Files
Paradise/code/modules/ruins/ghost_bar.dm
2025-08-19 00:39:23 +00:00

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GLOBAL_LIST_EMPTY(occupants_by_key)
/obj/effect/mob_spawn/human/alive/ghost_bar
name = "ghastly rejuvenator"
mob_name = "ghost bar occupant"
permanent = TRUE
icon = 'icons/obj/closet.dmi'
icon_state = "coffin"
important_info = "Don't randomly attack people in the ghost bar, stay inside the ghost bar. You will still be able to roll for ghost roles."
description = "Relax, get a beer, watch the station destroy itself and burst into flames."
flavour_text = "You are a ghost bar occupant. You've gotten sick of being dead and decided to meet up with some of your fellow haunting brothers. Take a seat, grab a beer, and chat it out."
assignedrole = "Ghost Bar Occupant"
death_cooldown = 1 MINUTES
restrict_antagban = FALSE
restrict_respawnability = FALSE
restrict_ahud = FALSE
outfit = /datum/outfit/ghost_bar
/obj/effect/mob_spawn/human/alive/ghost_bar/create(ckey, flavour = TRUE, name, mob/user = usr) // So divorced from the normal proc it's just being overriden
var/datum/character_save/save_to_load
if(tgui_alert(user, "Would you like to use one of your saved characters in your character creator?", "Ghost Bar", list("Yes", "No")) == "Yes")
var/list/our_characters_names = list()
var/list/our_character_saves = list()
for(var/index in 1 to length(user.client.prefs.character_saves))
var/datum/character_save/saves = user.client.prefs.character_saves[index]
var/slot_name = "[saves.real_name] (Slot #[index])"
our_characters_names += slot_name
our_character_saves += list("[slot_name]" = saves)
var/character_name = tgui_input_list(user, "Select a character", "Character selection", our_characters_names)
if(!character_name)
return
if(QDELETED(user))
return
save_to_load = our_character_saves[character_name]
else
if(QDELETED(user))
return
save_to_load = new
save_to_load.randomise()
var/mob/living/carbon/human/human = new(get_turf(src))
human.speaks_ooc = TRUE
save_to_load.copy_to(human)
human.dna.species.before_equip_job(/datum/job/assistant, human)
human.job = assignedrole
if(outfit)
human.equipOutfit(outfit)
human.dna.species.remains_type = /obj/effect/decal/cleanable/ash
for(var/gear in save_to_load.loadout_gear)
var/datum/gear/G = GLOB.gear_datums[text2path(gear) || gear]
if(isnull(G))
continue
if(G.allowed_roles) // Fix due to shitty HUD code
continue
if(G.slot)
if(human.equip_to_slot_or_del(G.spawn_item(human, save_to_load.get_gear_metadata(G)), G.slot, TRUE))
to_chat(human, "<span class='notice'>Equipping you with [G.display_name]!</span>")
else
human.equip_or_collect(G.spawn_item(null, save_to_load.get_gear_metadata(G)))
human.dna.ready_dna(human)
human.mind_initialize()
human.mind.assigned_role = assignedrole
human.mind.special_role = assignedrole
human.mind.offstation_role = TRUE
ADD_TRAIT(human, TRAIT_PACIFISM, GHOST_ROLE)
if(isobserver(user))
var/mob/dead/observer/ghost = user
if(ghost.can_reenter_corpse)
ADD_TRAIT(human, TRAIT_RESPAWNABLE, GHOST_ROLE)
human.key = ckey
human.dna.species.after_equip_job(/datum/job/assistant, human)
if(isgrey(human))
var/obj/item/organ/internal/cyberimp/brain/speech_translator/implant = new
implant.insert(human)
log_game("[ckey] has entered the ghost bar")
playsound(src, 'sound/machines/wooden_closet_open.ogg', 50)
var/mob/old_mob = GLOB.occupants_by_key["[human.ckey]"]
if(old_mob)
qdel(old_mob)
GLOB.occupants_by_key["[human.ckey]"] = human
RegisterSignal(human, COMSIG_PARENT_QDELETING, PROC_REF(clear_references_to_owner))
return human
/obj/effect/mob_spawn/human/alive/ghost_bar/proc/clear_references_to_owner(mob/mob_to_obliterate)
SIGNAL_HANDLER // COMSIG_PARENT_QDELETING
GLOB.occupants_by_key -= mob_to_obliterate.ckey
/obj/structure/ghost_bar_cryopod
name = "returning sarcophagus"
desc = "Returns you back to the world of the dead."
icon = 'icons/obj/closet.dmi'
icon_state = "coffin_open"
/obj/structure/ghost_bar_cryopod/MouseDrop_T(mob/living/carbon/human/mob_to_delete, mob/living/user)
if(!istype(mob_to_delete) || !istype(user) || !Adjacent(user))
return
if(mob_to_delete.client)
if(tgui_alert(mob_to_delete, "Would you like to return to the realm of spirits? (This will delete your current character, but you can rejoin later)", "Ghost Bar", list("Yes", "No")) != "Yes")
return
mob_to_delete.visible_message("<span class='notice'>[mob_to_delete.name] climbs into [src]...</span>")
playsound(src, 'sound/machines/wooden_closet_close.ogg', 50)
qdel(mob_to_delete)
/proc/dust_if_respawnable(mob/M)
if(isdrone(M))
var/mob/living/silicon/robot/drone/drone = M
drone.shut_down(TRUE)
return
if(HAS_TRAIT_FROM(M, TRAIT_RESPAWNABLE, GHOST_ROLE))
M.dust()
// MARK: Ghost Bar outfit
/datum/outfit/ghost_bar
name = "Ghost Bar Occupant"
uniform = /obj/item/clothing/under/color/random
shoes = /obj/item/clothing/shoes/black
back = /obj/item/storage/backpack
l_ear = /obj/item/radio/headset/deadsay
l_pocket = /obj/item/stack/spacecash/c1000
id = /obj/item/card/id/syndicate/ghost_bar
bio_chips = list(/obj/item/bio_chip/dust)
backpack_contents = list(/obj/item/storage/box/syndie_kit/chameleon/ghost_bar)
/datum/outfit/ghost_bar/post_equip(mob/living/carbon/human/human, visualsOnly)
. = ..()
var/obj/item/card/id/card = human.wear_id
card.assignment = human.job
card.registered_name = human.real_name
card.sex = capitalize(human.gender)
card.age = human.age
card.name = "[card.registered_name]'s ID Card ([card.assignment])"
card.photo = get_id_photo(human)
card.owner_uid = human.UID()
card.owner_ckey = human.ckey
// MARK: Ghost Bar chameleon kit
/obj/item/storage/box/syndie_kit/chameleon/ghost_bar/populate_contents()
. = ..()
for(var/obj/item/pda/pda in contents)
qdel(pda)
for(var/obj/item/radio/headset/headset in contents)
qdel(headset)