/mob/dead/observer name = "ghost" desc = "It's a g-g-g-g-ghooooost!" //jinkies! icon = 'icons/mob/mob.dmi' icon_state = "ghost" layer = 4 stat = DEAD density = 0 canmove = 0 blinded = 0 anchored = 1 // don't get pushed around invisibility = INVISIBILITY_OBSERVER var/can_reenter_corpse var/datum/hud/living/carbon/hud = null // hud var/bootime = 0 var/started_as_observer //This variable is set to 1 when you enter the game as an observer. //If you died in the game and are a ghsot - this will remain as null. //Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot. /mob/dead/observer/New(mob/body) sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF see_invisible = SEE_INVISIBLE_OBSERVER see_in_dark = 100 verbs += /mob/dead/observer/proc/dead_tele stat = DEAD dead_mob_list += src add_to_mob_list(src) var/turf/T if(ismob(body)) T = get_turf(body) //Where is the body located? attack_log = body.attack_log //preserve our attack logs by copying them to our ghost gender = body.gender if(body.mind && body.mind.name) name = body.mind.name else if(body.real_name) name = body.real_name else if(gender == MALE) name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) else name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names)) mind = body.mind //we don't transfer the mind but we keep a reference to it. if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position loc = T if(!name) //To prevent nameless ghosts name = capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names)) real_name = name return /mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) return 1 /* Transfer_mind is there to check if mob is being deleted/not going to have a body. Works together with spawning an observer, noted above. */ /mob/proc/ghostize(var/can_reenter_corpse = 1) if(key) var/mob/dead/observer/ghost = new(src) //Transfer safety to observer spawning proc. ghost.can_reenter_corpse = can_reenter_corpse ghost.key = key return ghost /* This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues. */ /mob/living/verb/ghost() set category = "OOC" set name = "Ghost" set desc = "Relinquish your life and enter the land of the dead." if(stat == DEAD) ghostize(1) else var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst still alive you may not play again this round! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body") if(response != "Ghost") return //didn't want to ghost after-all resting = 1 ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3 return /mob/dead/observer/Move(NewLoc, direct) if(NewLoc) loc = NewLoc for(var/obj/effect/step_trigger/S in NewLoc) S.HasEntered(src) return loc = get_turf(src) //Get out of closets and such as a ghost if((direct & NORTH) && y < world.maxy) y++ else if((direct & SOUTH) && y > 1) y-- if((direct & EAST) && x < world.maxx) x++ else if((direct & WEST) && x > 1) x-- for(var/obj/effect/step_trigger/S in locate(x, y, z)) //<-- this is dumb S.HasEntered(src) /mob/dead/observer/examine() if(usr) usr << desc /mob/dead/observer/can_use_hands() return 0 /mob/dead/observer/is_active() return 0 /mob/dead/observer/Stat() ..() statpanel("Status") if (client.statpanel == "Status") stat(null, "Station Time: [worldtime2text()]") if(ticker) if(ticker.mode) //world << "DEBUG: ticker not null" if(ticker.mode.name == "AI malfunction") //world << "DEBUG: malf mode ticker test" if(ticker.mode:malf_mode_declared) stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]") if(emergency_shuttle) if(emergency_shuttle.online && emergency_shuttle.location < 2) var/timeleft = emergency_shuttle.timeleft() if (timeleft) stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]") /mob/dead/observer/verb/reenter_corpse() set category = "Ghost" set name = "Re-enter Corpse" if(!client) return if(!(mind && mind.current && can_reenter_corpse)) src << "You have no body." return if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients usr << "Another consciousness is in your body...It is resisting you." return if(mind.current.ajourn && mind.current.stat != DEAD) //check if the corpse is astral-journeying (it's client ghosted using a cultist rune). var/obj/effect/rune/R = locate() in mind.current.loc //whilst corpse is alive, we can only reenter the body if it's on the rune if(!(R && R.word1 == wordhell && R.word2 == wordtravel && R.word3 == wordself)) //astral journeying rune usr << "The astral cord that ties your body and your spirit has been severed. You are likely to wander the realm beyond until your body is finally dead and thus reunited with you." return mind.current.ajourn=0 mind.current.key = key return 1 /mob/dead/observer/proc/dead_tele() set category = "Ghost" set name = "Teleport" set desc= "Teleport to a location" if(!istype(usr, /mob/dead/observer)) usr << "Not when you're not dead!" return usr.verbs -= /mob/dead/observer/proc/dead_tele spawn(30) usr.verbs += /mob/dead/observer/proc/dead_tele var/A A = input("Area to jump to", "BOOYEA", A) as null|anything in ghostteleportlocs var/area/thearea = ghostteleportlocs[A] if(!thearea) return var/list/L = list() for(var/turf/T in get_area_turfs(thearea.type)) L+=T usr.loc = pick(L) /mob/dead/observer/verb/follow() set category = "Ghost" set name = "Follow" // "Haunt" set desc = "Follow and haunt a mob." if(istype(usr, /mob/dead/observer)) var/list/mobs = getmobs() var/input = input("Please, select a mob!", "Follow Mob", null, null) as null|anything in mobs var/mob/target = mobs[input] if(target && target != usr) spawn(0) var/turf/pos = get_turf(src) while(src.loc == pos) var/turf/T = get_turf(target) if(!T) break src.loc = T pos = src.loc sleep(15) /mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak set category = "Ghost" set name = "Jump to Mob" set desc = "Teleport to a mob" if(istype(usr, /mob/dead/observer)) //Make sure they're an observer! var/list/dest = list() //List of possible destinations (mobs) var/target = null //Chosen target. dest += getmobs() //Fill list, prompt user with list target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest if (!target)//Make sure we actually have a target return else var/mob/M = dest[target] //Destination mob var/mob/A = src //Source mob var/turf/T = get_turf(M) //Turf of the destination mob if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination. A.loc = T else A << "This mob is not located in the game world." /mob/dead/observer/verb/boo() set category = "Ghost" set name = "Boo!" set desc= "Scare your crew members because of boredom!" if(bootime > world.time) return var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src) if(L) L.flicker() bootime = world.time + 600 return //Maybe in the future we can add more spooky code here! return /mob/dead/observer/verb/toggle_alien_candidate() set name = "Toggle Be Alien Candidate" set category = "Ghost" set desc = "Determines whether you will or will not be an alien candidate when someone bursts." if(client.be_alien) client.be_alien = 0 src << "You are now excluded from alien candidate lists until end of round." else if(!client.be_alien) client.be_alien = 1 src << "You are now included in alien candidate lists until end of round." /mob/dead/observer/verb/toggle_pai_candidate() set name = "Toggle Be pAI Candidate" set category = "Ghost" set desc = "Receive a pop-up request when a pAI device requests a new personality. (toggle)" if(client.be_pai) client.be_pai = 0 src << "You will no longer receive pAI recruitment pop-ups this round." else client.be_pai = 1 src << "You will now be considered a viable candidate when a pAI device requests a new personality, effective until the end of this round." /mob/dead/observer/memory() set hidden = 1 src << "\red You are dead! You have no mind to store memory!" /mob/dead/observer/add_memory() set hidden = 1 src << "\red You are dead! You have no mind to store memory!" /mob/dead/observer/verb/toggle_darkness() set name = "Toggle Darkness" set category = "Ghost" if (see_invisible == SEE_INVISIBLE_OBSERVER_NOLIGHTING) see_invisible = SEE_INVISIBLE_OBSERVER else see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING