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Bubberstation/code/modules/mob/transform_procs.dm
SkyratBot 092e534e75 [MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes

* Fixing conflicts

* Maintaining a few modular files while we're at it...

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-03 22:53:58 +00:00

399 lines
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#define TRANSFORMATION_DURATION 22
/mob/living/carbon/proc/monkeyize()
if (notransform || transformation_timer)
return
if(ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify(loc)
transformation_timer = addtimer(CALLBACK(src, .proc/finish_monkeyize), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_monkeyize()
transformation_timer = null
to_chat(src, "<B>You are now a monkey.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(/datum/species/monkey)
SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
uncuff()
return src
////////////////////////// Humanize //////////////////////////////
//Could probably be merged with monkeyize but other transformations got their own procs, too
/mob/living/carbon/proc/humanize(species = /datum/species/human)
if (notransform || transformation_timer)
return
if(!ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify/humanify(loc)
transformation_timer = addtimer(CALLBACK(src, .proc/finish_humanize, species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
transformation_timer = null
to_chat(src, "<B>You are now a human.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(species)
SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
return src
/mob/proc/AIize(transfer_after = TRUE, client/preference_source, move = TRUE)
var/list/turf/landmark_loc = list()
if(!move)
landmark_loc += loc
else
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
if(locate(/mob/living/silicon/ai) in sloc.loc)
continue
if(sloc.primary_ai)
LAZYCLEARLIST(landmark_loc)
landmark_loc += sloc.loc
break
landmark_loc += sloc.loc
if(!length(landmark_loc))
to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
landmark_loc += sloc.loc
if(!length(landmark_loc))
message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
landmark_loc += loc
if(client)
stop_sound_channel(CHANNEL_LOBBYMUSIC)
var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
. = our_AI
if(mind)
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(our_AI)
else if(transfer_after)
our_AI.key = key
if(preference_source)
apply_pref_name(/datum/preference/name/ai, preference_source)
qdel(src)
/mob/living/carbon/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
return ..()
/mob/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
for(var/t in bodyparts)
qdel(t)
return ..()
/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if(notransform)
return
notransform = TRUE
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
R.gender = gender
R.invisibility = 0
if(client)
R.updatename(client)
if(mind) //TODO //TODO WHAT
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(R)
else if(transfer_after)
R.key = key
if(R.mmi)
R.mmi.name = "[initial(R.mmi.name)]: [real_name]"
if(R.mmi.brain)
R.mmi.brain.name = "[real_name]'s brain"
if(R.mmi.brainmob)
R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
R.mmi.brainmob.name = real_name
R.job = JOB_CYBORG
R.notify_ai(AI_NOTIFICATION_NEW_BORG)
. = R
if(R.ckey && is_banned_from(R.ckey, JOB_CYBORG))
INVOKE_ASYNC(R, /mob/living/silicon/robot.proc/replace_banned_cyborg)
qdel(src)
/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
if(delete_items)
qdel(W)
else
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
notransform = FALSE
return ..()
/mob/living/silicon/robot/proc/replace_banned_cyborg()
to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
ghostize(FALSE)
var/list/mob/dead/observer/candidates = poll_candidates_for_mob("Do you want to play as [src]?", "Cyborg", null, 5 SECONDS, src)
if(LAZYLEN(candidates))
var/mob/dead/observer/chosen_candidate = pick(candidates)
message_admins("[key_name_admin(chosen_candidate)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
key = chosen_candidate.key
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
new_xeno.set_combat_mode(TRUE)
new_xeno.key = key
update_atom_languages()
to_chat(new_xeno, "<B>You are now an alien.</B>")
. = new_xeno
qdel(src)
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/simple_animal/slime/new_slime
if(reproduce)
var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
var/list/babies = list()
for(var/i in 1 to number)
var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
M.set_nutrition(round(nutrition/number))
step_away(M,src)
babies += M
new_slime = pick(babies)
else
new_slime = new /mob/living/simple_animal/slime(loc)
new_slime.set_combat_mode(TRUE)
new_slime.key = key
to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
. = new_slime
qdel(src)
/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
B.key = key
. = B
qdel(src)
/mob/living/carbon/human/proc/corgize()
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.set_combat_mode(TRUE)
new_corgi.key = key
to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
. = new_corgi
qdel(src)
/mob/living/carbon/proc/gorillize()
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
SSblackbox.record_feedback("amount", "gorillas_created", 1)
var/Itemlist = get_equipped_items(TRUE)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
var/mob/living/simple_animal/hostile/gorilla/new_gorilla = new (get_turf(src))
new_gorilla.set_combat_mode(TRUE)
if(mind)
mind.transfer_to(new_gorilla)
else
new_gorilla.key = key
to_chat(new_gorilla, "<B>You are now a gorilla. Ooga ooga!</B>")
. = new_gorilla
qdel(src)
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, /proc/cmp_typepaths_asc))
if(isnull(mobpath))
return
if(!safe_animal(mobpath))
to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
return
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
. = new_mob
qdel(src)
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, /proc/cmp_typepaths_asc))
if(isnull(mobpath))
return
if(!safe_animal(mobpath))
to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
return
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
. = new_mob
qdel(src)
/* Certain mob types have problems and should not be allowed to be controlled by players.
*
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
* This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them.
*/
/mob/proc/safe_animal(MP)
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
if(!MP)
return FALSE //Sanity, this should never happen.
if(ispath(MP, /mob/living/simple_animal/hostile/construct))
return FALSE //Verbs do not appear for players.
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/pet/cat))
return TRUE
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
return TRUE
if(ispath(MP, /mob/living/simple_animal/crab))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
return TRUE
if(ispath(MP, /mob/living/simple_animal/shade))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
return TRUE
if(ispath(MP, /mob/living/simple_animal/mouse))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
return TRUE
if(ispath(MP, /mob/living/simple_animal/parrot))
return TRUE //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return FALSE
#undef TRANSFORMATION_DURATION