Merge pull request #15755 from timothyteakettle/dullahan-2-electric-boogaloo

dullahans 2: electric boogaloo
This commit is contained in:
Lin
2022-12-14 19:07:59 -07:00
committed by GitHub
33 changed files with 330 additions and 241 deletions

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@@ -51,4 +51,4 @@
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
#define ORGAN_EDIBLE (1<<7) //is a snack? :D
#define ORGAN_SYNTHETIC_EMP (1<<6) //Synthetic organ affected by an EMP. Deteriorates over time.
#define ORGAN_SYNTHETIC_EMP (1<<8) //Synthetic organ affected by an EMP. Deteriorates over time.

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@@ -74,7 +74,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid))
#define isethereal(A) (is_species(A, /datum/species/ethereal))
#define isvampire(A) (is_species(A,/datum/species/vampire))
#define isdullahan(A) (is_species(A, /datum/species/dullahan))
#define ismush(A) (is_species(A, /datum/species/mush))
#define isshadow(A) (is_species(A, /datum/species/shadow))

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@@ -235,6 +235,8 @@
#define TRAIT_BEING_CARRIED "being_carried"
#define TRAIT_GLASS_BONES "glass_bones"
#define TRAIT_PAPER_SKIN "paper_skin"
//used because it's more reliable than checking for the component
#define TRAIT_DULLAHAN "dullahan"
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)

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@@ -94,10 +94,9 @@
/datum/accent/dullahan/modify_speech(list/speech_args, datum/source, mob/living/carbon/owner)
if(owner)
if(isdullahan(owner))
var/datum/species/dullahan/D = owner.dna.species
if(isobj(D.myhead.loc))
var/obj/O = D.myhead.loc
O.say(speech_args[SPEECH_MESSAGE])
var/datum/component/dullahan/dullahan = owner.GetComponent(/datum/component/dullahan)
if(dullahan)
if(dullahan.dullahan_head)
dullahan.dullahan_head.say(speech_args[SPEECH_MESSAGE])
speech_args[SPEECH_MESSAGE] = ""
return speech_args

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@@ -0,0 +1,210 @@
/datum/component/dullahan
var/obj/item/dullahan_head/dullahan_head
/datum/component/dullahan/Initialize()
. = ..()
var/mob/living/carbon/human/H = parent
if(!H)
return .
ADD_TRAIT(H, TRAIT_DULLAHAN, "dullahan_component")
ADD_TRAIT(H, TRAIT_NOHUNGER, "dullahan_component_no_hunger")
ADD_TRAIT(H, TRAIT_NOBREATH, "dullahan_component_no_breath")
dullahan_head = new(get_turf(H))
update_name()
dullahan_head.owner = H
RegisterSignal(H, COMSIG_LIVING_REGENERATE_LIMBS, .proc/unlist_head)
// make sure the brain can't decay or fall out
var/obj/item/organ/brain/B = H.getorganslot(ORGAN_SLOT_BRAIN)
if(B)
B.zone = "abstract" // it exists in the ethereal plain
B.organ_flags = ORGAN_NO_SPOIL | ORGAN_NO_DISMEMBERMENT | ORGAN_VITAL
dullahan_head.B = B
// the eyes get similar treatment
var/obj/item/organ/eyes/dullahan/new_eyes = new()
var/obj/item/organ/eyes/E = H.getorganslot(ORGAN_SLOT_EYES)
if(E)
new_eyes.left_eye_color = E.left_eye_color
new_eyes.right_eye_color = E.right_eye_color
E.Remove()
qdel(E)
new_eyes.Insert(H)
// make sure you handle the tongue correctly, too!
var/obj/item/organ/tongue/T = H.getorganslot(ORGAN_SLOT_TONGUE)
T.Remove()
qdel(T)
var/obj/item/organ/tongue/dullahan/new_tongue = new()
new_tongue.Insert(H)
// uh, eyes!
var/obj/item/organ/ears/dullahan_ears = H.getorganslot(ORGAN_SLOT_EARS)
if(dullahan_ears)
dullahan_ears.zone = "abstract"
// moving the brain's zone means we don't need the head to survive
var/obj/item/bodypart/head/head = H.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.drop_limb()
qdel(head)
H.flags_1 &= ~(HEAR_1)
RegisterSignal(dullahan_head, COMSIG_ATOM_HEARER_IN_VIEW, .proc/include_owner)
dullahan_head.update_appearance()
/datum/component/dullahan/proc/update_name(retries = 0)
if(retries > 30)
return FALSE
var/mob/living/carbon/human/H = parent
if(length(H.name))
dullahan_head.name = "[H.name]'s head"
dullahan_head.desc = "the decapitated head of [H.name]"
return TRUE
addtimer(CALLBACK(src, .proc/update_name, retries + 1), 2 SECONDS)
/datum/component/dullahan/proc/include_owner(datum/source, list/processing_list, list/hearers)
if(!QDELETED(parent))
hearers += parent
/datum/component/dullahan/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
/obj/item/organ/tongue/dullahan
zone = "abstract"
initial_accents = list(/datum/accent/dullahan)
organ_flags = ORGAN_NO_SPOIL | ORGAN_NO_DISMEMBERMENT
/obj/item/organ/eyes/dullahan
name = "head vision"
desc = "An abstraction."
actions_types = list(/datum/action/item_action/organ_action/dullahan)
zone = "abstract"
tint = INFINITY // used to switch the vision perspective to the head on species_gain().
organ_flags = ORGAN_NO_SPOIL | ORGAN_NO_DISMEMBERMENT
/obj/item/dullahan_head
name = "coders lament"
desc = "you shouldn't be reading this"
flags_1 = HEAR_1
var/mob/living/carbon/human/owner
// this is for keeping track of the overlays because you can't read the actual overlays list as it's a special byond var
var/list/overlays_standing
var/obj/item/organ/brain/B
w_class = WEIGHT_CLASS_BULKY
/obj/item/dullahan_head/Destroy()
if(owner)
B.Remove()
B.forceMove(get_turf(src))
owner.gib()
. = ..()
// update head sprite
/obj/item/dullahan_head/proc/remove_head_overlays()
overlays_standing = list()
cut_overlays()
/obj/item/dullahan_head/proc/add_head_overlay(var/overlay)
overlays_standing += overlay
add_overlay(overlay)
/obj/item/dullahan_head/update_appearance()
if(owner && !HAS_TRAIT(owner, TRAIT_HUMAN_NO_RENDER))
remove_head_overlays()
// to do this without duplicating large amounts of code
// it's best to regenerate the head, then remove it once we have the overlays we want
owner.regenerate_limb(BODY_ZONE_HEAD, TRUE) // don't heal them
owner.cut_overlays()
owner.regenerate_icons(TRUE) // yes i know it's expensive but do you want me to rewrite our entire overlay system, also block recursive calls here by passing in TRUE (it wont go back to call update_appearance this way)
var/obj/item/bodypart/head/head = owner.get_bodypart(BODY_ZONE_HEAD)
if(head)
add_overlay(head.get_limb_icon(FALSE, TRUE, TRUE))
for(var/overlay in owner.overlays_standing)
if(istype(overlay, /mutable_appearance))
var/mutable_appearance/mutable = overlay
if(mutable.category == "HEAD")
add_head_overlay(mutable)
else
if(islist(overlay))
var/list/list_appearances = overlay
for(var/overlay2 in list_appearances)
if(istype(overlay2, /mutable_appearance))
var/mutable_appearance/mutable = overlay2
if(mutable.category == "HEAD")
add_head_overlay(mutable)
head.drop_limb()
qdel(head)
/obj/item/dullahan_head/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
/datum/action/item_action/organ_action/dullahan
name = "Toggle Perspective"
desc = "Switch between seeing normally from your head, or blindly from your body."
/datum/action/item_action/organ_action/dullahan/Trigger()
. = ..()
var/mob/living/carbon/human/H = owner
var/obj/item/organ/eyes/E = owner.getorganslot(ORGAN_SLOT_EYES)
if(E)
if(E.tint)
E.tint = 0
else
E.tint = INFINITY
var/datum/component/dullahan/D = H.GetComponent(/datum/component/dullahan)
if(D)
D.update_vision_perspective()
/datum/component/dullahan/proc/update_vision_perspective()
var/mob/living/carbon/human/H = parent
if(!H)
return .
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(eyes)
H.update_tint()
if(eyes.tint)
H.reset_perspective(H)
else
H.reset_perspective(dullahan_head)
/datum/component/dullahan/Destroy()
UnregisterSignal(parent, COMSIG_LIVING_REGENERATE_LIMBS)
dullahan_head.owner = null
qdel(dullahan_head)
REMOVE_TRAIT(parent, TRAIT_DULLAHAN, "dullahan_component")
// work out what organs to give them based on their species
if(ishuman(parent))
var/mob/living/carbon/human/H = parent
var/obj/item/organ/eyes/new_eyes = new H.dna.species.mutanteyes()
var/obj/item/organ/brain/new_brain = new H.dna.species.mutant_brain()
var/obj/item/organ/tongue/new_tongue = new H.dna.species.mutanttongue()
var/obj/item/organ/eyes/old_eyes = H.getorganslot(ORGAN_SLOT_EYES)
var/obj/item/organ/brain/old_brain = H.getorganslot(ORGAN_SLOT_BRAIN)
var/obj/item/organ/tongue/old_tongue = H.getorganslot(ORGAN_SLOT_TONGUE)
H.regenerate_limb(BODY_ZONE_HEAD, TRUE)
H.reset_perspective(H)
old_brain.Remove(TRUE,TRUE)
QDEL_NULL(old_brain)
new_brain.Insert(H, TRUE, TRUE)
old_eyes.Remove(TRUE,TRUE)
QDEL_NULL(old_eyes)
new_eyes.Insert(H, TRUE, TRUE)
old_tongue.Remove(TRUE,TRUE)
QDEL_NULL(old_tongue)
new_tongue.Insert(H, TRUE, TRUE)
. = ..()

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@@ -717,16 +717,13 @@
death()
petrify(INFINITY)
if(3)
if(prob(90))
var/obj/item/bodypart/BP = get_bodypart(pick(BODY_ZONE_CHEST,BODY_ZONE_HEAD))
if(BP)
BP.dismember()
else
unequip_everything()
drop_all_held_items()
gib()
var/obj/item/bodypart/BP = get_bodypart(pick(BODY_ZONE_CHEST,BODY_ZONE_HEAD))
if(BP)
BP.dismember()
else
set_species(/datum/species/dullahan)
unequip_everything()
drop_all_held_items()
gib()
/datum/dna/proc/update_body_size(old_size)
if(!holder || features["body_size"] == old_size)

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@@ -4,6 +4,9 @@
// Mutable appearances are children of images, just so you know.
/mutable_appearance
var/category // listen i want to store some meta information on mutable appearances don't judge me
/mutable_appearance/New()
..()
plane = FLOAT_PLANE // No clue why this is 0 by default yet images are on FLOAT_PLANE

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@@ -186,3 +186,12 @@
value = 0
medical_record_text = "Patient should not come into contact with sodium."
mob_trait = TRAIT_SALT_SENSITIVE
/datum/quirk/dullahan
name = "Dullahan"
desc = "Your head is detached from your body."
value = 0
medical_record_text = "Patient seems to have some kind of spatial link with their decapitated head."
/datum/quirk/dullahan/post_add()
quirk_holder.AddComponent(/datum/component/dullahan)

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@@ -177,7 +177,7 @@
if(isinsect(victim) || iscatperson(victim) || ismammal(victim) || isdwarf(victim) || ismonkey(victim)) // Yep you can lick monkeys.
user.reagents.add_reagent(/datum/reagent/hairball, 2)
else if(ishumanbasic(victim) || isflyperson(victim) || islizard(victim) || isdullahan(victim))
else if(ishumanbasic(victim) || isflyperson(victim) || islizard(victim) || HAS_TRAIT(victim, TRAIT_DULLAHAN))
user.reagents.add_reagent(/datum/reagent/hairball, 1)
if(blood_flow > minimum_flow)

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@@ -119,7 +119,7 @@
if(istype(AM, /obj/item))
var/obj/item/bodypart/head/as_head = AM
var/obj/item/mmi/as_mmi = AM
if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay))
if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_head))
living_detected = living_detected ? living_detected : AM
nom += AM
else if(isliving(AM))

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@@ -41,6 +41,7 @@
if(new_style)
H.hair_style = new_style
H.update_mutant_bodyparts()
H.update_hair()
/obj/structure/mirror/examine_status(mob/user)

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@@ -364,6 +364,18 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(length(old_flavor_text) && !length(features["feature_flavor_text"]))
features["feature_flavor_text"] = old_flavor_text
// hey what happened to 55
// dullahans as a species cease to exist
if(current_version < 56)
var/species_id = S["species"]
if(species_id == SPECIES_DULLAHAN)
S["species"] = SPECIES_HUMAN
if(islist(S["all_quirks"]))
S["all_quirks"] += "Dullahan"
else
S["all_quirks"] = list("Dullahan")
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
if(!ckey)
return

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@@ -219,23 +219,11 @@
/mob/living/simple_animal/jacq/proc/treat(mob/living/carbon/C, gender)
visible_message("<b>[src]</b> gives off a glowing smile, <span class='spooky'>\"What ken Ah offer ye? I can magic up an object, a potion or a plushie fer ye.\"</span>")
jacqrunes("What ken Ah offer ye? I can magic up an object, a potion or a plushie fer ye.", C)
var/choices_reward = list("Object - 3 candies", "Potion - 2 candies", "Jacqueline Tracker - 2 candies", "Plushie - 1 candy", "Can I get to know you instead?", "Become a pumpkinhead dullahan (perma) - 4 candies")
var/choices_reward = list("Object - 3 candies", "Potion - 2 candies", "Jacqueline Tracker - 2 candies", "Plushie - 1 candy", "Can I get to know you instead?")
var/choice_reward = input(usr, "Trick or Treat?", "Trick or Treat?") in choices_reward
//rewards
switch(choice_reward)
if("Become a pumpkinhead dullahan (perma) - 4 candies")
if(!take_candies(C, 4))
visible_message("<b>[src]</b> raises an eyebrown, <span class='spooky'>\"It's 4 candies for that [gender]! Thems the rules!\"</span>")
jacqrunes("It's 4 candies for that [gender]! Thems the rules!", C)
return
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"Off comes your head, a pumpkin taking it's stead!\"</span>")
jacqrunes("Off comes your head, a pumpkin taking it's stead!", C)
C.reagents.add_reagent(/datum/reagent/mutationtoxin/pumpkinhead, 5)
sleep(20)
poof()
return
if("Object - 3 candies")
if(!take_candies(C, 3))
visible_message("<b>[src]</b> raises an eyebrown, <span class='spooky'>\"It's 3 candies per trinket [gender]! Thems the rules!\"</span>")
@@ -688,12 +676,6 @@
else
..()
/datum/reagent/mutationtoxin/pumpkinhead
name = "Pumpkin head mutation toxin"
race = /datum/species/dullahan/pumpkin
mutationtext = "<span class='spooky'>The pain subsides. You feel your head roll off your shoulders... and you smell pumpkin."
//I couldn't get the replace head sprite with a pumpkin to work so, it is what it is.
/mob/living/simple_animal/jacq/proc/check_candies(mob/living/carbon/C)
var/invs = C.get_contents()
var/candy_count = 0

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@@ -77,6 +77,8 @@
//For soft-restricting markings to species IDs
var/list/recommended_species
var/mutable_category // simply do not worry about this value
/datum/sprite_accessory/proc/is_not_visible(var/mob/living/carbon/human/H, var/tauric) //return if the accessory shouldn't be shown
return FALSE

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@@ -48,6 +48,7 @@
icon = 'modular_citadel/icons/mob/xeno_parts_greyscale.dmi'
mutant_part_string = "xhead"
relevant_layers = list(BODY_ADJ_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/xeno_head/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)

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@@ -49,6 +49,7 @@
relevant_layers = list(BODY_ADJ_LAYER, BODY_FRONT_LAYER)
mutant_part_string = "mandibles"
color_src = 0
mutable_category = "HEAD"
/datum/sprite_accessory/arachnid_mandibles/none
name = "None"

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@@ -2,6 +2,7 @@
icon = 'icons/mob/mutant_bodyparts.dmi'
color_src = HAIR
relevant_layers = list(BODY_ADJ_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/caps/round
name = "Round"

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@@ -2,6 +2,7 @@
icon = 'icons/mob/mutant_bodyparts.dmi'
mutant_part_string = "ears"
relevant_layers = list(BODY_BEHIND_LAYER, BODY_ADJ_LAYER, BODY_FRONT_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/ears/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)

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@@ -4,6 +4,7 @@
/datum/sprite_accessory/facial_hair
icon = 'icons/mob/hair.dmi'
gender = MALE // barf (unless you're a dorf, dorfs dig chix w/ beards :P)
mutable_category = "HEAD"
// please make sure they're sorted alphabetically and categorized
/datum/sprite_accessory/facial_hair/shaved //this is exempt from the alphabetical sort

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@@ -3,6 +3,7 @@
//////////////////////
/datum/sprite_accessory/hair
icon = 'icons/mob/hair.dmi' // default icon for all hairs
mutable_category = "HEAD"
// please make sure they're sorted alphabetically and, where needed, categorized
// try to capitalize the names please~

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@@ -2,6 +2,7 @@
icon = 'icons/mob/mutant_bodyparts.dmi'
color_src = HORNCOLOR
relevant_layers = list(HORNS_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/horns/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)

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@@ -6,6 +6,11 @@
icon = 'modular_citadel/icons/mob/ipc_screens.dmi'
color_src = null
relevant_layers = list(BODY_ADJ_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/screen/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)
return (HD == null) // it's not visible if head is null
/datum/sprite_accessory/screen/blank
name = "Blank"
@@ -133,6 +138,7 @@
relevant_layers = list(BODY_ADJ_LAYER)
recommended_species = list("ipc")
mutant_part_string = "ipc_antenna"
mutable_category = "HEAD"
/datum/sprite_accessory/antenna/none
name = "None"

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@@ -2,6 +2,7 @@
icon = 'icons/mob/mutant_bodyparts.dmi'
mutant_part_string = "snout"
relevant_layers = list(BODY_ADJ_LAYER, BODY_FRONT_LAYER)
mutable_category = "HEAD"
/datum/sprite_accessory/snouts/is_not_visible(var/mob/living/carbon/human/H, var/tauric)
var/obj/item/bodypart/head/HD = H.get_bodypart(BODY_ZONE_HEAD)

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@@ -5,6 +5,7 @@
color_src = MUTCOLORS
name = "Synthetic Lizard - Snout"
icon_state = "synthliz_basic"
mutable_category = "HEAD"
/datum/sprite_accessory/snouts/mam_snouts/synthliz/synthliz_under
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'

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@@ -954,9 +954,6 @@
/mob/living/carbon/human/species/corporate
race = /datum/species/corporate
/mob/living/carbon/human/species/dullahan
race = /datum/species/dullahan
/mob/living/carbon/human/species/felinid
race = /datum/species/human/felinid

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@@ -345,11 +345,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/organ/stomach/stomach = C.getorganslot(ORGAN_SLOT_STOMACH)
var/obj/item/organ/tail/tail = C.getorganslot(ORGAN_SLOT_TAIL)
var/should_have_brain = TRUE
var/should_have_brain = !(HAS_TRAIT(C, TRAIT_DULLAHAN)) // do not mess with a dullahans brain
var/should_have_heart = !(NOBLOOD in species_traits)
var/should_have_lungs = ((TRAIT_AUXILIARY_LUNGS in inherent_traits) || !(TRAIT_NOBREATH in inherent_traits))
var/should_have_appendix = !(TRAIT_NOHUNGER in inherent_traits)
var/should_have_eyes = TRUE
var/should_have_eyes = !(HAS_TRAIT(C, TRAIT_DULLAHAN)) // .. or their eyes
var/should_have_ears = TRUE
var/should_have_tongue = TRUE
var/should_have_liver = !(NOLIVER in species_traits)
@@ -697,6 +697,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
fhair_file = 'icons/mob/facialhair_extensions.dmi'
var/mutable_appearance/facial_overlay = mutable_appearance(fhair_file, fhair_state, -HAIR_LAYER)
facial_overlay.category = "HEAD"
if(!forced_colour)
if(hair_color)
@@ -734,8 +735,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!hair_hidden || dynamic_hair_suffix)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
hair_overlay.category = "HEAD"
var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
gradient_overlay.category = "HEAD"
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain) && !H.GetComponent(/datum/component/dullahan)) //Applies the debrained overlay if there is no brain (ignore if they are dullahan)
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_parts.dmi'
hair_overlay.icon_state = "debrained"
@@ -800,7 +803,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.apply_overlay(HAIR_LAYER)
/datum/species/proc/handle_body(mob/living/carbon/human/H)
/datum/species/proc/handle_body(mob/living/carbon/human/H, block_recursive_calls = FALSE)
H.remove_overlay(BODY_LAYER)
var/list/standing = list()
@@ -811,6 +814,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// lipstick
if(H.lip_style && (LIPS in species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[H.lip_style]", -BODY_LAYER)
lip_overlay.category = "HEAD"
lip_overlay.color = H.lip_color
if(OFFSET_LIPS in H.dna.species.offset_features)
@@ -821,7 +825,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// eyes
if(!(NOEYES in species_traits))
var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES)
var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES) || HAS_TRAIT(H, TRAIT_DULLAHAN) // if they are a dullahan just assume eyes exist
if(!has_eyes)
standing += mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER)
else
@@ -832,6 +836,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
right_state = "[eye_type]_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
left_eye.category = "HEAD"
right_eye.category = "HEAD"
if((EYECOLOR in species_traits) && has_eyes)
left_eye.color = "#[H.left_eye_color]"
right_eye.color = "#[H.right_eye_color]"
@@ -892,9 +898,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.overlays_standing[BODY_LAYER] = standing
H.apply_overlay(BODY_LAYER)
handle_mutant_bodyparts(H)
handle_mutant_bodyparts(H, null, block_recursive_calls)
/datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
/datum/species/proc/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour, block_recursive_calls = FALSE)
var/list/bodyparts_to_add = mutant_bodyparts.Copy()
H.remove_overlay(BODY_BEHIND_LAYER)
@@ -1009,6 +1015,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
for(var/bodypart in relevant_layers[layer])
var/datum/sprite_accessory/S = bodypart
var/mutable_appearance/accessory_overlay = mutable_appearance(S.icon, layer = -layernum)
accessory_overlay.category = S.mutable_category
bodypart = S.mutant_part_string || dna_feature_as_text_string[S]
if(S.gender_specific)
@@ -1113,6 +1120,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(S.extra) //apply the extra overlay, if there is one
var/mutable_appearance/extra_accessory_overlay = mutable_appearance(S.icon, layer = -layernum)
extra_accessory_overlay.category = S.mutable_category
if(S.gender_specific)
extra_accessory_overlay.icon_state = "[g]_[bodypart]_extra_[S.icon_state]_[layertext]"
else
@@ -1159,6 +1167,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(S.extra2) //apply the extra overlay, if there is one
var/mutable_appearance/extra2_accessory_overlay = mutable_appearance(S.icon, layer = -layernum)
extra2_accessory_overlay.category = S.mutable_category
if(S.gender_specific)
extra2_accessory_overlay.icon_state = "[g]_[bodypart]_extra2_[S.icon_state]_[layertext]"
else
@@ -1206,6 +1215,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.apply_overlay(BODY_FRONT_LAYER)
H.apply_overlay(HORNS_LAYER)
if(!block_recursive_calls)
var/datum/component/dullahan/D = H.GetComponent(/datum/component/dullahan)
if(D && D.dullahan_head)
D.dullahan_head.update_appearance()
/*
* Equip the outfit required for life. Replaces items currently worn.
*/

View File

@@ -1,165 +0,0 @@
/datum/species/dullahan
name = "Dullahan"
id = SPECIES_DULLAHAN
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
mutant_brain = /obj/item/organ/brain/dullahan
mutanteyes = /obj/item/organ/eyes/dullahan
mutanttongue = /obj/item/organ/tongue/dullahan
mutantears = /obj/item/organ/ears/dullahan
blacklisted = TRUE
limbs_id = SPECIES_HUMAN
skinned_type = /obj/item/stack/sheet/animalhide/human
has_field_of_vision = FALSE //Too much of a trouble, their vision is already bound to their severed head.
species_category = SPECIES_CATEGORY_UNDEAD
var/pumpkin = FALSE
wings_icons = SPECIES_WINGS_SKELETAL //seems suitable for an undead.
var/obj/item/dullahan_relay/myhead
/datum/species/dullahan/pumpkin
name = "Pumpkin Head Dullahan"
id = "pumpkindullahan"
pumpkin = TRUE
/datum/species/dullahan/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/dullahan/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
. = ..()
H.flags_1 &= ~(HEAR_1)
var/obj/item/bodypart/head/head = H.get_bodypart(BODY_ZONE_HEAD)
if(head)
if(pumpkin)//Pumpkinhead!
head.animal_origin = 100
head.icon = 'icons/obj/clothing/hats.dmi'
head.icon_state = "hardhat1_pumpkin_j"
head.custom_head = TRUE
head.drop_limb()
if(!QDELETED(head)) //drop_limb() deletes the limb if it's no drop location and dummy humans used for rendering icons are located in nullspace. Do the math.
head.throwforce = 25
myhead = new /obj/item/dullahan_relay (head, H)
H.put_in_hands(head)
var/obj/item/organ/eyes/E = H.getorganslot(ORGAN_SLOT_EYES)
for(var/datum/action/item_action/organ_action/OA in E.actions)
OA.Trigger()
/datum/species/dullahan/on_species_loss(mob/living/carbon/human/H)
H.flags_1 |= HEAR_1
H.reset_perspective(H)
if(myhead)
var/obj/item/dullahan_relay/DR = myhead
myhead = null
DR.owner = null
qdel(DR)
H.regenerate_limb(BODY_ZONE_HEAD,FALSE)
..()
/datum/species/dullahan/spec_life(mob/living/carbon/human/H)
if(QDELETED(myhead))
myhead = null
H.gib()
var/obj/item/bodypart/head/head2 = H.get_bodypart(BODY_ZONE_HEAD)
if(head2)
myhead = null
H.gib()
/datum/species/dullahan/proc/update_vision_perspective(mob/living/carbon/human/H)
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(eyes)
H.update_tint()
if(eyes.tint)
H.reset_perspective(H)
else
H.reset_perspective(myhead)
/obj/item/organ/brain/dullahan
decoy_override = TRUE
organ_flags = ORGAN_NO_SPOIL//Do not decay
/obj/item/organ/tongue/dullahan
zone = "abstract"
accents = list(/datum/accent/dullahan)
/obj/item/organ/ears/dullahan
zone = "abstract"
/obj/item/organ/eyes/dullahan
name = "head vision"
desc = "An abstraction."
actions_types = list(/datum/action/item_action/organ_action/dullahan)
zone = "abstract"
tint = INFINITY // used to switch the vision perspective to the head on species_gain().
/datum/action/item_action/organ_action/dullahan
name = "Toggle Perspective"
desc = "Switch between seeing normally from your head, or blindly from your body."
/datum/action/item_action/organ_action/dullahan/Trigger()
. = ..()
var/obj/item/organ/eyes/dullahan/DE = target
if(DE.tint)
DE.tint = 0
else
DE.tint = INFINITY
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.update_vision_perspective(H)
/obj/item/dullahan_relay
name = "dullahan relay"
var/mob/living/owner
flags_1 = HEAR_1
/obj/item/dullahan_relay/Initialize(mapload, mob/living/carbon/human/new_owner)
. = ..()
if(!new_owner)
return INITIALIZE_HINT_QDEL
owner = new_owner
START_PROCESSING(SSobj, src)
RegisterSignal(owner, COMSIG_MOB_CLICKED_SHIFT_ON, .proc/examinate_check)
RegisterSignal(src, COMSIG_ATOM_HEARER_IN_VIEW, .proc/include_owner)
RegisterSignal(owner, COMSIG_LIVING_REGENERATE_LIMBS, .proc/unlist_head)
RegisterSignal(owner, COMSIG_LIVING_REVIVE, .proc/retrieve_head)
/obj/item/dullahan_relay/proc/examinate_check(mob/source, atom/target)
if(source.client.eye == src)
return COMPONENT_ALLOW_EXAMINATE
/obj/item/dullahan_relay/proc/include_owner(datum/source, list/processing_list, list/hearers)
if(!QDELETED(owner))
hearers += owner
/obj/item/dullahan_relay/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
//Retrieving the owner's head for better ahealing.
/obj/item/dullahan_relay/proc/retrieve_head(datum/source, full_heal, admin_revive)
if(admin_revive)
var/obj/item/bodypart/head/H = loc
var/turf/T = get_turf(owner)
if(H && istype(H) && T && !(H in owner.GetAllContents()))
H.forceMove(T)
/obj/item/dullahan_relay/process()
if(!istype(loc, /obj/item/bodypart/head) || QDELETED(owner))
. = PROCESS_KILL
qdel(src)
/obj/item/dullahan_relay/Destroy()
if(!QDELETED(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.myhead = null
owner.gib()
owner = null
..()

View File

@@ -58,14 +58,14 @@ There are several things that need to be remembered:
dna.species.handle_hair(src)
//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body.
/mob/living/carbon/human/proc/update_mutant_bodyparts()
/mob/living/carbon/human/proc/update_mutant_bodyparts(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
dna.species.handle_mutant_bodyparts(src)
dna.species.handle_mutant_bodyparts(src, null, block_recursive_calls)
/mob/living/carbon/human/update_body(update_genitals = FALSE)
/mob/living/carbon/human/update_body(update_genitals = FALSE, block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
dna.species.handle_body(src, block_recursive_calls)
..()
if(update_genitals)
update_genitals()
@@ -75,24 +75,24 @@ There are several things that need to be remembered:
/* --------------------------------------- */
//For legacy support.
/mob/living/carbon/human/regenerate_icons()
/mob/living/carbon/human/regenerate_icons(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body(TRUE)
update_body(TRUE, block_recursive_calls)
update_hair()
update_inv_w_uniform()
update_inv_w_uniform(block_recursive_calls)
update_inv_wear_id()
update_inv_gloves()
update_inv_glasses()
update_inv_ears()
update_inv_shoes()
update_inv_s_store()
update_inv_wear_mask()
update_inv_head()
update_inv_wear_mask(block_recursive_calls)
update_inv_head(block_recursive_calls)
update_inv_belt()
update_inv_back()
update_inv_wear_suit()
update_inv_wear_suit(block_recursive_calls)
update_inv_pockets()
update_inv_neck()
update_transform()
@@ -123,7 +123,7 @@ There are several things that need to be remembered:
apply_overlay(ANTAG_LAYER)
/mob/living/carbon/human/update_inv_w_uniform()
/mob/living/carbon/human/update_inv_w_uniform(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(UNIFORM_LAYER)
@@ -173,7 +173,7 @@ There are several things that need to be remembered:
overlays_standing[UNIFORM_LAYER] = uniform_overlay
apply_overlay(UNIFORM_LAYER)
update_mutant_bodyparts()
update_mutant_bodyparts(block_recursive_calls)
/mob/living/carbon/human/update_inv_wear_id()
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
@@ -349,7 +349,7 @@ There are several things that need to be remembered:
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
apply_overlay(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
/mob/living/carbon/human/update_inv_head(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(HEAD_LAYER)
@@ -387,7 +387,7 @@ There are several things that need to be remembered:
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
update_mutant_bodyparts()
update_mutant_bodyparts(block_recursive_calls)
/mob/living/carbon/human/update_inv_belt()
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
@@ -411,7 +411,7 @@ There are several things that need to be remembered:
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
/mob/living/carbon/human/update_inv_wear_suit(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(SUIT_LAYER)
@@ -471,7 +471,7 @@ There are several things that need to be remembered:
suit_overlay = center_image(suit_overlay, dimension_x, dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
update_mutant_bodyparts(block_recursive_calls)
apply_overlay(SUIT_LAYER)
@@ -498,7 +498,7 @@ There are several things that need to be remembered:
update_observer_view(r_store)
/mob/living/carbon/human/update_inv_wear_mask()
/mob/living/carbon/human/update_inv_wear_mask(block_recursive_calls = FALSE)
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
remove_overlay(FACEMASK_LAYER)
@@ -537,7 +537,7 @@ There are several things that need to be remembered:
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
update_mutant_bodyparts(block_recursive_calls) //e.g. upgate needed because mask now hides lizard snout
/mob/living/carbon/human/update_inv_back()
if(!HAS_TRAIT(src, TRAIT_HUMAN_NO_RENDER))
@@ -791,7 +791,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
// eyes
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
if(!has_eyes && !HAS_TRAIT(src, TRAIT_DULLAHAN))
add_overlay(mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER))
else
var/left_state = DEFAULT_LEFT_EYE_STATE
@@ -803,6 +803,8 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
right_state = eye_type + "_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
left_eye.category = "HEAD"
right_eye.category = "HEAD"
if((EYECOLOR in dna.species.species_traits) && has_eyes)
left_eye.color = "#" + left_eye_color
right_eye.color = "#" + right_eye_color

View File

@@ -37,7 +37,7 @@
return BULLET_ACT_BLOCK
if(iscarbon(target))
var/mob/living/carbon/C = target
if(!is_species(C, /datum/species/dullahan)) //No accidental instagibbing dullahans please
if(HAS_TRAIT(C, TRAIT_DULLAHAN)) //No accidental instagibbing dullahans please
C.regenerate_limbs()
C.regenerate_organs()
if(target.revive(full_heal = 1))

View File

@@ -1084,6 +1084,13 @@
else
B.gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
/datum/reagent/medicine/neurine/reaction_obj(obj/O, reac_volume)
if(istype(O, /obj/item/dullahan_head))
var/obj/item/dullahan_head/head = O
if(head.B)
head.B.applyOrganDamage(-20)
if(head.owner)
head.owner.cure_trauma_type(resilience = TRAUMA_RESILIENCE_SURGERY)
/datum/reagent/medicine/neurine/on_mob_life(mob/living/carbon/C)
if(holder.has_reagent(/datum/reagent/consumable/ethanol/neurotoxin))

View File

@@ -142,7 +142,7 @@
update_icon_dropped()
C.update_health_hud() //update the healthdoll
C.update_body()
C.update_body(FALSE, TRUE) // block recursive calls because we dont want to crash, i.e. don't tell a dullahan to update when dropping its limb
C.update_hair()
C.update_mobility()
@@ -370,7 +370,7 @@
update_disabled()
C.updatehealth()
C.update_body()
C.update_body(FALSE, TRUE) // again block recursive calls because dullahans will try update their icons by regenerating their head
C.update_hair()
C.update_damage_overlays()
C.update_mobility()

View File

@@ -134,7 +134,7 @@
I.pixel_y = px_y
add_overlay(standing)
/obj/item/bodypart/head/get_limb_icon(dropped)
/obj/item/bodypart/head/get_limb_icon(dropped, ignore_brain = FALSE)
if(custom_head)
return
cut_overlays()
@@ -152,7 +152,7 @@
. += facial_overlay
//Applies the debrained overlay if there is no brain
if(!brain)
if(!brain && !ignore_brain)
var/image/debrain_overlay = image(layer = -HAIR_LAYER, dir = SOUTH)
if(animal_origin == ALIEN_BODYPART)
debrain_overlay.icon = 'icons/mob/animal_parts.dmi'
@@ -175,12 +175,13 @@
// lipstick
if(lip_style)
var/image/lips_overlay = image('icons/mob/lips.dmi', "lips_[lip_style]", -BODY_LAYER, SOUTH)
var/mutable_appearance/lips_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[lip_style]", -BODY_LAYER, SOUTH)
lips_overlay.category = "HEAD"
lips_overlay.color = lip_color
. += lips_overlay
// eyes
if(eyes)
if(eyes || ignore_brain)
var/left_state = DEFAULT_LEFT_EYE_STATE
var/right_state = DEFAULT_RIGHT_EYE_STATE
if(owner && owner.dna.species)
@@ -189,12 +190,14 @@
left_state = eye_type + "_left_eye"
right_state = eye_type + "_right_eye"
if(left_state != DEFAULT_NO_EYE_STATE)
var/image/left_eye = image('icons/mob/hair.dmi', left_state, -BODY_LAYER, SOUTH)
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/hair.dmi', left_state, -BODY_LAYER, SOUTH)
left_eye.category = "HEAD"
if(eyes.left_eye_color)
left_eye.color = "#" + eyes.left_eye_color
. += left_eye
if(right_state != DEFAULT_NO_EYE_STATE)
var/image/right_eye = image('icons/mob/hair.dmi', right_state, -BODY_LAYER, SOUTH)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/hair.dmi', right_state, -BODY_LAYER, SOUTH)
right_eye.category = "HEAD"
if(eyes.right_eye_color)
right_eye.color = "#" + eyes.right_eye_color
. += right_eye

View File

@@ -531,6 +531,7 @@
#include "code\datums\components\combat_mode.dm"
#include "code\datums\components\construction.dm"
#include "code\datums\components\dejavu.dm"
#include "code\datums\components\dullahan.dm"
#include "code\datums\components\earprotection.dm"
#include "code\datums\components\edible.dm"
#include "code\datums\components\edit_complainer.dm"
@@ -2717,7 +2718,6 @@
#include "code\modules\mob\living\carbon\human\species_types\arachnid.dm"
#include "code\modules\mob\living\carbon\human\species_types\bugmen.dm"
#include "code\modules\mob\living\carbon\human\species_types\corporate.dm"
#include "code\modules\mob\living\carbon\human\species_types\dullahan.dm"
#include "code\modules\mob\living\carbon\human\species_types\dwarves.dm"
#include "code\modules\mob\living\carbon\human\species_types\ethereal.dm"
#include "code\modules\mob\living\carbon\human\species_types\felinid.dm"