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- alien larvae, mice can hide under mobs - roaches, mice can hide under various objects - various tweaks, including flavour and existing mechanics - fix for ghosts not being able to spawn as mice - added move delay of half a second to simple_animals (about the same as human walkspeed?) - simple_animals, when talking, can only understand each other (and mobs with universal_speak) Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
278 lines
8.8 KiB
Plaintext
278 lines
8.8 KiB
Plaintext
/mob/dead/observer/New(mob/body, var/safety = 0)
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invisibility = 10
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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see_invisible = 15
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see_in_dark = 100
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verbs += /mob/dead/observer/proc/dead_tele
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verbs += /mob/dead/observer/proc/become_mouse
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taj_talk_understand = 1
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if(body)
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var/turf/location = get_turf(body)//Where is the mob located?
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if(location)//Found turf.
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loc = location
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else//Safety, in case a turf cannot be found.
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loc = pick(latejoin)
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if(!istype(body,/mob)) return//This needs to be recoded sometime so it has loc as its first arg
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real_name = body.name
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if(!body.original_name)
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body.original_name = real_name
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original_name = body.original_name
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name = body.original_name
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if(!name)
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name = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
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real_name = name
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if(!safety)
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corpse = body
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verbs += /mob/dead/observer/proc/reenter_corpse
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return
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/mob/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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return 1
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/*
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Transfer_mind is there to check if mob is being deleted/not going to have a body.
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Works together with spawning an observer, noted above.
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*/
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/mob/proc/ghostize(var/transfer_mind = 0)
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if(key)
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if(client)
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client.screen.len = null//Clear the hud, just to be sure.
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var/mob/dead/observer/ghost = new(src,transfer_mind)//Transfer safety to observer spawning proc.
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if(transfer_mind)//When a body is destroyed.
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if(mind)
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mind.transfer_to(ghost)
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else//They may not have a mind and be gibbed/destroyed.
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ghost.key = key
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else//Else just modify their key and connect them.
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ghost.key = key
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verbs -= /mob/proc/ghost
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if (ghost.client)
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ghost.client.eye = ghost
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else if(transfer_mind)//Body getting destroyed but the person is not present inside.
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for(var/mob/dead/observer/O in world)
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if(O.corpse == src&&O.key)//If they have the same corpse and are keyed.
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if(mind)
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O.mind = mind//Transfer their mind if they have one.
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break
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return
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/*
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This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues.
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*/
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/mob/proc/ghost()
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set category = "Ghost"
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set name = "Ghost"
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/*if(stat != 2) //this check causes nothing but troubles. Commented out for Nar-Sie's sake. --rastaf0
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src << "Only dead people and admins get to ghost, and admins don't use this verb to ghost while alive."
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return*/
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if(key)
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var/mob/dead/observer/ghost = new(src)
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ghost.key = key
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if(timeofdeath)
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ghost.timeofdeath = timeofdeath
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verbs -= /mob/proc/ghost
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if (ghost.client)
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ghost.client.eye = ghost
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if(issimpleanimal(src))
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ghost.name = ghost.name + " ([src.real_name])"
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ghost.real_name = ghost.real_name + " ([src.real_name])"
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return
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/mob/proc/adminghostize()
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if(client)
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client.mob = new/mob/dead/observer(src)
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return
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/mob/dead/observer/Move(NewLoc, direct)
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if(NewLoc)
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loc = NewLoc
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for(var/obj/effect/step_trigger/S in NewLoc)
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S.HasEntered(src)
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return
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loc = get_turf(src) //Get out of closets and such as a ghost
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if((direct & NORTH) && y < world.maxy)
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y++
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if((direct & SOUTH) && y > 1)
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y--
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if((direct & EAST) && x < world.maxx)
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x++
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if((direct & WEST) && x > 1)
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x--
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for(var/obj/effect/step_trigger/S in locate(x, y, z))
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S.HasEntered(src)
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/mob/dead/observer/examine()
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if(usr)
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usr << desc
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/mob/dead/observer/can_use_hands() return 0
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/mob/dead/observer/is_active() return 0
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/mob/dead/observer/Stat()
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..()
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statpanel("Status")
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if (client.statpanel == "Status")
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if(ticker)
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if(ticker.mode)
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//world << "DEBUG: ticker not null"
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if(ticker.mode.name == "AI malfunction")
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//world << "DEBUG: malf mode ticker test"
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if(ticker.mode:malf_mode_declared)
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stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
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if(emergency_shuttle)
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if(emergency_shuttle.online && emergency_shuttle.location < 2)
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var/timeleft = emergency_shuttle.timeleft()
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if (timeleft)
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stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
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/mob/dead/observer/proc/reenter_corpse()
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set category = "Ghost"
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set name = "Re-enter Corpse"
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if(!corpse)
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alert("You don't have a corpse!")
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return
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if(client && client.holder && client.holder.state == 2)
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var/rank = client.holder.rank
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client.clear_admin_verbs()
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client.holder.state = 1
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client.update_admins(rank)
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if(iscultist(corpse) && corpse.ajourn==1 && corpse.stat!=2) //checks if it's an astral-journeying cultistm if it is and he's not on an astral journey rune, re-entering won't work
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var/S=0
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for(var/obj/effect/rune/R in world)
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if(corpse.loc==R.loc && R.word1 == wordhell && R.word2 == wordtravel && R.word3 == wordself)
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S=1
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if(!S)
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usr << "\red 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."
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return
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if(corpse.ajourn)
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corpse.ajourn=0
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client.mob = corpse
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if (corpse.stat==2)
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verbs += /mob/proc/ghost
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del(src)
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/mob/dead/observer/proc/become_mouse()
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set category = "Ghost"
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set name = "Become mouse"
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//locate an empty mouse
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var/list/eligible_targets = new()
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for(var/mob/living/simple_animal/mouse/M in world)
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if(!M.ckey)
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eligible_targets.Add(M)
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var/mob/living/simple_animal/mouse/target_mouse
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if(ticker.spawn_vermin)
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if(eligible_targets.len)
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//grab a random existing one
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target_mouse = pick(eligible_targets)
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else
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//make a new mouse
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target_mouse = new(pick(ticker.vermin_spawn_turfs))
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if(target_mouse)
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//move player into mouse
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//the mouse ai will deactivate itself
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client.mob = target_mouse
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target_mouse.real_name = src.name
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//reset admin verbs
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if(client && client.holder && client.holder.state == 2)
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var/rank = client.holder.rank
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client.clear_admin_verbs()
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client.holder.state = 1
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client.update_admins(rank)
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//update allowed verbs
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target_mouse.verbs += /mob/proc/ghost
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target_mouse.verbs -= /client/verb/toggle_ghost_ears
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target_mouse.verbs -= /client/verb/toggle_ghost_sight
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del(src)
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else
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client << "\red Unable to become a mouse!"
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/mob/dead/observer/proc/dead_tele()
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set category = "Ghost"
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set name = "Teleport"
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set desc= "Teleport to a location"
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if((usr.stat != 2) || !istype(usr, /mob/dead/observer))
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usr << "Not when you're not dead!"
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return
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usr.verbs -= /mob/dead/observer/proc/dead_tele
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spawn(30)
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usr.verbs += /mob/dead/observer/proc/dead_tele
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var/A
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A = input("Area to jump to", "BOOYEA", A) in ghostteleportlocs
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var/area/thearea = ghostteleportlocs[A]
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var/list/L = list()
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for(var/turf/T in get_area_turfs(thearea.type))
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L+=T
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usr.loc = pick(L)
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/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
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set category = "Ghost"
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set name = "Jump to Mob"
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set desc = "Teleport to a mob"
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if(istype(usr, /mob/dead/observer)) //Make sure they're an observer!
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var/list/dest = list() //List of possible destinations (mobs)
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var/target = null //Chosen target.
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dest += getmobs() //Fill list, prompt user with list
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target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
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if (!target)//Make sure we actually have a target
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return
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else
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var/mob/M = dest[target] //Destination mob
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var/mob/A = src //Source mob
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var/turf/T = get_turf(M) //Turf of the destination mob
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if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
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A.loc = T
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else
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A << "This mob is not located in the game world."
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/mob/dead/observer/verb/toggle_alien_candidate()
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set name = "Toggle Be Alien Candidate"
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set category = "Ghost"
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set desc = "Determines whether you will or will not be an alien candidate when someone bursts."
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if(client.be_alien)
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client.be_alien = 0
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src << "You are now excluded from alien candidate lists until end of round."
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else if(!client.be_alien)
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client.be_alien = 1
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src << "You are now included in alien candidate lists until end of round."
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/mob/dead/observer/verb/toggle_pai_candidate()
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set name = "Toggle Be pAI Candidate"
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set category = "Ghost"
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set desc = "Receive a pop-up request when a pAI device requests a new personality. (toggle)"
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if(client.be_pai)
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client.be_pai = 0
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src << "You will no longer receive pAI recruitment pop-ups this round."
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else
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client.be_pai = 1
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src << "You will now be considered a viable candidate when a pAI device requests a new personality, effective until the end of this round."
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/mob/dead/observer/memory()
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set hidden = 1
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src << "\red You are dead! You have no mind to store memory!"
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/mob/dead/observer/add_memory()
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set hidden = 1
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src << "\red You are dead! You have no mind to store memory!"
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