/datum/brain_trauma/special/imaginary_friend name = "Imaginary Friend" desc = "Patient can see and hear an imaginary person." scan_desc = "partial schizophrenia" gain_text = "You feel in good company, for some reason." lose_text = "You feel lonely again." var/mob/camera/imaginary_friend/friend var/friend_initialized = FALSE /datum/brain_trauma/special/imaginary_friend/on_gain() ..() make_friend() get_ghost() /datum/brain_trauma/special/imaginary_friend/on_life() if(get_dist(owner, friend) > 9) friend.yank() if(!friend) qdel(src) return if(!friend.client && friend_initialized) addtimer(CALLBACK(src, .proc/reroll_friend), 600) /datum/brain_trauma/special/imaginary_friend/on_lose() ..() QDEL_NULL(friend) //If the friend goes afk, make a brand new friend. Plenty of fish in the sea of imagination. /datum/brain_trauma/special/imaginary_friend/proc/reroll_friend() if(friend.client) //reconnected return friend_initialized = FALSE QDEL_NULL(friend) make_friend() get_ghost() /datum/brain_trauma/special/imaginary_friend/proc/make_friend() friend = new(get_turf(owner), src) /datum/brain_trauma/special/imaginary_friend/proc/get_ghost() set waitfor = FALSE var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as [owner]'s imaginary friend?", ROLE_PAI, null, null, 75, friend) if(LAZYLEN(candidates)) var/mob/dead/observer/C = pick(candidates) friend.key = C.key friend_initialized = TRUE else qdel(src) /mob/camera/imaginary_friend name = "imaginary friend" real_name = "imaginary friend" move_on_shuttle = TRUE desc = "A wonderful yet fake friend." see_in_dark = 0 lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE sight = NONE see_invisible = SEE_INVISIBLE_LIVING var/icon/human_image var/image/current_image var/mob/living/carbon/owner var/datum/brain_trauma/special/imaginary_friend/trauma /mob/camera/imaginary_friend/Login() ..() to_chat(src, "You are the imaginary friend of [owner]!") to_chat(src, "You are absolutely loyal to your friend, no matter what.") to_chat(src, "You cannot directly influence the world around you, but you can see what [owner] cannot.") Show() /mob/camera/imaginary_friend/Initialize(mapload, _trauma) . = ..() var/gender = pick(MALE, FEMALE) real_name = random_unique_name(gender) name = real_name trauma = _trauma owner = trauma.owner human_image = get_flat_human_icon(null, pick(SSjob.occupations)) /mob/camera/imaginary_friend/proc/Show() if(!client) //nobody home return //Remove old image from owner and friend if(owner.client) owner.client.images.Remove(current_image) client.images.Remove(current_image) //Generate image from the static icon and the current dir current_image = image(human_image, src, , MOB_LAYER, dir=src.dir) current_image.override = TRUE current_image.name = name //Add new image to owner and friend if(owner.client) owner.client.images |= current_image client.images |= current_image /mob/camera/imaginary_friend/Destroy() if(owner.client) owner.client.images.Remove(human_image) if(client) client.images.Remove(human_image) return ..() /mob/camera/imaginary_friend/proc/yank() if(!client) //don't bother if the friend is braindead return forceMove(get_turf(owner)) Show() /mob/camera/imaginary_friend/say(message) if (!message) return if (src.client) if(client.prefs.muted & MUTE_IC) to_chat(src, "You cannot send IC messages (muted).") return if (src.client.handle_spam_prevention(message,MUTE_IC)) return friend_talk(message) /mob/camera/imaginary_friend/proc/friend_talk(message) message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN)) if(!message) return log_talk(src,"[key_name(src)] : [message]",LOGSAY) var/rendered = "[name] [say_quote(message)]" var/dead_rendered = "[name] (Imaginary friend of [owner]) [say_quote(message)]" to_chat(owner, "[rendered]") to_chat(src, "[rendered]") for(var/mob/M in GLOB.dead_mob_list) var/link = FOLLOW_LINK(M, owner) to_chat(M, "[link] [dead_rendered]") /mob/camera/imaginary_friend/forceMove(atom/destination) dir = get_dir(get_turf(src), destination) loc = destination if(get_dist(src, owner) > 9) yank() return Show() /mob/camera/imaginary_friend/movement_delay() return 2