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corpse.dm
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corpse.dm
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//These are meant for spawning on maps, namely Away Missions.
//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
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
var/mob_type = null
var/mob_name = "unidentified entity"
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 = "" //flavour/fluff about the role, optional.
var/description = "A description for this has not been set. This is either an oversight or an admin-spawned spawner not in normal use." //intended as OOC info about the role
var/important_info = "" //important info such as rules that apply to you, etc. Optional.
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/banType = ROLE_GHOST
var/ghost_usable = TRUE
var/offstation_role = TRUE // If set to true, the role of the user's mind will be set to offstation
var/death_cooldown = 0 // How long you have to wait after dying before using it again, in deciseconds. People that join as observers are not included.
/obj/effect/mob_spawn/attack_ghost(mob/user)
if(SSticker.current_state != GAME_STATE_PLAYING || !loc || !ghost_usable)
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
if(cannotPossess(user))
to_chat(user, "<span class='warning'>Upon using the antagHUD you forfeited the ability to join the round.</span>")
return
if(time_check(user))
return
var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
if(ghost_role == "No")
return
if(!species_prompt())
return
if(!loc || !uses || QDELETED(src) || QDELETED(user))
to_chat(user, "<span class='warning'>The [name] is no longer usable!</span>")
return
log_game("[user.ckey] became [mob_name]")
create(ckey = user.ckey)
/obj/effect/mob_spawn/Initialize(mapload)
. = ..()
if(instant || roundstart) //at some point we should probably re-introduce the (ticker && ticker.current_state > GAME_STATE_SETTING_UP) portion of this check, but for now it was preventing the corpses from spawning at roundstart and resulting in ghost role spawners that made dead bodies.
create()
else if(ghost_usable)
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/species_prompt()
return TRUE
/obj/effect/mob_spawn/proc/special(mob/M)
return
/obj/effect/mob_spawn/proc/equip(mob/M)
return
/obj/effect/mob_spawn/proc/time_check(mob/user)
var/deathtime = world.time - user.timeofdeath
var/joinedasobserver = FALSE
if(isobserver(user))
var/mob/dead/observer/G = user
if(G.started_as_observer)
joinedasobserver = TRUE
var/deathtimeminutes = round(deathtime / 600)
var/pluralcheck = "minute"
if(deathtimeminutes == 0)
pluralcheck = ""
else if(deathtimeminutes == 1)
pluralcheck = " [deathtimeminutes] minute and"
else if(deathtimeminutes > 1)
pluralcheck = " [deathtimeminutes] minutes and"
var/deathtimeseconds = round((deathtime - deathtimeminutes * 600) / 10, 1)
if(deathtime <= death_cooldown && !joinedasobserver)
to_chat(user, "You have been dead for[pluralcheck] [deathtimeseconds] seconds.")
to_chat(user, "<span class='warning'>You must wait [death_cooldown / 600] minutes to respawn!</span>")
return TRUE
return FALSE
/obj/effect/mob_spawn/proc/create(ckey, flavour = TRUE, 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() //Kills the new mob
M.adjustOxyLoss(oxy_damage)
M.adjustBruteLoss(brute_damage)
M.adjustFireLoss(burn_damage)
M.color = mob_color
equip(M, TRUE)
if(ckey)
M.ckey = ckey
if(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
M.mind.offstation_role = offstation_role
special(M, name)
MM.name = M.real_name
if(uses > 0)
uses--
if(!permanent && !uses)
qdel(src)
return M
// 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 species
var/allow_species_pick = FALSE
var/list/pickable_species = list("Human", "Vulpkanin", "Tajaran", "Unathi", "Skrell", "Diona", "Nian")
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/pda = -1
var/backpack_contents = -1
var/suit_store = -1
var/hair_style
var/facial_hair_style
var/skin_tone
var/list/del_types = list(/obj/item/pda, /obj/item/radio/headset)
/obj/effect/mob_spawn/human/Initialize()
if(ispath(outfit))
outfit = new outfit()
if(!outfit)
outfit = new /datum/outfit
if(!mob_name)
mob_name = id_job
return ..()
/obj/effect/mob_spawn/human/species_prompt()
if(allow_species_pick)
var/selected_species = input("Select a species", "Species Selection") as null|anything in pickable_species
if(!selected_species)
return TRUE // You didn't pick, so just continue on with the spawning process as a human
var/datum/species/S = GLOB.all_species[selected_species]
mob_species = S.type
return TRUE
/obj/effect/mob_spawn/human/equip(mob/living/carbon/human/H)
if(mob_species)
H.set_species(mob_species)
if(random)
H.real_name = random_name(H.gender, H.dna.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"
var/obj/item/organ/external/head/D = H.get_organ("head")
if(istype(D))
if(hair_style)
D.h_style = hair_style
else
D.h_style = random_hair_style(gender, D.dna.species.name)
D.hair_colour = rand_hex_color()
if(facial_hair_style)
D.f_style = facial_hair_style
else
D.f_style = random_facial_hair_style(gender, D.dna.species.name)
D.facial_colour = rand_hex_color()
if(skin_tone)
H.s_tone = skin_tone
else
H.s_tone = random_skin_tone()
H.skin_colour = rand_hex_color()
H.update_body(rebuild_base = TRUE)
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)
for(var/del_type in del_types)
var/obj/item/I = locate(del_type) in H
if(I)
qdel(I)
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)
var/datum/data/pda/app/messenger/M = PDA.find_program(/datum/data/pda/app/messenger)
M.toff = 1
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 = SUIT_SENSOR_OFF
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/cryogenic2.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/mouse
name = "sleeper"
mob_name = "space mouse"
mob_type = /mob/living/simple_animal/mouse
death = FALSE
roundstart = FALSE
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "Squeak!"
/obj/effect/mob_spawn/cow
name = "sleeper"
mob_name = "space cow"
mob_type = /mob/living/simple_animal/cow
death = FALSE
roundstart = FALSE
mob_gender = FEMALE
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "Moo!"
///////////Civilians//////////////////////
/obj/effect/mob_spawn/human/corpse/assistant
name = "Assistant"
mob_name = "Assistant"
id_job = "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/cook
name = "Cook"
mob_name = "Chef"
id_job = "Chef"
outfit = /datum/outfit/job/chef
/obj/effect/mob_spawn/human/doctor
name = "Doctor"
mob_name = "Medical Doctor"
id_job = "Medical Doctor"
outfit = /datum/outfit/job/doctor
/obj/effect/mob_spawn/human/doctor/alive
death = FALSE
roundstart = FALSE
random = TRUE
name = "sleeper"
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "You are a space doctor!"
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"
mob_name = "Engineer"
id_job = "Engineer"
outfit = /datum/outfit/job/engineer
/obj/effect/mob_spawn/human/engineer/hardsuit
outfit = /datum/outfit/job/engineer/suit
/datum/outfit/job/engineer/suit
name = "Station Engineer"
uniform = /obj/item/clothing/under/rank/engineering/engineer
belt = /obj/item/storage/belt/utility/full
suit = /obj/item/clothing/suit/space/hardsuit/engine
shoes = /obj/item/clothing/shoes/workboots
mask = /obj/item/clothing/mask/breath
id = /obj/item/card/id/engineering
l_pocket = /obj/item/t_scanner
backpack = /obj/item/storage/backpack/industrial
/obj/effect/mob_spawn/human/clown
name = "Clown"
mob_name = "Clown"
id_job = "Clown"
outfit = /datum/outfit/job/clown
/obj/effect/mob_spawn/human/clown/Initialize()
mob_name = pick(GLOB.clown_names)
return ..()
/obj/effect/mob_spawn/human/corpse/clownmili
name = "Clown Soldier"
outfit = /datum/outfit/clownsoldier
/obj/effect/mob_spawn/human/corpse/clownmili/Initialize()
mob_name = "Officer [pick(GLOB.clown_names)]"
return ..()
/obj/effect/mob_spawn/human/corpse/clownoff
name = "Clown Officer"
outfit = /datum/outfit/clownofficer
/obj/effect/mob_spawn/human/corpse/clownoff/Initialize()
mob_name = "Honk Specialist [pick(GLOB.clown_names)]"
return ..()
/datum/outfit/clownsoldier
name = "Clown Soldier"
uniform = /obj/item/clothing/under/costume/soldieruniform
suit = /obj/item/clothing/suit/soldiercoat
shoes = /obj/item/clothing/shoes/clown_shoes
l_ear = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/bikehorn
back = /obj/item/storage/backpack/clown
head = /obj/item/clothing/head/stalhelm
/datum/outfit/clownofficer
name = "Clown Officer"
uniform = /obj/item/clothing/under/costume/officeruniform
suit = /obj/item/clothing/suit/officercoat
shoes = /obj/item/clothing/shoes/clown_shoes
l_ear = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/bikehorn
back = /obj/item/storage/backpack/clown
head = /obj/item/clothing/head/armyofficer
/obj/effect/mob_spawn/human/mime
name = "Mime"
mob_name = "Mime"
id_job = "Mime"
outfit = /datum/outfit/job/mime
/obj/effect/mob_spawn/human/mime/Initialize()
mob_name = pick(GLOB.mime_names)
return ..()
/obj/effect/mob_spawn/human/scientist
name = "Scientist"
mob_name = "Scientist"
id_job = "Scientist"
outfit = /datum/outfit/job/scientist
/obj/effect/mob_spawn/human/miner
name = "Shaft Miner"
mob_name = "Shaft Miner"
id_job = "Shaft Miner"
outfit = /datum/outfit/job/mining/suit
/datum/outfit/job/mining/suit
name = "Shaft Miner"
suit = /obj/item/clothing/suit/space/hardsuit/mining
uniform = /obj/item/clothing/under/rank/cargo/miner
gloves = /obj/item/clothing/gloves/fingerless
shoes = /obj/item/clothing/shoes/workboots
l_ear = /obj/item/radio/headset/headset_cargo/mining
id = /obj/item/card/id/supply
l_pocket = /obj/item/reagent_containers/food/pill/patch/styptic
r_pocket = /obj/item/flashlight/seclite
/obj/effect/mob_spawn/human/miner/explorer
outfit = /datum/outfit/job/mining/equipped
/obj/effect/mob_spawn/human/bartender
name = "Space Bartender"
mob_name = "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
allow_species_pick = TRUE
name = "bartender sleeper"
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
description = "Stuck on Lavaland, you could try getting back to civilisation...or serve drinks to those that wander by."
flavour_text = "You are a space bartender! Time to mix drinks and change lives. Wait, where did your bar just get transported to?"
assignedrole = "Space Bartender"
/obj/effect/mob_spawn/human/beach/alive/lifeguard
flavour_text = "You're a spunky lifeguard! It's up to you to make sure nobody drowns or gets eaten by sharks and stuff. Then suddenly your entire beach was transported to this strange hell.\
You aren't trained for this, but you'll still keep your guests alive!"
description = "Try to survive on lavaland with the pitiful equipment of a lifeguard. Or hide in your biodome."
mob_gender = "female"
name = "lifeguard sleeper"
id_job = "Lifeguard"
uniform = /obj/item/clothing/under/pants/shorts/red
/datum/outfit/spacebartender
name = "Space Bartender"
uniform = /obj/item/clothing/under/rank/civilian/bartender
suit = /obj/item/clothing/suit/armor/vest
belt = /obj/item/storage/belt/bandolier/full
shoes = /obj/item/clothing/shoes/black
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
allow_species_pick = TRUE
mob_name = "Beach Bum"
name = "beach bum sleeper"
icon = 'icons/obj/cryogenic2.dmi'
icon_state = "sleeper"
flavour_text = "You are a beach bum! You think something just happened to the beach but you don't really pay too much attention."
description = "Try to survive on lavaland or just enjoy the beach, waiting for visitors."
assignedrole = "Beach Bum"
/datum/outfit/beachbum
name = "Beach Bum"
glasses = /obj/item/clothing/glasses/sunglasses
uniform = /obj/item/clothing/under/pants/shorts/red
/////////////////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"
description = "Be a spooky scary skeleton." //not mapped in anywhere so admin spawner, who knows what they'll use this for.
flavour_text = "By unknown powers, your skeletal remains have been reanimated! Walk this mortal plain and terrorize all living adventurers who dare cross your path."
assignedrole = "Skeleton"
/////////////////Officers//////////////////////
/obj/effect/mob_spawn/human/bridgeofficer
name = "Bridge Officer"
mob_name = "Bridge Officer"
id_job = "Bridge Officer"
id_access = "Captain"
outfit = /datum/outfit/nanotrasenbridgeofficercorpse
/datum/outfit/nanotrasenbridgeofficercorpse
name = "Bridge Officer Corpse"
l_ear = /obj/item/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/centcom
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/black
glasses = /obj/item/clothing/glasses/sunglasses
id = /obj/item/card/id
/obj/effect/mob_spawn/human/commander
name = "Commander"
mob_name = "Commander"
id_job = "Commander"
id_access = "Captain"
outfit = /datum/outfit/nanotrasencommandercorpse
/datum/outfit/nanotrasencommandercorpse
name = "Commander Corpse"
uniform = /obj/item/clothing/under/rank/centcom/officer
gloves = /obj/item/clothing/gloves/color/white
shoes = /obj/item/clothing/shoes/centcom
head = /obj/item/clothing/head/beret/centcom/officer
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
id = /obj/item/card/id/centcom
/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"
/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/civilian/bartender
back = /obj/item/storage/backpack
shoes = /obj/item/clothing/shoes/black
suit = /obj/item/clothing/suit/armor/vest
glasses = /obj/item/clothing/glasses/sunglasses/reagent