...")
var/list/candidates = get_candidates(ROLE_REVENANT)
if(!candidates.len)
qdel(R)
message_admins("No candidates were found for the new revenant. Oh well!")
inert = 1
visible_message("<span class='revenwarning'>[src] settles down and seems lifeless.</span>")
return 0
var/client/C = pick(candidates)
key_of_revenant = C.key
if(!key_of_revenant)
qdel(R)
message_admins("No ckey was found for the new revenant. Oh well!")
inert = 1
visible_message("<span class='revenwarning'>[src] settles down and seems lifeless.</span>")
return 0
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
player_mind.active = 1
player_mind.transfer_to(R)
player_mind.assigned_role = "revenant"
player_mind.special_role = "Revenant"
ticker.mode.traitors |= player_mind
message_admins("[key_of_revenant] has been [client_to_revive ? "re":""]made into a revenant by reforming ectoplasm.")
log_game("[key_of_revenant] was [client_to_revive ? "re":""]made as a revenant by reforming ectoplasm.")
visible_message("<span class='revenboldnotice'>[src] suddenly rises into the air before fading away.</span>")
qdel(src)
if(src) //Should never happen, but just in case
inert = 1
return 1
@@ -1,191 +0,0 @@
//Transmit: the revemant's only direct way to communicate. Sends a single message silently to a single mob
/obj/effect/proc_holder/spell/targeted/revenant_transmit
name = "Transmit"
desc = "Telepathically transmits a message to the target."
panel = "Revenant Abilities"
charge_max = 0
clothes_req = 0
range = 7
include_user = 0
action_icon_state = "r_transmit"
action_background_icon_state = "bg_revenant"
/obj/effect/proc_holder/spell/targeted/revenant_transmit/cast(list/targets, mob/living/simple_animal/revenant/user = usr)
for(var/mob/living/M in targets)
spawn(0)
var/msg = stripped_input(usr, "What do you wish to tell [M]?", null, "")
if(!msg)
charge_counter = charge_max
return
log_say("RevenantTransmit: [key_name(user)]->[key_name(M)] : [msg]")
usr << "<span class='revennotice'><b>You transmit to [M]:</b> [msg]</span>"
M << "<span class='revennotice'><b>An alien voice resonates from all around...</b></span><i> [msg]</I>"
/obj/effect/proc_holder/spell/aoe_turf/revenant
clothes_req = 0
action_background_icon_state = "bg_revenant"
panel = "Revenant Abilities (Locked)"
name = "Report this to a coder"
var/reveal = 80 //How long it reveals the revenant in deciseconds
var/stun = 20 //How long it stuns the revenant in deciseconds
var/locked = 1 //If it's locked and needs to be unlocked before use
var/unlock_amount = 100 //How much essence it costs to unlock
var/cast_amount = 50 //How much essence it costs to use
/obj/effect/proc_holder/spell/aoe_turf/revenant/New()
..()
if(locked)
name = "[initial(name)] ([unlock_amount]E)"
else
name = "[initial(name)] ([cast_amount]E)"
/obj/effect/proc_holder/spell/aoe_turf/revenant/can_cast(mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
return 0
if(charge_counter < charge_max)
return 0
if(locked)
if(user.essence <= unlock_amount)
return 0
if(user.essence <= cast_amount)
return 0
return 1
/obj/effect/proc_holder/spell/aoe_turf/revenant/proc/attempt_cast(mob/living/simple_animal/revenant/user = usr)
if(locked)
if(!user.castcheck(-unlock_amount))
charge_counter = charge_max
return 0
name = "[initial(name)] ([cast_amount]E)"
user << "<span class='revennotice'>You have unlocked [initial(name)]!</span>"
panel = "Revenant Abilities"
locked = 0
charge_counter = charge_max
return 0
if(!user.castcheck(-cast_amount))
charge_counter = charge_max
return 0
name = "[initial(name)] ([cast_amount]E)"
user.reveal(reveal)
user.stun(stun)
user.update_action_buttons()
return 1
//Overload Light: Breaks a light that's online and sends out lightning bolts to all nearby people.
/obj/effect/proc_holder/spell/aoe_turf/revenant/overload
name = "Overload Lights"
desc = "Directs a large amount of essence into nearby electrical lights, causing lights to shock those nearby."
charge_max = 200
range = 5
stun = 30
cast_amount = 45
var/shock_range = 2
var/shock_damage = 18
action_icon_state = "overload_lights"
/obj/effect/proc_holder/spell/aoe_turf/revenant/overload/cast(list/targets, mob/living/simple_animal/revenant/user = usr)
if(attempt_cast(user))
for(var/turf/T in targets)
spawn(0)
for(var/obj/machinery/light/L in T.contents)
spawn(0)
if(!L.on)
return
L.visible_message("<span class='warning'><b>\The [L] suddenly flares brightly and begins to spark!</span>")
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread/
s.set_up(4, 0, L)
s.start()
new/obj/effect/overlay/temp/revenant(L.loc)
sleep(20)
if(!L.on) //wait, wait, don't shock me
return
flick("[L.base_state]2", L)
for(var/mob/living/carbon/human/M in view(shock_range, L))
if(M == user)
return
M.Beam(L,icon_state="purple_lightning",icon='icons/effects/effects.dmi',time=5)
M.electrocute_act(shock_damage, "[L.name]", safety=1)
var/datum/effect/system/spark_spread/z = new /datum/effect/system/spark_spread/
z.set_up(4, 0, M)
z.start()
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
//Defile: Corrupts nearby stuff, unblesses floor tiles.
/obj/effect/proc_holder/spell/aoe_turf/revenant/defile
name = "Defile"
desc = "Twists and corrupts the nearby area as well as dispelling holy auras on floors."
charge_max = 150
range = 3
unlock_amount = 75
cast_amount = 40
action_icon_state = "defile"
var/stamdamage= 25
var/toxdamage = 5
var/confusion = 50
/obj/effect/proc_holder/spell/aoe_turf/revenant/defile/cast(list/targets, mob/living/simple_animal/revenant/user = usr)
if(attempt_cast(user))
for(var/turf/T in targets)
spawn(0)
if(T.flags & NOJAUNT)
T.flags -= NOJAUNT
new/obj/effect/overlay/temp/revenant(T)
for(var/mob/living/carbon/human/human in T.contents)
human << "<span class='warning'>You suddenly feel [pick("sick and tired", "tired and confused", "nauseated", "dizzy")].</span>"
human.adjustStaminaLoss(stamdamage)
human.adjustToxLoss(toxdamage)
human.confused += confusion
new/obj/effect/overlay/temp/revenant(human.loc)
if(!istype(T, /turf/simulated/shuttle) && !istype(T, /turf/simulated/wall/rust) && !istype(T, /turf/simulated/wall/r_wall) && istype(T, /turf/simulated/wall) && prob(15))
new/obj/effect/overlay/temp/revenant(T)
T.ChangeTurf(/turf/simulated/wall/rust)
if(!istype(T, /turf/simulated/wall/r_wall/rust) && istype(T, /turf/simulated/wall/r_wall) && prob(15))
new/obj/effect/overlay/temp/revenant(T)
T.ChangeTurf(/turf/simulated/wall/r_wall/rust)
for(var/obj/structure/window/window in T.contents)
window.hit(rand(50,90))
if(window && window.is_fulltile())
new/obj/effect/overlay/temp/revenant/cracks(window.loc)
for(var/obj/machinery/light/light in T.contents)
light.flicker(30) //spooky
//Malfunction: Makes bad stuff happen to robots and machines.
/obj/effect/proc_holder/spell/aoe_turf/revenant/malfunction
name = "Malfunction"
desc = "Corrupts and damages nearby machines and mechanical objects."
charge_max = 200
range = 4
unlock_amount = 150
action_icon_state = "malfunction"
//A note to future coders: do not replace this with an EMP because it will wreck malf AIs and gang dominators and everyone will hate you.
/obj/effect/proc_holder/spell/aoe_turf/revenant/malfunction/cast(list/targets, mob/living/simple_animal/revenant/user = usr)
if(attempt_cast(user))
for(var/turf/T in targets)
spawn(0)
for(var/obj/machinery/bot/bot in T.contents)
if(!bot.emagged)
new/obj/effect/overlay/temp/revenant(bot.loc)
bot.locked = 0
bot.open = 1
bot.Emag(null)
for(var/mob/living/carbon/human/human in T.contents)
human << "<span class='warning'>You feel [pick("your sense of direction flicker out", "a stabbing pain in your head", "your mind fill with static")].</span>"
new/obj/effect/overlay/temp/revenant(human.loc)
human.emp_act(1)
for(var/obj/thing in T.contents)
if(istype(thing, /obj/machinery/power/apc) || istype(thing, /obj/machinery/power/smes) || istype(thing, /obj/machinery/bot)) //Doesn't work on dominators, SMES and APCs, to prevent kekkery
continue
if(prob(20))
if(prob(50))
new/obj/effect/overlay/temp/revenant(thing.loc)
thing.emag_act(null)
else
if(!istype(thing, /obj/machinery/clonepod)) //I hate everything but mostly the fact there's no better way to do this without just not affecting it at all
thing.emp_act(1)
for(var/mob/living/silicon/robot/S in T.contents) //Only works on cyborgs, not AI
playsound(S, 'sound/machines/warning-buzzer.ogg', 50, 1)
new/obj/effect/overlay/temp/revenant(S.loc)
S.spark_system.start()
S.emp_act(1)
@@ -1,67 +0,0 @@
#define REVENANT_SPAWN_THRESHOLD 10
/datum/event/revenant
var/key_of_revenant
/datum/event/revenant/proc/get_revenant(var/end_if_fail = 0)
var/deadMobs = 0
for(var/mob/M in dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
message_admins("Random event attempted to spawn a revenant, but there were only [deadMobs]/[REVENANT_SPAWN_THRESHOLD] dead mobs.")
return
key_of_revenant = null
if(!key_of_revenant)
var/list/candidates = get_candidates(ROLE_REVENANT)
if(!candidates.len)
if(end_if_fail)
return 0
return find_revenant()
var/client/C = pick(candidates)
key_of_revenant = C.key
if(!key_of_revenant)
if(end_if_fail)
return 0
return find_revenant()
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
player_mind.active = 1
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("revenantspawn")
spawn_locs += L.loc
if(!spawn_locs) //If we can't find any revenant spawns, try the carp spawns
for(var/obj/effect/landmark/L in landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("carpspawn")
spawn_locs += L.loc
if(!spawn_locs) //If we can't find either, just spawn the revenant at the player's location
spawn_locs += get_turf(player_mind.current)
if(!spawn_locs) //If we can't find THAT, then just retry
return find_revenant()
var/mob/living/simple_animal/revenant/revvie = new /mob/living/simple_animal/revenant/(pick(spawn_locs))
player_mind.transfer_to(revvie)
player_mind.assigned_role = "revenant"
player_mind.special_role = "Revenant"
ticker.mode.traitors |= player_mind
message_admins("[key_of_revenant] has been made into a revenant by an event.")
log_game("[key_of_revenant] was spawned as a revenant by an event.")
return 1
/datum/event/revenant/start()
get_revenant()
/datum/event/revenant/proc/find_revenant()
message_admins("An event failed to spawn a revenant. Retrying momentarily...")
spawn(50)
if(get_revenant(1))
message_admins("[key_of_revenant] has been spawned as a revenant.")
log_game("[key_of_revenant] was spawned as a revenant by an event.")
return 0
message_admins("No candidates were available for becoming a revenant.")
return kill()
@@ -102,6 +102,9 @@
handle_automated_speech()
. = 1
handle_state_icons()
/mob/living/simple_animal/proc/handle_state_icons()
if(resting && icon_resting && stat != DEAD)
icon_state = icon_resting
else if(stat != DEAD)
@@ -1,204 +0,0 @@
//////////////////The Monster
/mob/living/simple_animal/slaughter
name = "slaughter demon"
real_name = "slaughter demon"
desc = "A large, menacing creature covered in armored black scales. You should run."
speak = list("ire", "ego", "nahlizet", "certum", "veri", "jatkaa", "balaq", "mgar", "karazet", "geeri", "orkan", "allaq")
speak_emote = list("gurgles")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
icon_living = "daemon"
speed = 1
a_intent = I_HARM
stop_automated_movement = 1
status_flags = CANPUSH
attack_sound = 'sound/misc/demon_attack1.ogg'
min_oxy = 0
max_oxy = INFINITY
min_tox = 0
max_tox = INFINITY
min_co2 = 0
max_co2 = INFINITY
min_n2 = 0
max_n2 = INFINITY
minbodytemp = 0
maxbodytemp = INFINITY
faction = list("slaughter")
attacktext = "wildly tears into"
maxHealth = 200
health = 200
environment_smash = 1
//universal_understand = 1
melee_damage_lower = 30
melee_damage_upper = 30
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
var/boost = 0
bloodcrawl = BLOODCRAWL_EAT
var/devoured = 0
var/list/consumed_mobs = list()
var/list/nearby_mortals = list()
var/cooldown = 0
var/gorecooldown = 0
var/vialspawned = FALSE
var/playstyle_string = "<B>You are the Slaughter Demon, a terrible creature from another existence. You have a single desire: To kill. \
You may Ctrl+Click on blood pools to travel through them, appearing and dissaapearing from the station at will. \
Pulling a dead or critical mob while you enter a pool will pull them in with you, allowing you to feast. \
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
/mob/living/simple_animal/slaughter/New()
..()
spawn()
if(src.mind)
src.mind.current.verbs += /mob/living/simple_animal/slaughter/proc/slaughterWhisper
src << src.playstyle_string
src << "<B><span class ='notice'>You are not currently in the same plane of existence as the station. Ctrl+Click a blood pool to manifest.</span></B>"
src << 'sound/misc/demon_dies.ogg'
if(!(vialspawned))
var/datum/objective/slaughter/objective = new
var/datum/objective/demonFluff/fluffObjective = new
ticker.mode.traitors |= src.mind
objective.owner = src.mind
fluffObjective.owner = src.mind
//Paradise Port:I added the objective for one spawned like this
src.mind.objectives += objective
src.mind.objectives += fluffObjective
src << "<B>Objective #[1]</B>: [objective.explanation_text]"
src << "<B>Objective #[2]</B>: [fluffObjective.explanation_text]"
/mob/living/simple_animal/slaughter/Life()
..()
if(boost<world.time)
speed = 2
else
speed = 0
/mob/living/simple_animal/slaughter/death()
..()
var/obj/effect/decal/cleanable/blood/innards = new (get_turf(src))
innards.icon = 'icons/obj/surgery.dmi'
innards.icon_state = "innards"
innards.name = "pile of viscera"
innards.desc = "A repulsive pile of guts and gore."
new /obj/effect/decal/cleanable/blood (src.loc)
new /obj/effect/gibspawner/generic(get_turf(src))
new /obj/effect/gibspawner/generic(get_turf(src))
new /obj/item/weapon/demonheart(src.loc)
playsound(get_turf(src),'sound/misc/demon_dies.ogg', 200, 1)
visible_message("<span class='danger'>[src] screams in anger as it collapses into a puddle of viscera, its most recent meals spilling out of it.</span>")
for(var/mob/living/M in consumed_mobs)
M.forceMove(get_turf(src))
ghostize()
qdel(src)
/mob/living/simple_animal/slaughter/phasein()
..()
speed = 0
boost = world.time + 60
////////////////////The Powers
//Paradise Port:I added this cuase..SPOOPY DEMON IN YOUR BRAIN
/mob/living/simple_animal/slaughter/proc/slaughterWhisper()
set name = "Whisper"
set desc = "Whisper to a mortal"
set category = "Daemon"
var/list/choices = list()
for(var/mob/living/carbon/C in living_mob_list)
if(C.stat != 2 && C.client && C.stat != DEAD)
choices += C
var/mob/living/carbon/M = input(src,"Who do you wish to talk to?") in null|choices
spawn(0)
var/msg = stripped_input(usr, "What do you wish to tell [M]?", null, "")
if(!(msg))
return
log_say("Slaughter Demon Transmit: [key_name(usr)]->[key_name(M)]: [msg]")
usr << "<span class='info'><b>You whisper to [M]: </b>[msg]</span>"
M << "<span class='deadsay'><b>Suddenly a strange, demonic voice resonates in your head... </b></span><i><span class='danger'> [msg]</span></I>"
for(var/mob/dead/observer/G in player_list)
G.show_message("<i>Demonic message from <b>[usr]</b> ([ghost_follow_link(usr, ghost=G)]) to <b>[M]</b> ([ghost_follow_link(M, ghost=G)]): [msg]</i>")
//////////The Loot
//The loot from killing a slaughter demon - can be consumed to allow the user to blood crawl
/obj/item/weapon/demonheart
name = "demon heart"
desc = "Still it beats furiously, emanating an aura of utter hate."
icon = 'icons/obj/surgery.dmi'
icon_state = "demon_heart"
origin_tech = "combat=5;biotech=8"
/obj/item/weapon/demonheart/attack_self(mob/living/user)
user.visible_message("<span class='warning'>[user] raises [src] to their mouth and tears into it with their teeth!</span>", \
"<span class='danger'>An unnatural hunger consumes you. You raise [src] to your mouth and devour it!</span>")
playsound(user, 'sound/misc/Demon_consume.ogg', 50, 1)
if(user.bloodcrawl == 0)
user.visible_message("<span class='warning'>[user]'s eyes flare a deep crimson!</span>", \
"<span class='userdanger'>You feel a strange power seep into your body... you have absorbed the demon's blood-travelling powers!</span>")
user.bloodcrawl = BLOODCRAWL
else if(user.bloodcrawl == 1)
user << "You feel diffr-<span class = 'danger'> CONSUME THEM! </span>"
user.bloodcrawl = BLOODCRAWL_EAT
else
user <<"<span class='warning'>...and you don't feel any different.</span>"
qdel(src)
//Objectives and helpers.
//Objective info, Based on Reverent mini Atang
/datum/objective/slaughter
var/targetKill = 10
/datum/objective/slaughter/New()
targetKill = rand(10,20)
explanation_text = "Devour [targetKill] mortals."
..()
/datum/objective/slaughter/check_completion()
if(!istype(owner.current, /mob/living/simple_animal/slaughter) || !owner.current)
return 0
var/mob/living/simple_animal/slaughter/R = owner.current
if(!R || R.stat == DEAD)
return 0
var/deathCount = R.devoured
if(deathCount < targetKill)
return 0
return 1
/datum/objective/demonFluff
/datum/objective/demonFluff/New()
find_target()
var/targetname = "someone"
if(target && target.current)
targetname = target.current.real_name
var/list/explanationTexts = list("Attempt to make your presence unknown to the crew.", \
"Kill or Destroy all Janitors or Sanitation bots.", \
"Drive [targetname] insane with demonic whispering."
)
explanation_text = pick(explanationTexts)
..()
/datum/objective/demonFluff/check_completion()
return 1