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soulstone.dm
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soulstone.dm
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/obj/item/soulstone
name = "soulstone shard"
icon = 'icons/obj/wizard.dmi'
icon_state = "soulstone"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
layer = HIGH_OBJ_LAYER
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefact's power."
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_BELT
var/usability = FALSE
var/old_shard = FALSE
var/spent = FALSE
var/purified = FALSE
/obj/item/soulstone/proc/was_used()
if(old_shard)
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 = 'icons/obj/wizard.dmi'
icon_state = "purified_soulstone"
purified = TRUE
/obj/item/soulstone/anybody/chaplain
name = "mysterious old shard"
old_shard = TRUE
/obj/item/soulstone/pickup(mob/living/user)
..()
if(!iscultist(user) && !iswizard(user) && !usability)
to_chat(user, span_danger("An overwhelming feeling of dread comes over you as you pick up the soulstone. It would be wise to be rid of this quickly."))
/obj/item/soulstone/examine(mob/user)
. = ..()
if(usability || iscultist(user) || iswizard(user) || isobserver(user))
if (old_shard)
. += span_cult("A soulstone, used to capture a soul, either from dead humans or from freed shades.")
else
. += span_cult("A soulstone, used to capture souls, either from unconscious or sleeping humans or from freed shades.")
. += span_cult("The captured soul can be placed into a construct shell to produce a construct, or released from the stone as a shade.")
if(spent)
. += span_cult("This shard is spent; it is now just a creepy rock.")
/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(!iscultist(user) && !iswizard(user) && !usability)
user.Unconscious(10 SECONDS)
to_chat(user, span_userdanger("Your body is wracked with debilitating pain!"))
return
if(spent)
to_chat(user, span_warning("There is no power left in the shard."))
return
if(!ishuman(M))//If target is not a human.
return ..()
if(iscultist(M) && iscultist(user))
to_chat(user, span_cultlarge("\"Come now, do not capture your bretheren's soul.\""))
return
if(purified && iscultist(user))
to_chat(user, span_warning("Holy magic resides within the stone, you cannot use it."))
return
/*if(theme == THEME_HOLY && IS_CULTIST(user))
hot_potato(user)
return*/
if(HAS_TRAIT(M, TRAIT_NO_SOUL))
to_chat(user, span_warning("This body does not possess a soul to capture."))
return
log_combat(user, M, "captured [M.name]'s soul", src)
transfer_soul("VICTIM", M, user)
///////////////////Options for using captured souls///////////////////////////////////////
/obj/item/soulstone/attack_self(mob/living/user)
if(!in_range(src, user))
return
if(!iscultist(user) && !iswizard(user) && !usability)
user.Unconscious(100)
to_chat(user, span_userdanger("Your body is wracked with debilitating pain!"))
return
if(purified && iscultist(user))
to_chat(user, span_warning("Holy magic resides within the stone, you cannot use it."))
return
release_shades(user)
/obj/item/soulstone/proc/release_shades(mob/user)
for(var/mob/living/simple_animal/shade/A in src)
A.status_flags &= ~GODMODE
A.mobility_flags = MOBILITY_FLAGS_DEFAULT
A.forceMove(get_turf(user))
A.cancel_camera()
if(purified)
icon_state = "purified_soulstone"
else
icon_state = "soulstone"
name = initial(name)
if(iswizard(user) || usability)
to_chat(A, "<b>You have been released from your prison, but you are still bound to [user.real_name]'s will. Help [user.p_them()] succeed in [user.p_their()] goals at all costs.</b>")
else if(iscultist(user))
to_chat(A, "<b>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.</b>")
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."
/obj/structure/constructshell/examine(mob/user)
. = ..()
if(iscultist(user) || iswizard(user) || user.stat == DEAD)
. += {"<span class='cult'>A construct shell, used to house bound souls from a soulstone.\n
Placing a soulstone with a soul into this shell allows you to produce your choice of the following:\n
An <b>Artificer</b>, which can produce <b>more shells and soulstones</b>, as well as fortifications.\n
A <b>Wraith</b>, which does high damage and can jaunt through walls, though it is quite fragile.\n
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/O, mob/user, params)
if(istype(O, /obj/item/soulstone))
var/obj/item/soulstone/SS = O
if(!iscultist(user) && !iswizard(user) && !SS.purified)
to_chat(user, span_danger("An overwhelming feeling of dread comes over you as you attempt to place the soulstone into the shell. It would be wise to be rid of this quickly."))
if(isliving(user))
var/mob/living/living_user = user
living_user.set_dizzy_if_lower(1 MINUTES)
if(SS.purified && iscultist(user))
to_chat(user, span_warning("Holy magic resides within the stone, you cannot use it."))
return
SS.transfer_soul("CONSTRUCT",src,user)
SS.was_used()
else
return ..()
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
/obj/item/soulstone/proc/transfer_soul(choice as text, target, mob/user)
switch(choice)
if("FORCE")
if(!iscarbon(target)) //TODO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul
return FALSE
if(contents.len)
return FALSE
var/mob/living/carbon/T = target
if(T.client != null && T.key != null)
for(var/obj/item/W in T)
T.dropItemToGround(W)
init_shade(T, user)
return TRUE
else
to_chat(user, "[span_userdanger("Capture failed!")]: The soul has already fled its mortal frame. You attempt to bring it back...")
return getCultGhost(T,user)
if("VICTIM")
var/mob/living/carbon/human/T = target
var/datum/antagonist/cult/C = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team.is_sacrifice_target(T.mind))
if(iscultist(user))
to_chat(user, "<span class='cult'><b>\"This soul is mine.</b></span> [span_cultlarge("SACRIFICE THEM!\"")]")
else
to_chat(user, span_danger("The soulstone seems to reject this soul."))
return FALSE
if(contents.len)
to_chat(user, "[span_userdanger("Capture failed!")]: The soulstone is full! Free an existing soul to make room.")
else
if((!old_shard && T.stat != CONSCIOUS) || (old_shard && T.stat == DEAD))
if(T.client == null)
to_chat(user, "[span_userdanger("Capture failed!")]: The soul has already fled its mortal frame. You attempt to bring it back...")
getCultGhost(T,user)
else
for(var/obj/item/W in T)
T.dropItemToGround(W)
init_shade(T, user, vic = 1)
qdel(T)
else
to_chat(user, "[span_userdanger("Capture failed!")]: Kill or maim the victim first!")
if("SHADE")
var/mob/living/simple_animal/shade/T = target
if(contents.len)
to_chat(user, "[span_userdanger("Capture failed!")]: The soulstone is full! Free an existing soul to make room.")
else
T.forceMove(src) //put shade in stone
T.status_flags |= GODMODE
T.mobility_flags = NONE
T.health = T.maxHealth
if(purified)
icon_state = "purified_soulstone2"
else
icon_state = "soulstone2"
name = "soulstone: Shade of [T.real_name]"
to_chat(T, span_notice("Your soul has been captured by the soulstone. Its arcane energies are reknitting your ethereal form."))
if(user != T)
to_chat(user, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been captured and stored within the soulstone.")
if("CONSTRUCT")
var/obj/structure/constructshell/T = target
var/mob/living/simple_animal/shade/A = locate() in src
if(A)
var/construct_class = alert(user, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
if(!T || !T.loc)
return
switch(construct_class)
if("Juggernaut")
if(iscultist(user) || iswizard(user))
makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored, A, user, 0, T.loc)
else
if(purified)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored/angelic, A, user, 0, T.loc)
else
makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored/noncult, A, user, 0, T.loc)
if("Wraith")
if(iscultist(user) || iswizard(user))
makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith, A, user, 0, T.loc)
else
if(purified)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith/angelic, A, user, 0, T.loc)
else
makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith/noncult, A, user, 0, T.loc)
if("Artificer")
if(iscultist(user) || iswizard(user))
makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder, A, user, 0, T.loc)
else
if(purified)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder/angelic, A, user, 0, T.loc)
else
makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder/noncult, A, user, 0, T.loc)
for(var/datum/mind/B in SSticker.mode.cult)
if(B == A.mind)
SSticker.mode.cult -= A.mind
qdel(T)
qdel(src)
else
to_chat(user, "[span_userdanger("Creation failed!")]: The soul stone is empty! Go kill someone!")
/proc/makeNewConstruct(mob/living/simple_animal/hostile/construct/ctype, mob/target, mob/stoner = null, cultoverride = 0, loc_override = null)
if(QDELETED(target))
return
var/mob/living/simple_animal/hostile/construct/newstruct = new ctype((loc_override) ? (loc_override) : (get_turf(target)))
if(stoner)
newstruct.faction |= "[REF(stoner)]"
newstruct.master = stoner
var/datum/action/innate/seek_master/SM = new()
SM.Grant(newstruct)
if(isliving(target))
target.mind.transfer_to(newstruct)
else
newstruct.key = target.key
var/atom/movable/screen/alert/bloodsense/BS
if(newstruct.mind && ((stoner && iscultist(stoner)) || cultoverride) && SSticker && SSticker.mode)
SSticker.mode.add_cultist(newstruct.mind, 0)
if(iscultist(stoner) || cultoverride)
to_chat(newstruct, "<b>You are still bound to serve the cult[stoner ? " and [stoner]":""], follow [stoner ? stoner.p_their() : "their"] orders and help [stoner ? stoner.p_them() : "them"] complete [stoner ? stoner.p_their() : "their"] goals at all costs.</b>")
else if(stoner)
to_chat(newstruct, "<b>You are still bound to serve your creator, [stoner], follow [stoner.p_their()] orders and help [stoner.p_them()] complete [stoner.p_their()] goals at all costs.</b>")
newstruct.clear_alert("bloodsense")
BS = newstruct.throw_alert("bloodsense", /atom/movable/screen/alert/bloodsense)
if(BS)
BS.Cviewer = newstruct
newstruct.cancel_camera()
/obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/U, vic = 0)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
T.stop_sound_channel(CHANNEL_HEARTBEAT)
T.invisibility = INVISIBILITY_ABSTRACT
T.dust_animation()
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade(src)
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.mobility_flags = NONE //Can't move out of the soul stone
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
T.mind.transfer_to(S)
S.copy_languages(T, LANGUAGE_MIND)//Copies the old mobs languages into the new mob holder.
S.copy_languages(U, LANGUAGE_MASTER)
S.update_atom_languages()
grant_all_languages(FALSE, FALSE, TRUE) //Grants omnitongue
if(U)
S.faction |= "[REF(U)]" //Add the master as a faction, allowing inter-mob cooperation
if(U && iscultist(U))
SSticker.mode.add_cultist(S.mind, 0)
S.cancel_camera()
name = "soulstone: Shade of [T.real_name]"
if(purified)
icon_state = "purified_soulstone2"
else
icon_state = "soulstone2"
if(U && (iswizard(U) || usability))
to_chat(S, "Your soul has been captured! You are now bound to [U.real_name]'s will. Help [U.p_them()] succeed in [U.p_their()] goals at all costs.")
else if(U && iscultist(U))
to_chat(S, "Your soul has been captured! You are now bound to the cult's will. Help them succeed in their goals at all costs.")
if(vic && U)
to_chat(U, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from [T.p_their()] body and stored within the soul stone.")
/obj/item/soulstone/proc/getCultGhost(mob/living/carbon/human/T, mob/U)
var/mob/dead/observer/chosen_ghost
for(var/mob/dead/observer/ghost in GLOB.player_list) //We put them back in their body
if(ghost.mind && ghost.mind.current == T && ghost.client)
chosen_ghost = ghost
break
if(!chosen_ghost) //Failing that, we grab a ghost
var/list/consenting_candidates = pollGhostCandidates("Would you like to play as a Shade?", "Cultist", null, ROLE_CULTIST, 150, POLL_IGNORE_SHADE)
if(consenting_candidates.len)
chosen_ghost = pick(consenting_candidates)
if(!T)
return FALSE
if(!chosen_ghost)
to_chat(U, span_danger("There were no spirits willing to become a shade."))
return FALSE
if(contents.len) //If they used the soulstone on someone else in the meantime
return FALSE
T.ghostize() // yogs - if they disconnected, they ghost now.
T.ckey = chosen_ghost.ckey
for(var/obj/item/W in T)
T.dropItemToGround(W)
init_shade(T, U)
qdel(T)
return TRUE