Proteans can temporarily transform their wearers to look like them. (#5691)

## About The Pull Request

See title and proof of testing.

## Why It's Good For The Game

Listen, I've been racking my brain on how to do this since I first coded
this species. I finally figured out a way. Besides, I think the
component itself will prove useful for any future stuff. This adds more
protean content that I feel people will enjoy.

## Proof Of Testing

<img width="381" height="387" alt="dreamseeker_UezPpr0cxQ"
src="https://github.com/user-attachments/assets/cd876c0b-0cde-4f30-878f-2da4ae0332e0"
/>

Also I won't lie, hardlight stuff for the suits is kind of a task on
itself on needing to piece together. That's one icon event that can't
just be solved by sane conventional methods.
## Changelog

🆑
add: Proteans can temporarily transform their wearers to look more like
them.
/🆑
This commit is contained in:
The Sharkening
2026-06-05 14:18:27 -04:00
committed by GitHub
parent a7cd6e14ff
commit 8fda74bcfe
6 changed files with 203 additions and 2 deletions
@@ -9,3 +9,6 @@
#define TRAIT_SOURCE_TAURLAY "taur-laydown"
#define TRAIT_SOURCE_TAURCROP "taur-crop"
/// Transformation component
#define TRAIT_TRANSFORMATION "transformation"
@@ -481,8 +481,14 @@
update_wound_overlays()
var/limb_count_update = 0
var/list/new_limbs = list()
for(var/body_zone, limb_untyped in get_bodyparts_by_zones())
var/datum/component/transformation/transform = GetComponent(/datum/component/transformation) // BUBBER EDIT START - Transformation component override.
if(transform)
transform.on_transform_limb_icon(src)
for(var/body_zone, limb_untyped in transform ? transform.dummy.get_bodyparts_by_zones() : get_bodyparts_by_zones()) // BUBBER EDIT END | ORG: for(var/body_zone, limb_untyped in get_bodyparts_by_zones())
var/obj/item/bodypart/limb = limb_untyped
var/obj/item/bodypart/stump_limb_check = get_bodypart(body_zone, TRUE) // BUBBER EDIT START
if(transform && (isnull(stump_limb_check) || IS_STUMP(stump_limb_check)))
limb = stump_limb_check // BUBBER EDIT END
if(isnull(limb) || IS_STUMP(limb))
if(icon_render_keys[body_zone])
icon_render_keys -= body_zone
@@ -0,0 +1,147 @@
/** OK THIS IS GOING TO SOUND WEIRD, BUT STAY WITH ME. I'VE PUT A LOT OF THOUGHT ON HOW TO DO THIS WITHOUT FUCKING UP HOW THE GAME CREATES OUR FURRY HOMUNCULUS CREATURES.
* -----------
* How literally everything else handles any form of transformation (NIF, Changeling, that one lavaland knife I doubt you know about) will mostly dna.copy_dna() from the old to the new.
* But the issue is, literally EVERYTHING fucking breaks the second you're using limbs that are entirely incompatible. (Teshari, synths) and the spaceman that pops out becomes a weird ass frankenstein mess.
* That is, unless you force load one set of prefs to the other mob. (Which is a valid and cool option) But overall, to fix the above issue you HAVE TO change their species.
* This is more an illusionary effect and me tricking the game. The base mob is mostly unaffected. You will look like a synth and still bleed red. How will this work?
* /mob/living/carbon/proc/update_body_parts() detects if the mob has this component, then will create the required icon_render_keys based off a separate entity.
* It can't be the source player directly, cause you chop off their head or they put on a hat, it'll mirror exactly to the component holder which is also undesired jank.
* The solution? We still do the whole changeling bullshit to a mob that sits in null space, then have the affected player mirror it.
* If something looks jank, it's because the nullspace dummy we're using for this is not properly mirroring certain icon events. (Hair hiding with hats, gasmasks not clipping with snouts, etc)
* With that, my dear reader, just need to make sure on_transform_limb_icon() properly modifies our nullspace dummy with said event or you add another cached_feature to temporarily change the player's mob.
*
* TDLR: This whole thing is so you can transform people without changing their species, and for it not to look like shit.
*/
/datum/component/transformation
/// Source mob that's transferring.
var/mob/living/carbon/human/original
/// Dummy human sitting in null space
var/mob/living/carbon/human/consistent/dummy
var/list/cached_features = list()
var/list/cached_limbs = list()
/datum/component/transformation/Initialize(source, id)
if(!ishuman(parent))
return COMPONENT_INCOMPATIBLE
src.original = source
/datum/component/transformation/RegisterWithParent()
var/mob/living/carbon/human/owner = parent
/// Stores everything we need to keep inside a cache.
cached_features["feature_dna"] += owner.dna.features.Copy()
cached_features["name"] += owner.real_name
cached_features["gender"] += owner.gender
cached_features["bodyshape"] += owner.bodyshape
/// Now changes everything after we've just shoved it into the closet.
dummy = new
original.dna.copy_dna(dummy.dna, COPY_DNA_SE|COPY_DNA_SPECIES|COPY_DNA_MUTATIONS)
owner.real_name = original.real_name
owner.name = original.real_name
owner.gender = original.gender
owner.bodyshape = original.bodyshape
owner.dna.features["custom_species"] = original.dna.features["custom_species"]
owner.dna.features["flavor_text"] = original.dna.features["flavor_text"]
owner.dna.features["flavor_text_nsfw"] = original.dna.features["flavor_text_nsfw"]
owner.dna.features["custom_species_lore"] = original.dna.features["custom_species_lore"]
owner.dna.features["headshot"] = original.dna.features["headshot"]
owner.dna.features["headshot_nsfw"] = original.dna.features["headshot_nsfw"]
owner.dna.features["art_ref"] = original.dna.features["art_ref"]
/// Limb bullshit so worn sprites don't fuck up.
for(var/zone, untyped_limb in original.get_bodyparts_by_zones())
var/obj/item/bodypart/originating_limbs = untyped_limb
var/obj/item/bodypart/dummy_limb = dummy.get_bodypart(zone)
var/obj/item/bodypart/limb = owner.get_bodypart(zone)
cached_limbs += list(list("zone" = zone, "limb_id" = limb.limb_id, "bodyshape" = limb.bodyshape))
limb.limb_id = originating_limbs.limb_id
limb.bodyshape = originating_limbs.bodyshape
dummy_limb.limb_gender = originating_limbs.limb_gender
/// Eyes
var/obj/item/organ/eyes/owner_eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
cached_features["eyes"] += list("color_l" = owner.eye_color_left, "color_r" = owner.eye_color_right, "blinking" = owner_eyes.blink_animation)
owner.set_eye_color(original.eye_color_left, original.eye_color_right)
owner_eyes.blink_animation = FALSE
/// Quad eyes
cached_features["quadeyes"] += HAS_TRAIT_FROM(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
cached_features["quadoffset"] += owner.quad_eyes_offset
cached_features["quadoffwidth"] += owner.quad_eyes_offset_width
if(!cached_features["quadeyes"])
if(HAS_TRAIT_FROM(original, TRAIT_QUAD_EYES, TRAIT_GENERIC))
ADD_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_TRANSFORMATION)
else
REMOVE_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
owner.quad_eyes_offset = original.quad_eyes_offset
owner.quad_eyes_offset_width = original.quad_eyes_offset_width
var/obj/item/bodypart/head/head = original.get_bodypart(BODY_ZONE_HEAD)
dummy.set_hairstyle(original.hairstyle, FALSE)
dummy.set_haircolor(original.hair_color)
dummy.set_facial_hairstyle(original.facial_hairstyle, FALSE)
dummy.set_facial_haircolor(original.facial_hair_color)
dummy.set_hair_gradient_style(head.gradient_styles[GRADIENT_HAIR_KEY], FALSE)
dummy.set_hair_gradient_color(head.gradient_colors[GRADIENT_FACIAL_HAIR_KEY])
dummy.set_facial_hair_gradient_style(head.gradient_styles[GRADIENT_FACIAL_HAIR_KEY], FALSE)
dummy.set_facial_hair_gradient_color(head.gradient_colors[GRADIENT_FACIAL_HAIR_KEY])
owner.regenerate_icons()
/datum/component/transformation/UnregisterFromParent()
var/mob/living/carbon/human/owner = parent
/// All the features we stored in cache needs to go back properly.
owner.dna.features = cached_features["feature_dna"]
owner.real_name = cached_features["name"]
owner.name = cached_features["name"]
owner.gender = cached_features["gender"]
owner.bodyshape = cached_features["bodyshape"]
/// Reset our limb bullshit
for(var/cached in cached_limbs)
var/zone = cached["zone"]
var/obj/item/bodypart/limb = owner.get_bodypart(zone)
limb.limb_id = cached["limb_id"]
limb.bodyshape = cached["bodyshape"]
/// Reset our eyes
var/list/eye_cache = cached_features["eyes"]
var/obj/item/organ/eyes/owner_eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
owner.set_eye_color(eye_cache["color_l"], eye_cache["color_r"])
owner_eyes.blink_animation = eye_cache["blinking"]
if(!cached_features["quadeyes"] && HAS_TRAIT(owner, TRAIT_QUAD_EYES))
REMOVE_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_TRANSFORMATION)
if(cached_features["quadeyes"])
ADD_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
owner.quad_eyes_offset = cached_features["quadoffset"]
owner.quad_eyes_offset_width = cached_features["quadoffwidth"]
original = null
QDEL_NULL(dummy)
owner.regenerate_icons()
/// TODO: Digigrade legs and bodyshape
/datum/component/transformation/proc/on_transform_limb_icon(mob/source) // Easy way to properly reflect icon events.
var/mob/living/carbon/human/owner = source
var/list/old_abstractions = dummy.get_equipped_items()
QDEL_LIST(old_abstractions)
for(var/obj/item/item in owner.get_equipped_items())
if(item.slot_flags & (ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_HEAD|ITEM_SLOT_BACK))
var/obj/item/abstraction = new item.type
abstraction.flags_inv = item.flags_inv
abstraction.equip_to_best_slot(dummy)
@@ -1,3 +1,5 @@
/datum/species/protean
COOLDOWN_DECLARE(transform_cooldown)
/datum/species/protean/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
@@ -13,6 +15,7 @@
data["lock"] = species_modsuit?.modlocked
data["icon"] = species_modsuit?.icon
data["icon_state"] = species_modsuit?.icon_state
data["transform"] = species_modsuit?.wearer?.GetComponent(/datum/component/transformation)
return data
/datum/species/protean/ui_status(mob/user) // Protean's UI
@@ -35,8 +38,29 @@
owner.suit_transformation(owner == usr ? FALSE : TRUE) // Others can force the protean to fold.
if("heal")
owner.protean_heal()
if("protean_transform")
if(COOLDOWN_FINISHED(src, transform_cooldown)) // Anti-spam
var/component = species_modsuit.wearer?.GetComponent(/datum/component/transformation)
if(component)
playsound(owner, 'sound/machines/click.ogg', 25)
qdel(component)
else if(species_modsuit.wearer == owner)
to_chat(owner, span_notice("You already look like yourself!"))
else
playsound(owner, 'sound/machines/click.ogg', 25)
species_modsuit.wearer.AddComponent(/datum/component/transformation, source = owner)
RegisterSignal(species_modsuit, COMSIG_ITEM_PRE_UNEQUIP, PROC_REF(protean_transform_unequip))
COOLDOWN_START(src, transform_cooldown, 1 SECONDS)
return TRUE
/datum/species/protean/proc/protean_transform_unequip(/obj/item/source)
SIGNAL_HANDLER
var/component = species_modsuit.wearer.GetComponent(/datum/component/transformation)
if(component)
UnregisterSignal(species_modsuit, COMSIG_ITEM_PRE_UNEQUIP)
qdel(component)
/datum/action/protean
name = "Protean Interface"
desc = "<b>Left Click</b> Opens the Protean interface.<br><b>Right Click</b> toggles suit transformation."
+1
View File
@@ -9002,6 +9002,7 @@
#include "modular_zubbers\code\datums\components\sign_language.dm"
#include "modular_zubbers\code\datums\components\squeak.dm"
#include "modular_zubbers\code\datums\components\tameable.dm"
#include "modular_zubbers\code\datums\components\transformation.dm"
#include "modular_zubbers\code\datums\components\udder.dm"
#include "modular_zubbers\code\datums\components\weatherannouncer.dm"
#include "modular_zubbers\code\datums\components\crafting\containers.dm"
+21 -1
View File
@@ -18,6 +18,7 @@ type ProteanData = {
metal: number;
metal_max: number;
low_power: boolean;
transformation: boolean;
lock: boolean;
icon: string;
icon_state: string;
@@ -33,7 +34,15 @@ export const ProteanUI = () => {
export const Protean = () => {
const { data, act } = useBackend<ProteanData>();
const { lock, metal, metal_max, icon, icon_state, low_power } = data;
const {
lock,
metal,
metal_max,
icon,
icon_state,
low_power,
transformation,
} = data;
return (
<Section
@@ -77,6 +86,9 @@ export const Protean = () => {
<Table.Cell fontSize="10px" textAlign="center">
Heal Organs
</Table.Cell>
<Table.Cell fontSize="10px" textAlign="center">
Wearer Transformation
</Table.Cell>
</Table.Row>
<Table.Row>
<Table.Cell textAlign="center">
@@ -96,6 +108,14 @@ export const Protean = () => {
<Table.Cell textAlign="center">
<Button color="default" icon="heart" onClick={() => act('heal')} />
</Table.Cell>
<Table.Cell textAlign="center">
<Button
color={transformation ? 'good' : 'default'}
icon="video-camera"
tooltip="Make your current wearer temporarily look like you"
onClick={() => act('protean_transform')}
/>
</Table.Cell>
</Table.Row>
</Table>
<Divider />