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Yogstation/code/modules/awaymissions/corpse.dm
2018-06-12 00:49:00 +01:00

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//If someone can do this in a neater way, be my guest-Kor
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
/obj/effect/mob_spawn
name = "Unknown"
density = TRUE
anchored = TRUE
var/mob_type = null
var/mob_name = ""
var/mob_gender = null
var/death = TRUE //Kill the mob
var/roundstart = TRUE //fires on initialize
var/instant = FALSE //fires on New
var/flavour_text = "The mapper forgot to set this!"
var/faction = null
var/permanent = FALSE //If true, the spawner will not disappear upon running out of uses.
var/random = FALSE //Don't set a name or gender, just go random
var/objectives = null
var/uses = 1 //how many times can we spawn from it. set to -1 for infinite.
var/brute_damage = 0
var/oxy_damage = 0
var/burn_damage = 0
var/datum/disease/disease = null //Do they start with a pre-spawned disease?
var/mob_color //Change the mob's color
var/assignedrole
var/show_flavour = TRUE
var/banType = "lavaland"
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/effect/mob_spawn/attack_ghost(mob/user)
if(!SSticker.HasRoundStarted() || !loc)
return
if(!uses)
to_chat(user, "<span class='warning'>This spawner is out of charges!</span>")
return
if(jobban_isbanned(user, banType))
to_chat(user, "<span class='warning'>You are jobanned!</span>")
return
var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
if(ghost_role == "No" || !loc)
return
log_game("[key_name(user)] became [mob_name]")
create(ckey = user.ckey)
/obj/effect/mob_spawn/Initialize(mapload)
. = ..()
if(instant || (roundstart && (mapload || (SSticker && SSticker.current_state > GAME_STATE_SETTING_UP))))
create()
else
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/effect/mob_spawn/Destroy()
GLOB.poi_list -= src
var/list/spawners = GLOB.mob_spawners[name]
LAZYREMOVE(spawners, src)
if(!LAZYLEN(spawners))
GLOB.mob_spawners -= name
return ..()
/obj/effect/mob_spawn/proc/special(mob/M)
return
/obj/effect/mob_spawn/proc/equip(mob/M)
return
/obj/effect/mob_spawn/proc/create(ckey, name)
var/mob/living/M = new mob_type(get_turf(src)) //living mobs only
if(!random)
M.real_name = mob_name ? mob_name : M.name
if(!mob_gender)
mob_gender = pick(MALE, FEMALE)
M.gender = mob_gender
if(faction)
M.faction = list(faction)
if(disease)
M.ForceContractDisease(new disease)
if(death)
M.death(1) //Kills the new mob
M.adjustOxyLoss(oxy_damage)
M.adjustBruteLoss(brute_damage)
M.adjustFireLoss(burn_damage)
M.color = mob_color
equip(M)
if(ckey)
M.ckey = ckey
if(show_flavour)
to_chat(M, "[flavour_text]")
var/datum/mind/MM = M.mind
if(objectives)
for(var/objective in objectives)
MM.objectives += new/datum/objective(objective)
if(assignedrole)
M.mind.assigned_role = assignedrole
special(M, name)
MM.name = M.real_name
if(uses > 0)
uses--
if(!permanent && !uses)
qdel(src)
// Base version - place these on maps/templates.
/obj/effect/mob_spawn/human
mob_type = /mob/living/carbon/human
//Human specific stuff.
var/mob_species = null //Set to make them a mutant race such as lizard or skeleton. Uses the datum typepath instead of the ID.
var/datum/outfit/outfit = /datum/outfit //If this is a path, it will be instanced in Initialize()
var/disable_pda = TRUE
var/disable_sensors = TRUE
//All of these only affect the ID that the outfit has placed in the ID slot
var/id_job = null //Such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/id_access = null //This is for access. See access.dm for which jobs give what access. Use "Captain" if you want it to be all access.
var/id_access_list = null //Allows you to manually add access to an ID card.
assignedrole = "Ghost Role"
var/husk = null
//these vars are for lazy mappers to override parts of the outfit
//these cannot be null by default, or mappers cannot set them to null if they want nothing in that slot
var/uniform = -1
var/r_hand = -1
var/l_hand = -1
var/suit = -1
var/shoes = -1
var/gloves = -1
var/ears = -1
var/glasses = -1
var/mask = -1
var/head = -1
var/belt = -1
var/r_pocket = -1
var/l_pocket = -1
var/back = -1
var/id = -1
var/neck = -1
var/backpack_contents = -1
var/suit_store = -1
var/hair_style
var/facial_hair_style
var/skin_tone
/obj/effect/mob_spawn/human/Initialize()
if(ispath(outfit))
outfit = new outfit()
if(!outfit)
outfit = new /datum/outfit
return ..()
/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
if(mob_species)
H.set_species(mob_species)
if(husk)
H.Drain()
else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
H.cure_husk()
H.underwear = "Nude"
H.undershirt = "Nude"
H.socks = "Nude"
if(hair_style)
H.hair_style = hair_style
else
H.hair_style = random_hair_style(gender)
if(facial_hair_style)
H.facial_hair_style = facial_hair_style
else
H.facial_hair_style = random_facial_hair_style(gender)
if(skin_tone)
H.skin_tone = skin_tone
else
H.skin_tone = random_skin_tone()
H.update_hair()
H.update_body()
if(outfit)
var/static/list/slots = list("uniform", "r_hand", "l_hand", "suit", "shoes", "gloves", "ears", "glasses", "mask", "head", "belt", "r_pocket", "l_pocket", "back", "id", "neck", "backpack_contents", "suit_store")
for(var/slot in slots)
var/T = vars[slot]
if(!isnum(T))
outfit.vars[slot] = T
H.equipOutfit(outfit)
if(disable_pda)
// We don't want corpse PDAs to show up in the messenger list.
var/obj/item/pda/PDA = locate(/obj/item/pda) in H
if(PDA)
PDA.toff = TRUE
if(disable_sensors)
// Using crew monitors to find corpses while creative makes finding certain ruins too easy.
var/obj/item/clothing/under/C = H.w_uniform
if(istype(C))
C.sensor_mode = NO_SENSORS
var/obj/item/card/id/W = H.wear_id
if(W)
if(id_access)
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
if(J.title == id_access)
W.access = J.get_access()
break
if(id_access_list)
if(!islist(W.access))
W.access = list()
W.access |= id_access_list
if(id_job)
W.assignment = id_job
W.registered_name = H.real_name
W.update_label()
//Instant version - use when spawning corpses during runtime
/obj/effect/mob_spawn/human/corpse
roundstart = FALSE
instant = TRUE
/obj/effect/mob_spawn/human/corpse/damaged
brute_damage = 1000
/obj/effect/mob_spawn/human/alive
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
death = FALSE
roundstart = FALSE //you could use these for alive fake humans on roundstart but this is more common scenario
//Non-human spawners
/obj/effect/mob_spawn/AICorpse/create() //Creates a corrupted AI
var/A = locate(/mob/living/silicon/ai) in loc
if(A)
return
var/mob/living/silicon/ai/spawned/M = new(loc) //spawn new AI at landmark as var M
M.name = src.name
M.real_name = src.name
M.aiPDA.toff = TRUE //turns the AI's PDA messenger off, stopping it showing up on player PDAs
M.death() //call the AI's death proc
qdel(src)
/obj/effect/mob_spawn/slime
mob_type = /mob/living/simple_animal/slime
var/mobcolour = "grey"
icon = 'icons/mob/slimes.dmi'
icon_state = "grey baby slime" //sets the icon in the map editor
/obj/effect/mob_spawn/slime/equip(mob/living/simple_animal/slime/S)
S.colour = mobcolour
/obj/effect/mob_spawn/human/facehugger/create() //Creates a squashed facehugger
var/obj/item/clothing/mask/facehugger/O = new(src.loc) //variable O is a new facehugger at the location of the landmark
O.name = src.name
O.Die() //call the facehugger's death proc
qdel(src)
/obj/effect/mob_spawn/mouse
name = "sleeper"
mob_type = /mob/living/simple_animal/mouse
death = FALSE
roundstart = FALSE
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/cow
name = "sleeper"
mob_type = /mob/living/simple_animal/cow
death = FALSE
roundstart = FALSE
mob_gender = FEMALE
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
// I'll work on making a list of corpses people request for maps, or that I think will be commonly used. Syndicate operatives for example.
///////////Civilians//////////////////////
/obj/effect/mob_spawn/human/corpse/assistant
name = "Assistant"
outfit = /datum/outfit/job/assistant
/obj/effect/mob_spawn/human/corpse/assistant/beesease_infection
disease = /datum/disease/beesease
/obj/effect/mob_spawn/human/corpse/assistant/brainrot_infection
disease = /datum/disease/brainrot
/obj/effect/mob_spawn/human/corpse/assistant/spanishflu_infection
disease = /datum/disease/fluspanish
/obj/effect/mob_spawn/human/corpse/cargo_tech
name = "Cargo Tech"
outfit = /datum/outfit/job/cargo_tech
/obj/effect/mob_spawn/human/cook
name = "Cook"
outfit = /datum/outfit/job/cook
/obj/effect/mob_spawn/human/doctor
name = "Doctor"
outfit = /datum/outfit/job/doctor
/obj/effect/mob_spawn/human/doctor/alive
death = FALSE
roundstart = FALSE
random = TRUE
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
flavour_text = "<span class='big bold'>You are a space doctor!</span>"
assignedrole = "Space Doctor"
/obj/effect/mob_spawn/human/doctor/alive/equip(mob/living/carbon/human/H)
..()
// Remove radio and PDA so they wouldn't annoy station crew.
var/list/del_types = list(/obj/item/pda, /obj/item/radio/headset)
for(var/del_type in del_types)
var/obj/item/I = locate(del_type) in H
qdel(I)
/obj/effect/mob_spawn/human/engineer
name = "Engineer"
outfit = /datum/outfit/job/engineer/gloved
/obj/effect/mob_spawn/human/engineer/rig
outfit = /datum/outfit/job/engineer/gloved/rig
/obj/effect/mob_spawn/human/clown
name = "Clown"
outfit = /datum/outfit/job/clown
/obj/effect/mob_spawn/human/scientist
name = "Scientist"
outfit = /datum/outfit/job/scientist
/obj/effect/mob_spawn/human/miner
name = "Shaft Miner"
outfit = /datum/outfit/job/miner/asteroid
/obj/effect/mob_spawn/human/miner/rig
outfit = /datum/outfit/job/miner/equipped/asteroid
/obj/effect/mob_spawn/human/miner/explorer
outfit = /datum/outfit/job/miner/equipped
/obj/effect/mob_spawn/human/plasmaman
mob_species = /datum/species/plasmaman
outfit = /datum/outfit/plasmaman
/obj/effect/mob_spawn/human/bartender
name = "Space Bartender"
id_job = "Bartender"
id_access_list = list(ACCESS_BAR)
outfit = /datum/outfit/spacebartender
/obj/effect/mob_spawn/human/bartender/alive
death = FALSE
roundstart = FALSE
random = TRUE
name = "bartender sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
flavour_text = "<span class='big bold'>You are a space bartender!</span>"
assignedrole = "Space Bartender"
/datum/outfit/spacebartender
name = "Space Bartender"
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent
id = /obj/item/card/id
/obj/effect/mob_spawn/human/beach
outfit = /datum/outfit/beachbum
/obj/effect/mob_spawn/human/beach/alive
death = FALSE
roundstart = FALSE
random = TRUE
mob_name = "Beach Bum"
name = "beach bum sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
flavour_text = "<span class='big bold'>You are a beach bum!</span>"
assignedrole = "Beach Bum"
/datum/outfit/beachbum
name = "Beach Bum"
glasses = /obj/item/clothing/glasses/sunglasses
uniform = /obj/item/clothing/under/shorts/red
r_pocket = /obj/item/storage/wallet/random
/datum/outfit/beachbum/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.dna.add_mutation(STONER)
/////////////////Officers+Nanotrasen Security//////////////////////
/obj/effect/mob_spawn/human/bridgeofficer
name = "Bridge Officer"
id_job = "Bridge Officer"
id_access_list = list(ACCESS_CENT_CAPTAIN)
outfit = /datum/outfit/nanotrasenbridgeofficercorpse
/datum/outfit/nanotrasenbridgeofficercorpse
name = "Bridge Officer Corpse"
ears = /obj/item/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/centcom_officer
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/sneakers/black
glasses = /obj/item/clothing/glasses/sunglasses
id = /obj/item/card/id
/obj/effect/mob_spawn/human/commander
name = "Commander"
id_job = "Commander"
id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE)
outfit = /datum/outfit/nanotrasencommandercorpse
/datum/outfit/nanotrasencommandercorpse
name = "Nanotrasen Private Security Commander"
uniform = /obj/item/clothing/under/rank/centcom_commander
suit = /obj/item/clothing/suit/armor/bulletproof
ears = /obj/item/radio/headset/heads/captain
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
head = /obj/item/clothing/head/centhat
gloves = /obj/item/clothing/gloves/combat
shoes = /obj/item/clothing/shoes/combat/swat
r_pocket = /obj/item/lighter
id = /obj/item/card/id
/obj/effect/mob_spawn/human/nanotrasensoldier
name = "Nanotrasen Private Security Officer"
id_job = "Private Security Force"
id_access_list = list(ACCESS_CENT_CAPTAIN, ACCESS_CENT_GENERAL, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_STORAGE, ACCESS_SECURITY)
outfit = /datum/outfit/nanotrasensoldiercorpse
/datum/outfit/nanotrasensoldiercorpse
name = "NT Private Security Officer Corpse"
uniform = /obj/item/clothing/under/rank/security
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
mask = /obj/item/clothing/mask/gas/sechailer/swat
head = /obj/item/clothing/head/helmet/swat/nanotrasen
back = /obj/item/storage/backpack/security
id = /obj/item/card/id
/obj/effect/mob_spawn/human/commander/alive
death = FALSE
roundstart = FALSE
mob_name = "Nanotrasen Commander"
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
flavour_text = "<span class='big bold'>You are a Nanotrasen Commander!</span>"
/obj/effect/mob_spawn/human/nanotrasensoldier/alive
death = FALSE
roundstart = FALSE
mob_name = "Private Security Officer"
name = "sleeper"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
faction = "nanotrasenprivate"
flavour_text = "<span class='big bold'>You are a Nanotrasen Private Security Officer!</span>"
/////////////////Spooky Undead//////////////////////
/obj/effect/mob_spawn/human/skeleton
name = "skeletal remains"
mob_name = "skeleton"
mob_species = /datum/species/skeleton
mob_gender = NEUTER
/obj/effect/mob_spawn/human/skeleton/alive
death = FALSE
roundstart = FALSE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
flavour_text = "<span class='big bold'>By unknown powers, your skeletal remains have been reanimated!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
assignedrole = "Skeleton"
/obj/effect/mob_spawn/human/zombie
name = "rotting corpse"
mob_name = "zombie"
mob_species = /datum/species/zombie
assignedrole = "Zombie"
/obj/effect/mob_spawn/human/zombie/alive
death = FALSE
roundstart = FALSE
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
flavour_text = "<span class='big bold'>By unknown powers, your rotting remains have been resurrected!</span><b> Walk this mortal plain and terrorize all living adventurers who dare cross your path.</b>"
/obj/effect/mob_spawn/human/abductor
name = "abductor"
mob_name = "alien"
mob_species = /datum/species/abductor
outfit = /datum/outfit/abductorcorpse
/datum/outfit/abductorcorpse
name = "Abductor Corpse"
uniform = /obj/item/clothing/under/color/grey
shoes = /obj/item/clothing/shoes/combat
//For ghost bar.
/obj/effect/mob_spawn/human/alive/space_bar_patron
name = "Bar cryogenics"
mob_name = "Bar patron"
random = TRUE
permanent = TRUE
uses = -1
outfit = /datum/outfit/spacebartender
assignedrole = "Space Bar Patron"
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/mob_spawn/human/alive/space_bar_patron/attack_hand(mob/user)
var/despawn = alert("Return to cryosleep? (Warning, Your mob will be deleted!)",,"Yes","No")
if(despawn == "No" || !loc || !Adjacent(user))
return
user.visible_message("<span class='notice'>[user.name] climbs back into cryosleep...</span>")
qdel(user)
/datum/outfit/cryobartender
name = "Cryogenic Bartender"
uniform = /obj/item/clothing/under/rank/bartender
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent