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soulstone.dm
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soulstone.dm
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// This whole file really needs reorganising at some point, or at the very least the construct stuff should be moved somewhere else.
/obj/item/soulstone
name = "soul stone shard"
icon = 'icons/obj/wizard.dmi'
icon_state = "soulstone"
item_state = "electronic"
belt_icon = "soulstone"
var/icon_state_full = "soulstone2"
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artifact's power."
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT
origin_tech = "bluespace=4;materials=5"
/// Does this soulstone ask the victim whether they want to be turned into a shade
var/optional = FALSE
/// Can this soul stone be used by anyone, or only cultists/wizards?
var/usability = FALSE
/// Can this soul stone be used more than once?
var/reusable = TRUE
/// If the soul stone can only be used once, has it been used?
var/spent = FALSE
/// For tracking during the 'optional' bit
var/opt_in = FALSE
var/purified = FALSE
/obj/item/soulstone/proc/can_use(mob/living/user)
if(iscultist(user) && purified && !iswizard(user))
return FALSE
if(iscultist(user) || iswizard(user) || usability)
return TRUE
return FALSE
/obj/item/soulstone/proc/was_used()
if(!reusable)
spent = TRUE
name = "dull [name]"
desc = "A fragment of the legendary treasure known simply as \
the 'Soul Stone'. The shard lies still, dull and lifeless; \
whatever spark it once held long extinguished."
/obj/item/soulstone/anybody
usability = TRUE
/obj/item/soulstone/anybody/purified
icon_state = "purified_soulstone"
icon_state_full = "purified_soulstone2"
purified = TRUE
optional = TRUE
/obj/item/soulstone/anybody/purified/chaplain
name = "mysterious old shard"
reusable = FALSE
/obj/item/soulstone/pickup(mob/living/user)
. = ..()
if(iscultist(user) && purified && !iswizard(user))
to_chat(user, "<span class='danger'>[src] reeks of holy magic. You will need to cleanse it with a ritual dagger before anything can be done with it.</span>")
if(!can_use(user))
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you pick up [src].</span>")
/obj/item/soulstone/Destroy() //Stops the shade from being qdel'd immediately and their ghost being sent back to the arrival shuttle.
for(var/mob/living/simple_animal/shade/A in src)
A.death()
return ..()
//////////////////////////////Capturing////////////////////////////////////////////////////////
/obj/item/soulstone/attack(mob/living/carbon/human/M, mob/living/user)
if(M == user)
return
if(!can_use(user))
user.Weaken(10 SECONDS)
user.emote("scream")
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
if(spent)
to_chat(user, "<span class='warning'>There is no power left in the shard.</span>")
return
if(!ishuman(M)) //If target is not a human
return ..()
if(!M.mind)
to_chat(user, "<span class='warning'>This being has no soul!</span>")
return ..()
if(jobban_isbanned(M, ROLE_CULTIST) || jobban_isbanned(M, ROLE_SYNDICATE))
to_chat(user, "<span class='warning'>A mysterious force prevents you from trapping this being's soul.</span>")
return ..()
if(iscultist(user) && iscultist(M))
to_chat(user, "<span class='cultlarge'>\"Come now, do not capture your fellow's soul.\"</span>")
return ..()
if(M.mind.offstation_role && M.mind.special_role != SPECIAL_ROLE_ERT)
to_chat(user, "<span class='warning'>This being's soul seems worthless. Not even the stone will absorb it.</span>")
return ..()
if(optional)
if(!M.ckey)
to_chat(user, "<span class='warning'>They have no soul!</span>")
return
to_chat(user, "<span class='warning'>You attempt to channel [M]'s soul into [src]. You must give the soul some time to react and stand still...</span>")
var/mob/player_mob = M
var/ghost = M.get_ghost()
if(ghost) // In case our player ghosted and we need to throw the alert at their ghost instead
player_mob = ghost
var/client/player_client = player_mob.client
to_chat(player_mob, "<span class='warning'>[user] is trying to capture your soul into [src]! Click the button in the top right of the game window to respond.</span>")
SEND_SOUND(player_client, sound('sound/misc/notice2.ogg'))
window_flash(player_client)
var/obj/screen/alert/notify_soulstone/A = player_mob.throw_alert("\ref[src]_soulstone_thingy", /obj/screen/alert/notify_soulstone)
if(player_client.prefs && player_client.prefs.UI_style)
A.icon = ui_style2icon(player_client.prefs.UI_style)
// Pass the stuff to the alert itself
A.stone = src
A.stoner = user.real_name
// Layer shenanigans to make the alert display the soulstone
var/old_layer = layer
var/old_plane = plane
layer = FLOAT_LAYER
plane = FLOAT_PLANE
A.overlays += src
layer = old_layer
plane = old_plane
// Give the victim 10 seconds to respond
sleep(10 SECONDS)
if(!opt_in)
to_chat(user, "<span class='warning'>The soul resists your attempts at capturing it!</span>")
return
opt_in = FALSE
if(spent)//checking one more time against shenanigans
return
add_attack_logs(user, M, "Stolestone'd with [name]")
transfer_soul("VICTIM", M, user)
return
/obj/item/soulstone/attackby(obj/item/O, mob/user)
if(istype(O, /obj/item/storage/bible) && !iscultist(user) && user.mind.isholy)
if(purified)
return
to_chat(user, "<span class='notice'>You begin to exorcise [src].</span>")
playsound(src, 'sound/hallucinations/veryfar_noise.ogg', 40, TRUE)
if(do_after(user, 40, target = src))
usability = TRUE
purified = TRUE
optional = TRUE
icon_state = "purified_soulstone"
icon_state_full = "purified_soulstone2"
for(var/mob/M in contents)
if(M.mind)
icon_state = "purified_soulstone2"
if(iscultist(M))
SSticker.mode.remove_cultist(M.mind, FALSE)
to_chat(M, "<span class='userdanger'>An unfamiliar white light flashes through your mind, cleansing the taint of [SSticker.cultdat ? SSticker.cultdat.entity_title1 : "Nar'Sie"] \
and the memories of your time as their servant with it.</span>")
to_chat(M, "<span class='danger'>Assist [user], your saviour, and get vengeance on those who enslaved you!</span>")
else
to_chat(M, "<span class='danger'>Your soulstone has been exorcised, and you are now bound to obey [user]. </span>")
for(var/mob/living/simple_animal/shade/EX in src)
EX.holy = TRUE
EX.icon_state = "shade_angelic"
user.visible_message("<span class='notice'>[user] purifies [src]!</span>", "<span class='notice'>You purify [src]!</span>")
else if(istype(O, /obj/item/melee/cultblade/dagger) && iscultist(user))
if(!purified)
return
to_chat(user, "<span class='notice'>You begin to cleanse [src] of holy magic.</span>")
if(do_after(user, 40, target = src))
usability = FALSE
purified = FALSE
optional = FALSE
icon_state = "soulstone"
icon_state_full = "soulstone2"
for(var/mob/M in contents)
if(M.mind)
icon_state = "soulstone2"
SSticker.mode.add_cultist(M.mind)
to_chat(M, "<span class='cult'>Your shard has been cleansed of holy magic, and you are now bound to the cult's will. Obey them and assist in their goals.</span>")
for(var/mob/living/simple_animal/shade/EX in src)
EX.holy = FALSE
EX.icon_state = SSticker.cultdat?.shade_icon_state
to_chat(user, "<span class='notice'>You have cleansed [src] of holy magic.</span>")
else
..()
/obj/item/soulstone/attack_self(mob/living/user)
if(!in_range(src, user))
return
if(!can_use(user))
user.Weaken(10 SECONDS)
user.emote("scream")
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
release_shades(user)
return
/obj/item/soulstone/proc/release_shades(mob/user)
for(var/mob/living/simple_animal/shade/A in src)
A.forceMove(get_turf(user))
A.cancel_camera()
if(purified)
icon_state = "purified_soulstone"
else
icon_state = "soulstone"
name = initial(name)
if(iscultist(A))
to_chat(A, "<span class='userdanger'>You have been released from your prison, but you are still bound to the cult's will. Help them succeed in their goals at all costs.</span>")
else
to_chat(A, "<span class='userdanger'>You have been released from your prison, but you are still bound to your [purified ? "saviour" : "creator"]'s will.</span>")
was_used()
///////////////////////////Transferring to constructs/////////////////////////////////////////////////////
/obj/structure/constructshell
name = "empty shell"
icon = 'icons/obj/wizard.dmi'
icon_state = "construct-cult"
desc = "A wicked machine used by those skilled in magical arts. It is inactive"
/// Is someone currently placing a soulstone into the shell
var/active = FALSE
/obj/structure/constructshell/examine(mob/user)
. = ..()
if(in_range(user, src) && (iscultist(user) || iswizard(user) || user.stat == DEAD))
. += "<span class='cult'>A construct shell, used to house bound souls from a soulstone.</span>"
. += "<span class='cult'>Placing a soulstone with a soul into this shell allows you to produce your choice of the following:</span>"
. += "<span class='cultitalic'>An <b>Artificer</b>, which can produce <b>more shells and soulstones</b>, as well as fortifications.</span>"
. += "<span class='cultitalic'>A <b>Wraith</b>, which does high damage and can jaunt through walls, though it is quite fragile.</span>"
. += "<span class='cultitalic'>A <b>Juggernaut</b>, which is very hard to kill and can produce temporary walls, but is slow.</span>"
/obj/structure/constructshell/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/soulstone))
var/obj/item/soulstone/SS = I
if(!SS.can_use(user))
to_chat(user, "<span class='danger'>An overwhelming feeling of dread comes over you as you attempt to place the soulstone into the shell.</span>")
user.Confused(20 SECONDS)
return
SS.transfer_soul("CONSTRUCT", src, user)
SS.was_used()
else
return ..()
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
// this whole proc is pain
/obj/item/soulstone/proc/transfer_soul(choice, target, mob/living/user)
switch(choice)
if("FORCE")
var/mob/living/T = target
T.grab_ghost(FALSE) // If they haven't DC'd or ahudded, put them back in their body
if(T.client) // If there's someone in the body
init_shade(T, user)
else // Poll ghosts
to_chat(user, "<span class='userdanger'>Capture failed!</span> The soul has already fled its mortal frame. You attempt to bring it back...")
T.Paralyse(40 SECONDS)
if(!get_cult_ghost(T, user, TRUE))
T.dust() //If we can't get a ghost, kill the sacrifice anyway.
if("VICTIM")
var/mob/living/carbon/human/T = target
if(T.stat == 0)
to_chat(user, "<span class='danger'>Capture failed!</span> Kill or maim the victim first!")
else
if(!length(T.client_mobs_in_contents))
to_chat(user, "<span class='warning'>They have no soul!</span>")
else
if(T.client == null)
to_chat(user, "<span class='userdanger'>Capture failed!</span> The soul has already fled its mortal frame. You attempt to bring it back...")
get_cult_ghost(T, user, get_new_player = !T.ghost_can_reenter())
else
if(length(contents))
to_chat(user, "<span class='danger'>Capture failed!</span> The soul stone is full! Use or free an existing soul to make room.")
else
init_shade(T, user, TRUE)
if("SHADE")
var/mob/living/simple_animal/shade/T = target
if(!can_use(user))
user.Weaken(10 SECONDS)
to_chat(user, "<span class='userdanger'>Your body is wracked with debilitating pain!</span>")
return
if(T.stat == DEAD)
to_chat(user, "<span class='danger'>Capture failed!</span> The shade has already been banished!")
if((iscultist(T) && purified) || (T.holy && !purified))
to_chat(user, "<span class='danger'>Capture failed!</span> The shade recoils away from [src]!")
else
if(length(contents))
to_chat(user, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
else
T.forceMove(src) // Put the shade into the stone.
T.health = T.maxHealth
icon_state = icon_state_full
name = "soulstone : [T.name]"
to_chat(T, "<span class='notice'>Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form</span>")
to_chat(user, "<span class='notice'>Capture successful!</span> [T.name]'s has been recaptured and stored within the soul stone.")
if("CONSTRUCT")
var/obj/structure/constructshell/shell = target
var/mob/living/simple_animal/shade/shade = locate() in src
var/list/construct_types = list("Juggernaut" = /mob/living/simple_animal/hostile/construct/armoured,
"Wraith" = /mob/living/simple_animal/hostile/construct/wraith,
"Artificer" = /mob/living/simple_animal/hostile/construct/builder)
/// Custom construct icons for different cults
var/list/construct_icons = list("Juggernaut" = image(icon = 'icons/mob/cult.dmi', icon_state = SSticker.cultdat.get_icon("juggernaut")),
"Wraith" = image(icon = 'icons/mob/cult.dmi', icon_state = SSticker.cultdat.get_icon("wraith")),
"Artificer" = image(icon = 'icons/mob/cult.dmi', icon_state = SSticker.cultdat.get_icon("builder")))
if(shade)
var/construct_choice = show_radial_menu(user, shell, construct_icons, custom_check = CALLBACK(src, .proc/radial_check, user), require_near = TRUE)
var/picked_class = construct_types[construct_choice]
if((picked_class && !QDELETED(shell) && !QDELETED(src)) && user.Adjacent(shell) && !user.incapacitated() && radial_check(user))
var/mob/living/simple_animal/hostile/construct/C = new picked_class(shell.loc)
C.init_construct(shade, src, shell)
to_chat(C, C.playstyle_string)
to_chat(C, "<span class='motd'>For more information, check the wiki page: ([GLOB.configuration.url.wiki_url]/index.php/Construct)</span>")
else
to_chat(user, "<span class='danger'>Creation failed!</span>: The soul stone is empty! Go kill someone!")
/obj/item/soulstone/proc/radial_check(mob/user)
if(!ishuman(user)) // Should never happen, but just in case
return FALSE
var/mob/living/carbon/human/H = user
if(!H.is_in_hands(src)) // Not holding the soulstone
return FALSE
return TRUE
/mob/living/simple_animal/hostile/construct/proc/init_construct(mob/living/simple_animal/shade/shade, obj/item/soulstone/SS, obj/structure/constructshell/shell)
if(shade.mind)
shade.mind.transfer_to(src)
if(SS.purified)
make_holy()
// Replace regular soulstone summoning with purified soulstones
if(is_type_in_list(/obj/effect/proc_holder/spell/aoe_turf/conjure/build/soulstone, mob_spell_list))
RemoveSpell(/obj/effect/proc_holder/spell/aoe_turf/conjure/build/soulstone)
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/build/soulstone/holy)
else if(iscultist(src)) // Re-grant cult actions, lost in the transfer
var/datum/action/innate/cult/comm/CC = new
var/datum/action/innate/cult/check_progress/D = new
CC.Grant(src)
D.Grant(src)
SSticker.mode.cult_objs.study(src) // Display objectives again
to_chat(src, "<span class='userdanger'>You are still bound to serve the cult, follow their orders and help them complete their goals at all costs.</span>")
else
to_chat(src, "<span class='userdanger'>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</span>")
cancel_camera()
qdel(shell)
qdel(shade)
qdel(SS)
/proc/make_new_construct(mob/living/simple_animal/hostile/construct/c_type, mob/target, mob/user, cult_override = FALSE)
if(jobban_isbanned(target, ROLE_CULTIST))
return
var/mob/living/simple_animal/hostile/construct/C = new c_type(get_turf(target))
C.faction |= "\ref[user]"
C.key = target.key
if(user && iscultist(user) || cult_override)
SSticker.mode.add_cultist(C.mind)
SSticker.mode.update_cult_icons_added(C.mind)
if(user && iscultist(user))
to_chat(C, "<B>You are still bound to serve the cult, follow their orders and help them complete their goals at all costs.</B>")
else
to_chat(C, "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
C.cancel_camera()
/obj/item/soulstone/proc/init_shade(mob/living/M, mob/user, forced = FALSE)
var/type = get_shade_type()
var/mob/living/simple_animal/shade/S = new type(src)
S.name = "Shade of [M.real_name]"
S.real_name = "Shade of [M.real_name]"
S.key = M.key
S.cancel_camera()
name = "soulstone: [S.name]"
icon_state = icon_state_full
if(user)
S.faction |= "\ref[user]" //Add the master as a faction, allowing inter-mob cooperation
if(iswizard(user))
SSticker.mode.update_wiz_icons_added(S.mind)
S.mind.special_role = SPECIAL_ROLE_WIZARD_APPRENTICE
if(iscultist(user))
SSticker.mode.add_cultist(S.mind)
S.mind.special_role = SPECIAL_ROLE_CULTIST
S.mind.store_memory("<b>Serve the cult's will.</b>")
to_chat(S, "<span class='userdanger'>Your soul has been captured! You are now bound to the cult's will. Help them succeed in their goals at all costs.</span>")
else
S.mind.store_memory("<b>Serve [user.real_name], your creator.</b>")
to_chat(S, "<span class='userdanger'>Your soul has been captured! You are now bound to [user.real_name]'s will. Help them succeed in their goals at all costs.</span>")
if(forced && user)
to_chat(user, "<span class='info'><b>Capture successful!</b>:</span> [M.real_name]'s soul has been ripped from [user.p_their()] body and stored within the soul stone.")
if(isrobot(M))//Robots have to dust or else they spill out an empty robot brain, and unequiping them spills robot components that shouldn't spawn.
M.dust()
else
for(var/obj/item/I in M)
M.unEquip(I)
M.dust()
/obj/item/soulstone/proc/get_shade_type()
if(purified)
return /mob/living/simple_animal/shade/holy
return /mob/living/simple_animal/shade/cult
/obj/item/soulstone/proc/get_cult_ghost(mob/living/M, mob/user, get_new_player = FALSE)
var/mob/dead/observer/chosen_ghost
if(!get_new_player)
for(var/mob/dead/observer/ghost in GLOB.player_list) // We put them back in their body
if(ghost.mind && ghost.mind.current == M && ghost.client)
chosen_ghost = ghost
break
if(!chosen_ghost) // Failing that, we grab a ghost
var/list/consenting_candidates
if(purified)
consenting_candidates = SSghost_spawns.poll_candidates("Would you like to play as a Holy Shade?", ROLE_SENTIENT, FALSE, poll_time = 10 SECONDS, source = /mob/living/simple_animal/shade/holy, role_cleanname = "holy shade")
else
consenting_candidates = SSghost_spawns.poll_candidates("Would you like to play as a Shade?", ROLE_SENTIENT, FALSE, poll_time = 10 SECONDS, source = /mob/living/simple_animal/shade, role_cleanname = "shade")
if(length(consenting_candidates))
chosen_ghost = pick(consenting_candidates)
if(!M)
return FALSE
if(!chosen_ghost)
to_chat(user, "<span class='danger'>There were no spirits willing to become a shade.</span>")
return FALSE
if(length(contents)) //If they used the soulstone on someone else in the meantime
return FALSE
M.ckey = chosen_ghost.ckey
init_shade(M, user)
return TRUE