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S.P.L.U.R.T-Station-13/code/datums/components/dullahan.dm
2022-08-05 18:19:22 +01:00

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/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")
dullahan_head = new(get_turf(H))
dullahan_head.name = "[H.name]'s head"
dullahan_head.desc = "the decapitated head of [H.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)
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)
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)
// 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)
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/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().
/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
/obj/item/dullahan_head/Destroy()
B.Remove()
B.forceMove(get_turf(src))
. = ..()
// allow the 'fake' head to relay speech back to the mob
/obj/item/dullahan_head/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
if(owner)
var/namepart = "[speaker.GetVoice()][speaker.get_alt_name()]"
var/hrefpart = "<a href='?src=[REF(src)];track=[html_encode(namepart)]'>"
var/treated_message = lang_treat(speaker, message_language, raw_message, spans, message_mode)
var/rendered = "<i><span class='game say'><span class='name'>[hrefpart][namepart]</a> </span><span class='message'>[treated_message]</span></span></i>"
if (owner.client?.prefs.chat_on_map && (owner.client.prefs.see_chat_non_mob || ismob(speaker)))
owner.create_chat_message(speaker, message_language, raw_message, spans, message_mode)
owner.show_message(rendered, "")
// 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()
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.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)
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)
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.mutant_eyes()
var/obj/item/organ/brain/new_brain = new H.dna.species.mutant_brain()
var/obj/item/organ/eyes/old_eyes = H.getorganslot(ORGAN_SLOT_EYES)
var/obj/item/organ/brain/old_brain = H.getorganslot(ORGAN_SLOT_BRAIN)
old_brain.Remove(TRUE,TRUE)
QDEL_NULL(old_brain)
new_brain.Insert(C, TRUE, TRUE)
old_eyes.Remove(TRUE,TRUE)
QDEL_NULL(old_eyes)
new_eyes.Insert(C, TRUE, TRUE)
. = ..()