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https://github.com/Bubberstation/Bubberstation.git
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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:
@@ -9,3 +9,6 @@
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#define TRAIT_SOURCE_TAURLAY "taur-laydown"
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#define TRAIT_SOURCE_TAURCROP "taur-crop"
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/// Transformation component
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#define TRAIT_TRANSFORMATION "transformation"
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@@ -481,8 +481,14 @@
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update_wound_overlays()
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var/limb_count_update = 0
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var/list/new_limbs = list()
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for(var/body_zone, limb_untyped in get_bodyparts_by_zones())
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var/datum/component/transformation/transform = GetComponent(/datum/component/transformation) // BUBBER EDIT START - Transformation component override.
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if(transform)
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transform.on_transform_limb_icon(src)
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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())
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var/obj/item/bodypart/limb = limb_untyped
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var/obj/item/bodypart/stump_limb_check = get_bodypart(body_zone, TRUE) // BUBBER EDIT START
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if(transform && (isnull(stump_limb_check) || IS_STUMP(stump_limb_check)))
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limb = stump_limb_check // BUBBER EDIT END
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if(isnull(limb) || IS_STUMP(limb))
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if(icon_render_keys[body_zone])
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icon_render_keys -= body_zone
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@@ -0,0 +1,147 @@
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/** 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.
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* -----------
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* 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.
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* 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.
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* 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.
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* 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?
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* /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.
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* 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.
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* The solution? We still do the whole changeling bullshit to a mob that sits in null space, then have the affected player mirror it.
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* 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)
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* 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.
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*
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* TDLR: This whole thing is so you can transform people without changing their species, and for it not to look like shit.
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*/
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/datum/component/transformation
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/// Source mob that's transferring.
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var/mob/living/carbon/human/original
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/// Dummy human sitting in null space
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var/mob/living/carbon/human/consistent/dummy
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var/list/cached_features = list()
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var/list/cached_limbs = list()
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/datum/component/transformation/Initialize(source, id)
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if(!ishuman(parent))
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return COMPONENT_INCOMPATIBLE
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src.original = source
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/datum/component/transformation/RegisterWithParent()
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var/mob/living/carbon/human/owner = parent
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/// Stores everything we need to keep inside a cache.
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cached_features["feature_dna"] += owner.dna.features.Copy()
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cached_features["name"] += owner.real_name
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cached_features["gender"] += owner.gender
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cached_features["bodyshape"] += owner.bodyshape
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/// Now changes everything after we've just shoved it into the closet.
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dummy = new
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original.dna.copy_dna(dummy.dna, COPY_DNA_SE|COPY_DNA_SPECIES|COPY_DNA_MUTATIONS)
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owner.real_name = original.real_name
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owner.name = original.real_name
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owner.gender = original.gender
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owner.bodyshape = original.bodyshape
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owner.dna.features["custom_species"] = original.dna.features["custom_species"]
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owner.dna.features["flavor_text"] = original.dna.features["flavor_text"]
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owner.dna.features["flavor_text_nsfw"] = original.dna.features["flavor_text_nsfw"]
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owner.dna.features["custom_species_lore"] = original.dna.features["custom_species_lore"]
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owner.dna.features["headshot"] = original.dna.features["headshot"]
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owner.dna.features["headshot_nsfw"] = original.dna.features["headshot_nsfw"]
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owner.dna.features["art_ref"] = original.dna.features["art_ref"]
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/// Limb bullshit so worn sprites don't fuck up.
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for(var/zone, untyped_limb in original.get_bodyparts_by_zones())
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var/obj/item/bodypart/originating_limbs = untyped_limb
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var/obj/item/bodypart/dummy_limb = dummy.get_bodypart(zone)
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var/obj/item/bodypart/limb = owner.get_bodypart(zone)
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cached_limbs += list(list("zone" = zone, "limb_id" = limb.limb_id, "bodyshape" = limb.bodyshape))
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limb.limb_id = originating_limbs.limb_id
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limb.bodyshape = originating_limbs.bodyshape
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dummy_limb.limb_gender = originating_limbs.limb_gender
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/// Eyes
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var/obj/item/organ/eyes/owner_eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
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cached_features["eyes"] += list("color_l" = owner.eye_color_left, "color_r" = owner.eye_color_right, "blinking" = owner_eyes.blink_animation)
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owner.set_eye_color(original.eye_color_left, original.eye_color_right)
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owner_eyes.blink_animation = FALSE
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/// Quad eyes
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cached_features["quadeyes"] += HAS_TRAIT_FROM(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
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cached_features["quadoffset"] += owner.quad_eyes_offset
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cached_features["quadoffwidth"] += owner.quad_eyes_offset_width
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if(!cached_features["quadeyes"])
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if(HAS_TRAIT_FROM(original, TRAIT_QUAD_EYES, TRAIT_GENERIC))
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ADD_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_TRANSFORMATION)
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else
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REMOVE_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
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owner.quad_eyes_offset = original.quad_eyes_offset
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owner.quad_eyes_offset_width = original.quad_eyes_offset_width
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var/obj/item/bodypart/head/head = original.get_bodypart(BODY_ZONE_HEAD)
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dummy.set_hairstyle(original.hairstyle, FALSE)
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dummy.set_haircolor(original.hair_color)
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dummy.set_facial_hairstyle(original.facial_hairstyle, FALSE)
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dummy.set_facial_haircolor(original.facial_hair_color)
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dummy.set_hair_gradient_style(head.gradient_styles[GRADIENT_HAIR_KEY], FALSE)
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dummy.set_hair_gradient_color(head.gradient_colors[GRADIENT_FACIAL_HAIR_KEY])
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dummy.set_facial_hair_gradient_style(head.gradient_styles[GRADIENT_FACIAL_HAIR_KEY], FALSE)
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dummy.set_facial_hair_gradient_color(head.gradient_colors[GRADIENT_FACIAL_HAIR_KEY])
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owner.regenerate_icons()
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/datum/component/transformation/UnregisterFromParent()
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var/mob/living/carbon/human/owner = parent
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/// All the features we stored in cache needs to go back properly.
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owner.dna.features = cached_features["feature_dna"]
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owner.real_name = cached_features["name"]
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owner.name = cached_features["name"]
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owner.gender = cached_features["gender"]
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owner.bodyshape = cached_features["bodyshape"]
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/// Reset our limb bullshit
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for(var/cached in cached_limbs)
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var/zone = cached["zone"]
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var/obj/item/bodypart/limb = owner.get_bodypart(zone)
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limb.limb_id = cached["limb_id"]
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limb.bodyshape = cached["bodyshape"]
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/// Reset our eyes
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var/list/eye_cache = cached_features["eyes"]
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var/obj/item/organ/eyes/owner_eyes = owner.get_organ_slot(ORGAN_SLOT_EYES)
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owner.set_eye_color(eye_cache["color_l"], eye_cache["color_r"])
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owner_eyes.blink_animation = eye_cache["blinking"]
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if(!cached_features["quadeyes"] && HAS_TRAIT(owner, TRAIT_QUAD_EYES))
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REMOVE_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_TRANSFORMATION)
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if(cached_features["quadeyes"])
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ADD_TRAIT(owner, TRAIT_QUAD_EYES, TRAIT_GENERIC)
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owner.quad_eyes_offset = cached_features["quadoffset"]
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owner.quad_eyes_offset_width = cached_features["quadoffwidth"]
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original = null
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QDEL_NULL(dummy)
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owner.regenerate_icons()
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/// TODO: Digigrade legs and bodyshape
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/datum/component/transformation/proc/on_transform_limb_icon(mob/source) // Easy way to properly reflect icon events.
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var/mob/living/carbon/human/owner = source
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var/list/old_abstractions = dummy.get_equipped_items()
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QDEL_LIST(old_abstractions)
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for(var/obj/item/item in owner.get_equipped_items())
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if(item.slot_flags & (ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING|ITEM_SLOT_HEAD|ITEM_SLOT_BACK))
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var/obj/item/abstraction = new item.type
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abstraction.flags_inv = item.flags_inv
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abstraction.equip_to_best_slot(dummy)
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@@ -1,3 +1,5 @@
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/datum/species/protean
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COOLDOWN_DECLARE(transform_cooldown)
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/datum/species/protean/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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@@ -13,6 +15,7 @@
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data["lock"] = species_modsuit?.modlocked
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data["icon"] = species_modsuit?.icon
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data["icon_state"] = species_modsuit?.icon_state
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data["transform"] = species_modsuit?.wearer?.GetComponent(/datum/component/transformation)
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return data
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/datum/species/protean/ui_status(mob/user) // Protean's UI
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@@ -35,8 +38,29 @@
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owner.suit_transformation(owner == usr ? FALSE : TRUE) // Others can force the protean to fold.
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if("heal")
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owner.protean_heal()
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if("protean_transform")
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if(COOLDOWN_FINISHED(src, transform_cooldown)) // Anti-spam
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var/component = species_modsuit.wearer?.GetComponent(/datum/component/transformation)
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if(component)
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playsound(owner, 'sound/machines/click.ogg', 25)
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qdel(component)
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else if(species_modsuit.wearer == owner)
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to_chat(owner, span_notice("You already look like yourself!"))
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else
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playsound(owner, 'sound/machines/click.ogg', 25)
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species_modsuit.wearer.AddComponent(/datum/component/transformation, source = owner)
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RegisterSignal(species_modsuit, COMSIG_ITEM_PRE_UNEQUIP, PROC_REF(protean_transform_unequip))
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COOLDOWN_START(src, transform_cooldown, 1 SECONDS)
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return TRUE
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/datum/species/protean/proc/protean_transform_unequip(/obj/item/source)
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SIGNAL_HANDLER
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var/component = species_modsuit.wearer.GetComponent(/datum/component/transformation)
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if(component)
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UnregisterSignal(species_modsuit, COMSIG_ITEM_PRE_UNEQUIP)
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qdel(component)
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/datum/action/protean
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name = "Protean Interface"
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desc = "<b>Left Click</b> Opens the Protean interface.<br><b>Right Click</b> toggles suit transformation."
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@@ -9002,6 +9002,7 @@
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#include "modular_zubbers\code\datums\components\sign_language.dm"
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#include "modular_zubbers\code\datums\components\squeak.dm"
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#include "modular_zubbers\code\datums\components\tameable.dm"
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#include "modular_zubbers\code\datums\components\transformation.dm"
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#include "modular_zubbers\code\datums\components\udder.dm"
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#include "modular_zubbers\code\datums\components\weatherannouncer.dm"
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#include "modular_zubbers\code\datums\components\crafting\containers.dm"
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@@ -18,6 +18,7 @@ type ProteanData = {
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metal: number;
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metal_max: number;
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low_power: boolean;
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transformation: boolean;
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lock: boolean;
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icon: string;
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icon_state: string;
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@@ -33,7 +34,15 @@ export const ProteanUI = () => {
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export const Protean = () => {
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const { data, act } = useBackend<ProteanData>();
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const { lock, metal, metal_max, icon, icon_state, low_power } = data;
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const {
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lock,
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metal,
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metal_max,
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icon,
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icon_state,
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low_power,
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transformation,
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} = data;
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return (
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<Section
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@@ -77,6 +86,9 @@ export const Protean = () => {
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<Table.Cell fontSize="10px" textAlign="center">
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Heal Organs
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</Table.Cell>
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<Table.Cell fontSize="10px" textAlign="center">
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Wearer Transformation
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</Table.Cell>
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</Table.Row>
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<Table.Row>
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<Table.Cell textAlign="center">
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@@ -96,6 +108,14 @@ export const Protean = () => {
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<Table.Cell textAlign="center">
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<Button color="default" icon="heart" onClick={() => act('heal')} />
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</Table.Cell>
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<Table.Cell textAlign="center">
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<Button
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color={transformation ? 'good' : 'default'}
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icon="video-camera"
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tooltip="Make your current wearer temporarily look like you"
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onClick={() => act('protean_transform')}
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/>
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</Table.Cell>
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</Table.Row>
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</Table>
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<Divider />
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