mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 16:45:42 +00:00
Death of the istype invasion from slimes, previously every single color of slime was its own kind of mob, and every single one of those slimes also had an adult form which was a different mob. There is now only one kind of slime, reliant on new var is_adult and old var colour to determine how it looks. All baby slimes functioned identically outside of icon and core, and all adult slimes functioned identically to each other and to the babys save for a bit higher Health and more capacity to break shit. A nice side effect is that this solves any inheritence issues of baby slimes growing up since it's still the same mob, though it doesn't solve the same issues for adult slimes splitting. Also fixed a few annoying but rare bugs (like getting ghosted because you got DC'd and your slime self split and you weren't around to get mind transfered)
499 lines
14 KiB
Plaintext
499 lines
14 KiB
Plaintext
/mob/living/carbon/proc/monkeyize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG), newname = null)
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if (notransform)
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return
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//Handle items on mob
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//first implants
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var/list/implants = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/W in src)
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implants += W
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if(tr_flags & TR_KEEPITEMS)
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for(var/obj/item/W in (src.contents-implants))
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drop_from_inventory(W)
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//Make mob invisible and spawn animation
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regenerate_icons()
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notransform = 1
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canmove = 0
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stunned = 1
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icon = null
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invisibility = 101
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var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick("h2monkey", animation)
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sleep(22)
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//animation = null
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var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
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del(animation)
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// hash the original name?
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if (tr_flags & TR_HASHNAME)
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O.name = "monkey ([copytext(md5(real_name), 2, 6)])"
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O.real_name = "monkey ([copytext(md5(real_name), 2, 6)])"
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if (newname) //if there's a name as an argument, always take that one over the current name
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O.name = newname
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O.real_name = newname
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//handle DNA and other attributes
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O.dna = dna
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dna = null
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if (!(tr_flags & TR_KEEPSE))
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O.dna.struc_enzymes = setblock(O.dna.struc_enzymes, RACEBLOCK, construct_block(BAD_MUTATION_DIFFICULTY,BAD_MUTATION_DIFFICULTY))
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if(suiciding)
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O.suiciding = suiciding
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O.loc = loc
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O.a_intent = "harm"
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/datum/disease/D in O.viruses)
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D.affected_mob = O
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss())
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O.adjustBruteLoss(getBruteLoss())
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O.setOxyLoss(getOxyLoss())
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O.adjustFireLoss(getFireLoss())
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//re-add implants to new mob
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for(var/obj/item/weapon/implant/I in implants)
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I.loc = O
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I.implanted = O
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//transfer mind and delete old mob
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if(mind)
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mind.transfer_to(O)
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a monkey.</B>"
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updateappearance(O)
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. = O
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if ( !(tr_flags & TR_KEEPSRC) ) //flag should be used if monkeyize() is called inside another proc of src so that one does not crash
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del(src)
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return
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////////////////////////// Humanize //////////////////////////////
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//Could probably be merged with monkeyize but other transformations got their own procs, too
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/mob/living/carbon/proc/humanize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG), newname = null)
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if (notransform)
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return
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//Handle items on mob
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//first implants
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var/list/implants = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/W in src)
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implants += W
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//now the rest
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if (tr_flags & TR_KEEPITEMS)
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for(var/obj/item/W in (src.contents-implants))
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u_equip(W)
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if (client)
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client.screen -= W
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if (W)
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W.loc = loc
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W.dropped(src)
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W.layer = initial(W.layer)
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// for(var/obj/item/W in src)
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// drop_from_inventory(W)
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//Make mob invisible and spawn animation
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regenerate_icons()
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notransform = 1
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canmove = 0
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stunned = 1
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icon = null
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invisibility = 101
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var/atom/movable/overlay/animation = new( loc )
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick("monkey2h", animation)
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sleep(22)
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var/mob/living/carbon/human/O = new( loc )
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for(var/obj/item/C in O.loc)
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O.equip_to_appropriate_slot(C)
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del(animation)
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O.gender = (deconstruct_block(getblock(dna.uni_identity, DNA_GENDER_BLOCK), 2)-1) ? FEMALE : MALE
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O.dna = dna
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dna = null
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if (newname) //if there's a name as an argument, always take that one over the current name
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O.real_name = newname
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else
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if ( !(cmptext ("monkey",copytext(O.dna.real_name,1,7)) ) )
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O.real_name = O.dna.real_name
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else
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O.real_name = random_name(O.gender)
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O.name = O.real_name
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if (!(tr_flags & TR_KEEPSE))
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O.dna.struc_enzymes = setblock(O.dna.struc_enzymes, RACEBLOCK, construct_block(1,BAD_MUTATION_DIFFICULTY))
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if(suiciding)
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O.suiciding = suiciding
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O.loc = loc
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/datum/disease/D in O.viruses)
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D.affected_mob = O
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss())
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O.adjustBruteLoss(getBruteLoss())
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O.setOxyLoss(getOxyLoss())
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O.adjustFireLoss(getFireLoss())
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//re-add implants to new mob
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for(var/obj/item/weapon/implant/I in implants)
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I.loc = O
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I.implanted = O
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if(mind)
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mind.transfer_to(O)
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O.a_intent = "help"
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a human.</B>"
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updateappearance(O)
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. = O
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if ( !(tr_flags & TR_KEEPSRC) ) //don't delete src yet if it's needed to finish calling proc
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del(src)
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return
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/mob/new_player/AIize()
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spawning = 1
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return ..()
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/mob/living/carbon/human/AIize()
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if (notransform)
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return
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for(var/t in organs)
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del(t)
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return ..()
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/mob/living/carbon/AIize()
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if (notransform)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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return ..()
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/mob/proc/AIize()
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if(client)
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
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var/mob/living/silicon/ai/O = new (loc, /datum/ai_laws/asimov,,1)//No MMI but safety is in effect.
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O.invisibility = 0
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O.aiRestorePowerRoutine = 0
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if(mind)
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mind.transfer_to(O)
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else
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O.key = key
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var/obj/loc_landmark
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name != "AI")
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continue
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if (locate(/mob/living) in sloc.loc)
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continue
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loc_landmark = sloc
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if (!loc_landmark)
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for(var/obj/effect/landmark/tripai in landmarks_list)
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if (tripai.name == "tripai")
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if(locate(/mob/living) in tripai.loc)
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continue
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loc_landmark = tripai
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if (!loc_landmark)
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O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name == "AI")
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loc_landmark = sloc
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O.loc = loc_landmark.loc
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for (var/obj/item/device/radio/intercom/comm in O.loc)
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comm.ai += O
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O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
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O << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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O << "To use something, simply click on it."
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O << {"Use say ":b to speak to your cyborgs through binary."}
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if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai)))
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O.show_laws()
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O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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O.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle
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O.verbs += /mob/living/silicon/ai/proc/show_laws_verb
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O.verbs += /mob/living/silicon/ai/proc/ai_camera_track
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O.verbs += /mob/living/silicon/ai/proc/ai_alerts
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O.verbs += /mob/living/silicon/ai/proc/ai_camera_list
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O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
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O.verbs += /mob/living/silicon/ai/proc/ai_roster
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O.job = "AI"
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O.rename_self("ai",1)
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. = O
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del(src)
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return
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//human -> robot
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/mob/living/carbon/human/proc/Robotize(var/delete_items = 0)
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if (notransform)
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return
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for(var/obj/item/W in src)
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if(delete_items)
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del(W)
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else
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(t)
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
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// cyborgs produced by Robotize get an automatic power cell
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O.cell = new(O)
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O.cell.maxcharge = 7500
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O.cell.charge = 7500
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O.gender = gender
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O.invisibility = 0
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if(mind) //TODO
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mind.transfer_to(O)
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if(mind.special_role)
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O.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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else
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O.key = key
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O.loc = loc
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O.job = "Cyborg"
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O.mmi = new /obj/item/device/mmi(O)
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O.mmi.transfer_identity(src)//Does not transfer key/client.
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. = O
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del(src)
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (notransform)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/humanoid/new_xeno
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switch(alien_caste)
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if("Hunter")
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new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
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new_xeno.a_intent = "harm"
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new_xeno.key = key
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new_xeno << "<B>You are now an alien.</B>"
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. = new_xeno
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del(src)
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if (notransform)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(t)
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var/mob/living/carbon/slime/new_slime
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if(reproduce)
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var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
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var/list/babies = list()
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for(var/i=1,i<=number,i++)
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var/mob/living/carbon/slime/M = new/mob/living/carbon/slime(loc)
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M.nutrition = round(nutrition/number)
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step_away(M,src)
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babies += M
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new_slime = pick(babies)
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else
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new_slime = new /mob/living/carbon/slime(loc)
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new_slime.a_intent = "harm"
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new_slime.key = key
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new_slime << "<B>You are now a slime. Skreee!</B>"
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. = new_slime
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del(src)
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/mob/living/carbon/human/proc/corgize()
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if (notransform)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs) //this really should not be necessary
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del(t)
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var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
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new_corgi.a_intent = "harm"
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new_corgi.key = key
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new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
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. = new_corgi
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del(src)
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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usr << "\red Sorry but this mob type is currently unavailable."
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return
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if(notransform)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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del(t)
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var/mob/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.a_intent = "harm"
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new_mob << "You suddenly feel more... animalistic."
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. = new_mob
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del(src)
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
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if(!safe_animal(mobpath))
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usr << "\red Sorry but this mob type is currently unavailable."
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return
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var/mob/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.a_intent = "harm"
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new_mob << "You feel more... animalistic"
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. = new_mob
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del(src)
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/* Certain mob types have problems and should not be allowed to be controlled by players.
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*
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* This proc is here to force coders to manually place their mob in this list, hopefully tested.
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* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(var/MP)
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//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
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if(!MP)
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return 0 //Sanity, this should never happen.
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if(ispath(MP, /mob/living/simple_animal/space_worm))
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return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
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if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
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return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/armoured))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/wraith))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/builder))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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//Good mobs!
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if(ispath(MP, /mob/living/simple_animal/cat))
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return 1
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if(ispath(MP, /mob/living/simple_animal/corgi))
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return 1
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if(ispath(MP, /mob/living/simple_animal/crab))
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return 1
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if(ispath(MP, /mob/living/simple_animal/hostile/carp))
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return 1
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if(ispath(MP, /mob/living/simple_animal/mushroom))
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return 1
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if(ispath(MP, /mob/living/simple_animal/shade))
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return 1
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if(ispath(MP, /mob/living/simple_animal/tomato))
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return 1
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if(ispath(MP, /mob/living/simple_animal/mouse))
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return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/hostile/bear))
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return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/parrot))
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return 1 //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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return 0
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