178 lines
6.2 KiB
Plaintext
178 lines
6.2 KiB
Plaintext
/obj/effect/dummy/phased_mob/slaughter //Can't use the wizard one, blocked by jaunt/slow
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "nothing"
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var/canmove = 1
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density = FALSE
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anchored = TRUE
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invisibility = 60
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/dummy/phased_mob/slaughter/relaymove(mob/user, direction)
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forceMove(get_step(src,direction))
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/obj/effect/dummy/phased_mob/slaughter/ex_act()
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return
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/obj/effect/dummy/phased_mob/slaughter/bullet_act()
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/dummy/phased_mob/slaughter/singularity_act()
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return
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/mob/living/proc/phaseout(obj/effect/decal/cleanable/B)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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for(var/obj/item/I in C.held_items)
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//TODO make it toggleable to either forcedrop the items, or deny
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//entry when holding them
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// literally only an option for carbons though
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to_chat(C, "<span class='warning'>You may not hold items while blood crawling!</span>")
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return 0
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var/obj/item/bloodcrawl/B1 = new(C)
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var/obj/item/bloodcrawl/B2 = new(C)
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B1.icon_state = "bloodhand_left"
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B2.icon_state = "bloodhand_right"
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C.put_in_hands(B1)
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C.put_in_hands(B2)
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C.regenerate_icons()
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src.mob_transforming = TRUE
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spawn(0)
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bloodpool_sink(B)
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src.mob_transforming = FALSE
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return 1
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/mob/living/proc/bloodpool_sink(obj/effect/decal/cleanable/B)
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var/turf/mobloc = get_turf(src.loc)
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src.visible_message("<span class='warning'>[src] sinks into the pool of blood!</span>")
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playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
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// Extinguish, unbuckle, stop being pulled, set our location into the
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// dummy object
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var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter(mobloc)
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src.ExtinguishMob()
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// Keep a reference to whatever we're pulling, because forceMove()
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// makes us stop pulling
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var/pullee = src.pulling
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src.holder = holder
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src.forceMove(holder)
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// if we're not pulling anyone, or we can't eat anyone
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if(!pullee || src.bloodcrawl != BLOODCRAWL_EAT)
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return
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// if the thing we're pulling isn't alive
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if (!isliving(pullee))
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return
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var/mob/living/victim = pullee
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var/kidnapped = FALSE
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if(victim.stat == CONSCIOUS)
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src.visible_message("<span class='warning'>[victim] kicks free of the blood pool just before entering it!</span>", null, "<span class='notice'>You hear splashing and struggling.</span>")
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else if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/demonsblood))
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visible_message("<span class='warning'>Something prevents [victim] from entering the pool!</span>", "<span class='warning'>A strange force is blocking [victim] from entering!</span>", "<span class='notice'>You hear a splash and a thud.</span>")
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else
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victim.forceMove(src)
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victim.emote("scream")
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src.visible_message("<span class='warning'><b>[src] drags [victim] into the pool of blood!</b></span>", null, "<span class='notice'>You hear a splash.</span>")
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kidnapped = TRUE
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if(kidnapped)
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var/success = bloodcrawl_consume(victim)
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if(!success)
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to_chat(src, "<span class='danger'>You happily devour... nothing? Your meal vanished at some point!</span>")
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return 1
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/mob/living/proc/bloodcrawl_consume(mob/living/victim)
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to_chat(src, "<span class='danger'>You begin to feast on [victim]. You can not move while you are doing this.</span>")
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var/sound
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if(istype(src, /mob/living/simple_animal/slaughter))
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var/mob/living/simple_animal/slaughter/SD = src
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sound = SD.feast_sound
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else
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sound = 'sound/magic/demon_consume.ogg'
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for(var/i in 1 to 3)
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playsound(get_turf(src),sound, 100, 1)
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sleep(30)
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if(!victim)
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return FALSE
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if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/devilskiss))
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to_chat(src, "<span class='warning'><b>AAH! THEIR FLESH! IT BURNS!</b></span>")
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adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs
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var/found_bloodpool = FALSE
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for(var/obj/effect/decal/cleanable/target in range(1,get_turf(victim)))
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if(target.can_bloodcrawl_in())
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victim.forceMove(get_turf(target))
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victim.visible_message("<span class='warning'>[target] violently expels [victim]!</span>")
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victim.exit_blood_effect(target)
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found_bloodpool = TRUE
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if(!found_bloodpool)
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// Fuck it, just eject them, thanks to some split second cleaning
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victim.forceMove(get_turf(victim))
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victim.visible_message("<span class='warning'>[victim] appears from nowhere, covered in blood!</span>")
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victim.exit_blood_effect()
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return TRUE
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to_chat(src, "<span class='danger'>You devour [victim]. Your health is fully restored.</span>")
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src.revive(full_heal = 1)
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// No defib possible after laughter
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victim.adjustBruteLoss(1000)
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victim.death()
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bloodcrawl_swallow(victim)
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return TRUE
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/mob/living/proc/bloodcrawl_swallow(var/mob/living/victim)
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qdel(victim)
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/obj/item/bloodcrawl
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name = "blood crawl"
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desc = "You are unable to hold anything while in this form."
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icon = 'icons/effects/blood.dmi'
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item_flags = ABSTRACT
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/obj/item/bloodcrawl/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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/mob/living/proc/exit_blood_effect(obj/effect/decal/cleanable/B)
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playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
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//Makes the mob have the color of the blood pool it came out of
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var/newcolor = BLOOD_COLOR_HUMAN
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if(istype(B, /obj/effect/decal/cleanable/blood/xeno))
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newcolor = BLOOD_COLOR_XENO
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add_atom_colour(newcolor, TEMPORARY_COLOUR_PRIORITY)
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// but only for a few seconds
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addtimer(CALLBACK(src, /atom/.proc/remove_atom_colour, TEMPORARY_COLOUR_PRIORITY, newcolor), 6 SECONDS)
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/mob/living/proc/phasein(obj/effect/decal/cleanable/B)
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if(src.mob_transforming)
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to_chat(src, "<span class='warning'>Finish eating first!</span>")
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return 0
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B.visible_message("<span class='warning'>[B] starts to bubble...</span>")
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if(!do_after(src, 20, target = B))
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return
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if(!B)
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return
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forceMove(B.loc)
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reset_perspective(src)
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src.visible_message("<span class='warning'><B>[src] rises out of the pool of blood!</B></span>")
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exit_blood_effect(B)
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if(iscarbon(src))
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var/mob/living/carbon/C = src
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for(var/obj/item/bloodcrawl/BC in C)
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BC.flags_1 = null
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qdel(BC)
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qdel(src.holder)
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src.holder = null
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return 1
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