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Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

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oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

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/**
* ## Phylactery component
*
* Used for lichtom to turn (almost) any object into a phylactery
* A mob linked to a phylactery will repeatedly revive on death.
*/
/datum/component/phylactery
// Set in initialize.
/// The mind of the lich who is linked to this phylactery.
var/datum/mind/lich_mind
/// The respawn timer of the phylactery.
var/base_respawn_time = 3 MINUTES
/// How much time is added on to the respawn time per revival.
var/time_per_resurrection = 0
/// How much stun (paralyze) is caused on respawn per revival.
var/stun_per_resurrection = 20 SECONDS
/// The color of the phylactery itself. Applied on creation.
var/phylactery_color = COLOR_VERY_DARK_LIME_GREEN
// Internal vars.
/// The number of resurrections that have occurred from this phylactery.
var/num_resurrections = 0
/// A timerid to the current revival timer.
var/revive_timer
/datum/component/phylactery/Initialize(
datum/mind/lich_mind,
base_respawn_time = 3 MINUTES,
time_per_resurrection = 0 SECONDS,
stun_per_resurrection = 20 SECONDS,
phylactery_color = COLOR_VERY_DARK_LIME_GREEN,
)
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
if(isnull(lich_mind))
stack_trace("A [type] was created with no target lich mind!")
return COMPONENT_INCOMPATIBLE
src.lich_mind = lich_mind
src.base_respawn_time = base_respawn_time
src.time_per_resurrection = time_per_resurrection
src.stun_per_resurrection = stun_per_resurrection
src.phylactery_color = phylactery_color
RegisterSignal(lich_mind, COMSIG_QDELETING, PROC_REF(on_lich_mind_lost))
RegisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH, PROC_REF(check_if_lich_died))
var/obj/obj_parent = parent
obj_parent.name = "ensouled [obj_parent.name]"
obj_parent.add_atom_colour(phylactery_color, ADMIN_COLOUR_PRIORITY)
obj_parent.AddComponent(/datum/component/stationloving, FALSE, TRUE)
RegisterSignal(obj_parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
SSpoints_of_interest.make_point_of_interest(obj_parent)
/datum/component/phylactery/Destroy()
var/obj/obj_parent = parent
obj_parent.name = initial(obj_parent.name)
obj_parent.remove_atom_colour(ADMIN_COLOUR_PRIORITY, phylactery_color)
// Stationloving items should really never be made a phylactery so I feel safe in doing this
qdel(obj_parent.GetComponent(/datum/component/stationloving))
UnregisterSignal(obj_parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH)
// Sweep up any revive signals left on the mind's current
UnregisterSignal(lich_mind.current, COMSIG_LIVING_REVIVE)
lich_mind = null
return ..()
/**
* Signal proc for [COMSIG_ATOM_EXAMINE].
*
* Gives some flavor for the phylactery on examine.
*/
/datum/component/phylactery/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(IS_WIZARD(user) || isobserver(user))
if(user.mind == lich_mind)
var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
examine_list += span_green("Your phylactery. The next time you meet an untimely demise, \
you will revive at this object in <b>[time_to_revive / 10 / 60] minute\s</b>.")
else
examine_list += span_green("A lich's phylactery. This one belongs to [lich_mind].")
if(num_resurrections > 0)
examine_list += span_green("<i>There's [num_resurrections] notches in the side of it.</i>")
else
examine_list += span_green("A terrible aura surrounds this item. Its very existence is offensive to life itself...")
/**
* Signal proc for [COMSIG_QDELETING] registered on the lich's mind.
*
* Minds shouldn't be getting deleted but if for some ungodly reason
* the lich'd mind is deleted our component should go with it, as
* we don't have a reason to exist anymore.
*/
/datum/component/phylactery/proc/on_lich_mind_lost(datum/source)
SIGNAL_HANDLER
qdel(src)
/**
* Signal proc for [COMSIG_GLOB_MOB_DEATH].
*
* If the mob containing our lich's mind is killed,
* we can initiate the revival process.
*
* We use the global mob death signal here,
* instead of registering the normal death signal,
* as it's entirely possible the wizard mindswaps
* or is gibbed or something wacky happens, and
* we need to make sure WHOEVER has our mind is dead
*/
/datum/component/phylactery/proc/check_if_lich_died(datum/source, mob/living/died, gibbed)
SIGNAL_HANDLER
if(!died.mind)
return
if(died.mind != lich_mind)
return
// If we aren't gibbed, we need to check if the lich is
// revived at some point between returning
if(!gibbed)
RegisterSignal(died, COMSIG_LIVING_REVIVE, PROC_REF(stop_timer))
// Start revival
var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
revive_timer = addtimer(CALLBACK(src, PROC_REF(revive_lich), died), time_to_revive, TIMER_UNIQUE|TIMER_STOPPABLE)
to_chat(died, span_green("You feel your soul being dragged back to this world... \
<b>you will revive at your phylactery in [time_to_revive / 10 / 60] minute\s.</b>"))
/**
* Signal proc for [COMSIG_LIVING_REVIVE].
*
* If our lich's mob is revived at some point before returning, stop the timer
*/
/datum/component/phylactery/proc/stop_timer(mob/living/source, full_heal_flags)
SIGNAL_HANDLER
deltimer(revive_timer)
revive_timer = null
UnregisterSignal(source, COMSIG_LIVING_REVIVE)
/**
* Actually undergo the process of reviving the lich at the site of the phylactery.
*
* Arguments
* * corpse - optional, the old body of the lich. Can be QDELETED or null.
*/
/datum/component/phylactery/proc/revive_lich(mob/living/corpse)
// If we have a current, and it's not dead, don't yoink their mind
// But if we don't have a current (body destroyed) move on like normal
if(lich_mind.current && lich_mind.current.stat != DEAD)
CRASH("[type] - revive_lich was called when the lich's mind had a current mob that wasn't dead.")
var/turf/parent_turf = get_turf(parent)
if(!istype(parent_turf))
CRASH("[type] - revive_lich was called when the phylactery was in an invalid location (nullspace?) (was in: [parent_turf]).")
revive_timer = null
var/mob/living/carbon/human/lich = new(parent_turf)
ADD_TRAIT(lich, TRAIT_NO_SOUL, LICH_TRAIT)
var/obj/item/organ/internal/brain/new_lich_brain = lich.get_organ_slot(ORGAN_SLOT_BRAIN)
if(new_lich_brain) // Prevent MMI cheese
new_lich_brain.organ_flags &= ~ORGAN_VITAL
new_lich_brain.decoy_override = TRUE
// Give them some duds
lich.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/magic(lich), ITEM_SLOT_FEET)
lich.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(lich), ITEM_SLOT_ICLOTHING)
lich.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/black(lich), ITEM_SLOT_OCLOTHING)
lich.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/black(lich), ITEM_SLOT_HEAD)
// Fix their name
lich.dna.real_name = lich_mind.name
lich.real_name = lich_mind.name
// Slap the lich mind in and get their ghost
lich_mind.transfer_to(lich)
lich_mind.grab_ghost(force = TRUE)
// Make sure they're a spooky skeleton, and their DNA is right
lich.set_species(/datum/species/skeleton)
lich.dna.generate_unique_enzymes()
to_chat(lich, span_green("Your bones clatter and shudder as you are pulled back into this world!"))
num_resurrections++
lich.Paralyze(stun_per_resurrection * num_resurrections)
if(!QDELETED(corpse))
UnregisterSignal(corpse, COMSIG_LIVING_REVIVE)
if(iscarbon(corpse))
var/mob/living/carbon/carbon_body = corpse
for(var/obj/item/organ/to_drop as anything in carbon_body.organs)
// Skip the brain - it can disappear, we don't need it anymore
if(istype(to_drop, /obj/item/organ/internal/brain))
continue
// For the rest, drop all the organs onto the floor (for style)
to_drop.Remove(carbon_body)
to_drop.forceMove(corpse.drop_location())
var/turf/body_turf = get_turf(corpse)
var/wheres_wizdo = dir2text(get_dir(body_turf, parent_turf))
if(wheres_wizdo)
corpse.visible_message(span_warning("Suddenly, [corpse.name]'s corpse falls to pieces! You see a strange energy rise from the remains, and speed off towards the [wheres_wizdo]!"))
body_turf.Beam(parent_turf, icon_state = "lichbeam", time = 1 SECONDS * (num_resurrections + 1))
corpse.dust(drop_items = TRUE)
return TRUE