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3591 individual conflicts Update build.js Update install_node.sh Update byond.js 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
220 lines
8.0 KiB
Plaintext
220 lines
8.0 KiB
Plaintext
/**
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* ## Phylactery component
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*
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* Used for lichtom to turn (almost) any object into a phylactery
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* A mob linked to a phylactery will repeatedly revive on death.
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*/
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/datum/component/phylactery
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// Set in initialize.
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/// The mind of the lich who is linked to this phylactery.
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var/datum/mind/lich_mind
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/// The respawn timer of the phylactery.
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var/base_respawn_time = 3 MINUTES
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/// How much time is added on to the respawn time per revival.
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var/time_per_resurrection = 0
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/// How much stun (paralyze) is caused on respawn per revival.
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var/stun_per_resurrection = 20 SECONDS
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/// The color of the phylactery itself. Applied on creation.
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var/phylactery_color = COLOR_VERY_DARK_LIME_GREEN
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// Internal vars.
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/// The number of resurrections that have occurred from this phylactery.
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var/num_resurrections = 0
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/// A timerid to the current revival timer.
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var/revive_timer
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/datum/component/phylactery/Initialize(
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datum/mind/lich_mind,
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base_respawn_time = 3 MINUTES,
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time_per_resurrection = 0 SECONDS,
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stun_per_resurrection = 20 SECONDS,
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phylactery_color = COLOR_VERY_DARK_LIME_GREEN,
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)
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if(!isobj(parent))
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return COMPONENT_INCOMPATIBLE
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if(isnull(lich_mind))
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stack_trace("A [type] was created with no target lich mind!")
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return COMPONENT_INCOMPATIBLE
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src.lich_mind = lich_mind
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src.base_respawn_time = base_respawn_time
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src.time_per_resurrection = time_per_resurrection
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src.stun_per_resurrection = stun_per_resurrection
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src.phylactery_color = phylactery_color
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RegisterSignal(lich_mind, COMSIG_QDELETING, PROC_REF(on_lich_mind_lost))
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RegisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH, PROC_REF(check_if_lich_died))
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var/obj/obj_parent = parent
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obj_parent.name = "ensouled [obj_parent.name]"
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obj_parent.add_atom_colour(phylactery_color, ADMIN_COLOUR_PRIORITY)
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obj_parent.AddComponent(/datum/component/stationloving, FALSE, TRUE)
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RegisterSignal(obj_parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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SSpoints_of_interest.make_point_of_interest(obj_parent)
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/datum/component/phylactery/Destroy()
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var/obj/obj_parent = parent
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obj_parent.name = initial(obj_parent.name)
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obj_parent.remove_atom_colour(ADMIN_COLOUR_PRIORITY, phylactery_color)
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// Stationloving items should really never be made a phylactery so I feel safe in doing this
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qdel(obj_parent.GetComponent(/datum/component/stationloving))
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UnregisterSignal(obj_parent, COMSIG_ATOM_EXAMINE)
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UnregisterSignal(SSdcs, COMSIG_GLOB_MOB_DEATH)
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// Sweep up any revive signals left on the mind's current
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UnregisterSignal(lich_mind.current, COMSIG_LIVING_REVIVE)
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lich_mind = null
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return ..()
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/**
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* Signal proc for [COMSIG_ATOM_EXAMINE].
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*
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* Gives some flavor for the phylactery on examine.
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*/
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/datum/component/phylactery/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(IS_WIZARD(user) || isobserver(user))
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if(user.mind == lich_mind)
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var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
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examine_list += span_green("Your phylactery. The next time you meet an untimely demise, \
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you will revive at this object in <b>[time_to_revive / 10 / 60] minute\s</b>.")
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else
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examine_list += span_green("A lich's phylactery. This one belongs to [lich_mind].")
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if(num_resurrections > 0)
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examine_list += span_green("<i>There's [num_resurrections] notches in the side of it.</i>")
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else
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examine_list += span_green("A terrible aura surrounds this item. Its very existence is offensive to life itself...")
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/**
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* Signal proc for [COMSIG_QDELETING] registered on the lich's mind.
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*
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* Minds shouldn't be getting deleted but if for some ungodly reason
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* the lich'd mind is deleted our component should go with it, as
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* we don't have a reason to exist anymore.
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*/
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/datum/component/phylactery/proc/on_lich_mind_lost(datum/source)
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SIGNAL_HANDLER
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qdel(src)
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/**
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* Signal proc for [COMSIG_GLOB_MOB_DEATH].
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*
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* If the mob containing our lich's mind is killed,
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* we can initiate the revival process.
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*
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* We use the global mob death signal here,
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* instead of registering the normal death signal,
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* as it's entirely possible the wizard mindswaps
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* or is gibbed or something wacky happens, and
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* we need to make sure WHOEVER has our mind is dead
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*/
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/datum/component/phylactery/proc/check_if_lich_died(datum/source, mob/living/died, gibbed)
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SIGNAL_HANDLER
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if(!died.mind)
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return
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if(died.mind != lich_mind)
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return
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// If we aren't gibbed, we need to check if the lich is
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// revived at some point between returning
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if(!gibbed)
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RegisterSignal(died, COMSIG_LIVING_REVIVE, PROC_REF(stop_timer))
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// Start revival
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var/time_to_revive = base_respawn_time + (num_resurrections * time_per_resurrection)
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revive_timer = addtimer(CALLBACK(src, PROC_REF(revive_lich), died), time_to_revive, TIMER_UNIQUE|TIMER_STOPPABLE)
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to_chat(died, span_green("You feel your soul being dragged back to this world... \
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<b>you will revive at your phylactery in [time_to_revive / 10 / 60] minute\s.</b>"))
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/**
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* Signal proc for [COMSIG_LIVING_REVIVE].
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*
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* If our lich's mob is revived at some point before returning, stop the timer
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*/
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/datum/component/phylactery/proc/stop_timer(mob/living/source, full_heal_flags)
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SIGNAL_HANDLER
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deltimer(revive_timer)
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revive_timer = null
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UnregisterSignal(source, COMSIG_LIVING_REVIVE)
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/**
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* Actually undergo the process of reviving the lich at the site of the phylactery.
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*
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* Arguments
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* * corpse - optional, the old body of the lich. Can be QDELETED or null.
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*/
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/datum/component/phylactery/proc/revive_lich(mob/living/corpse)
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// If we have a current, and it's not dead, don't yoink their mind
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// But if we don't have a current (body destroyed) move on like normal
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if(lich_mind.current && lich_mind.current.stat != DEAD)
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CRASH("[type] - revive_lich was called when the lich's mind had a current mob that wasn't dead.")
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var/turf/parent_turf = get_turf(parent)
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if(!istype(parent_turf))
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CRASH("[type] - revive_lich was called when the phylactery was in an invalid location (nullspace?) (was in: [parent_turf]).")
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revive_timer = null
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var/mob/living/carbon/human/lich = new(parent_turf)
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ADD_TRAIT(lich, TRAIT_NO_SOUL, LICH_TRAIT)
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var/obj/item/organ/internal/brain/new_lich_brain = lich.get_organ_slot(ORGAN_SLOT_BRAIN)
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if(new_lich_brain) // Prevent MMI cheese
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new_lich_brain.organ_flags &= ~ORGAN_VITAL
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new_lich_brain.decoy_override = TRUE
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// Give them some duds
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lich.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/magic(lich), ITEM_SLOT_FEET)
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lich.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(lich), ITEM_SLOT_ICLOTHING)
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lich.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/black(lich), ITEM_SLOT_OCLOTHING)
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lich.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/black(lich), ITEM_SLOT_HEAD)
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// Fix their name
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lich.dna.real_name = lich_mind.name
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lich.real_name = lich_mind.name
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// Slap the lich mind in and get their ghost
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lich_mind.transfer_to(lich)
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lich_mind.grab_ghost(force = TRUE)
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// Make sure they're a spooky skeleton, and their DNA is right
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lich.set_species(/datum/species/skeleton)
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lich.dna.generate_unique_enzymes()
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to_chat(lich, span_green("Your bones clatter and shudder as you are pulled back into this world!"))
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num_resurrections++
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lich.Paralyze(stun_per_resurrection * num_resurrections)
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if(!QDELETED(corpse))
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UnregisterSignal(corpse, COMSIG_LIVING_REVIVE)
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if(iscarbon(corpse))
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var/mob/living/carbon/carbon_body = corpse
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for(var/obj/item/organ/to_drop as anything in carbon_body.organs)
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// Skip the brain - it can disappear, we don't need it anymore
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if(istype(to_drop, /obj/item/organ/internal/brain))
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continue
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// For the rest, drop all the organs onto the floor (for style)
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to_drop.Remove(carbon_body)
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to_drop.forceMove(corpse.drop_location())
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var/turf/body_turf = get_turf(corpse)
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var/wheres_wizdo = dir2text(get_dir(body_turf, parent_turf))
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if(wheres_wizdo)
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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]!"))
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body_turf.Beam(parent_turf, icon_state = "lichbeam", time = 1 SECONDS * (num_resurrections + 1))
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corpse.dust(drop_items = TRUE)
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return TRUE
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