Files
The SharkeningandGitHub 8fda74bcfe 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.
/🆑
2026-06-05 14:18:27 -04:00

148 lines
7.3 KiB
Plaintext

/** 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)