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Bubberstation/code/modules/mob/transform_procs.dm
Jacquerel e8157f4dfc Items in your hands can catch fire (#83867)
## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
2024-06-19 12:15:27 +12:00

428 lines
13 KiB
Plaintext

#define TRANSFORMATION_DURATION 22
/// Will be removed once the transformation is complete.
#define TEMPORARY_TRANSFORMATION_TRAIT "temporary_transformation"
/// Considered "permanent" since we'll be deleting the old mob and the client will be inserted into a new one (without this trait)
#define PERMANENT_TRANSFORMATION_TRAIT "permanent_transformation"
/mob/living/carbon/proc/monkeyize(instant = FALSE)
if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
if(ismonkey(src))
return
if(instant)
finish_monkeyize()
return
//Make mob invisible and spawn animation
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
var/obj/effect = new /obj/effect/temp_visual/monkeyify(loc)
effect.SetInvisibility(invisibility)
SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_monkeyize()
transformation_timer = null
to_chat(src, span_boldnotice("You are now a monkey."))
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
icon = initial(icon)
RemoveInvisibility(type)
set_species(/datum/species/monkey)
name = "monkey"
regenerate_icons()
set_name()
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, instant = FALSE)
if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
if(!ismonkey(src))
return
if(instant)
finish_humanize(species)
return
//Make mob invisible and spawn animation
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
var/obj/effect = new /obj/effect/temp_visual/monkeyify/humanify(loc)
effect.SetInvisibility(invisibility)
SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
transformation_timer = null
to_chat(src, span_boldnotice("You are now a human."))
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
icon = initial(icon)
RemoveInvisibility(type)
set_species(species)
SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
return src
/mob/proc/AIize(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(preference_source)
apply_pref_name(/datum/preference/name/ai, preference_source)
our_AI.apply_pref_hologram_display(preference_source)
our_AI.set_core_display_icon(null, preference_source)
qdel(src)
/mob/living/carbon/AIize(client/preference_source, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
return ..()
/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
return ..()
/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
new_borg.gender = gender
new_borg.SetInvisibility(INVISIBILITY_NONE)
if(client)
new_borg.updatename(client)
if(mind) //TODO //TODO WHAT
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(new_borg)
else if(transfer_after)
new_borg.key = key
if(new_borg.mmi)
new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
if(new_borg.mmi.brain)
new_borg.mmi.brain.name = "[real_name]'s brain"
if(new_borg.mmi.brainmob)
new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
new_borg.mmi.brainmob.name = real_name
new_borg.job = JOB_CYBORG
new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
. = new_borg
if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
qdel(src)
/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
drop_everything(delete_items)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [span_notice(name)]?", check_jobban = JOB_CYBORG, poll_time = 5 SECONDS, checked_target = src, alert_pic = src, role_name_text = "cyborg")
if(chosen_one)
message_admins("[key_name_admin(chosen_one)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
key = chosen_one.key
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/adult/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/adult/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
new_xeno.set_combat_mode(TRUE)
new_xeno.key = key
to_chat(new_xeno, span_boldnotice("You are now an alien."))
qdel(src)
return new_xeno
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts)
qdel(t)
var/mob/living/basic/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/basic/slime/M = new/mob/living/basic/slime(loc)
M.set_nutrition(round(nutrition/number))
step_away(M,src)
babies += M
new_slime = pick(babies)
else
new_slime = new /mob/living/basic/slime(loc)
new_slime.set_combat_mode(TRUE)
new_slime.key = key
to_chat(new_slime, span_boldnotice("You are now a slime. Skreee!"))
qdel(src)
return new_slime
/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(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
new_corgi.set_combat_mode(TRUE)
new_corgi.key = key
to_chat(new_corgi, span_boldnotice("You are now a Corgi. Yap Yap!"))
qdel(src)
return new_corgi
/**
* Turns the source atom into a crab crab, the peak of evolutionary design.
*/
/mob/living/carbon/human/proc/crabize()
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/objeto in src)
dropItemToGround(objeto)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
var/mob/living/basic/crab/new_crab = new (loc)
new_crab.set_combat_mode(TRUE) // snip snip
if(mind)
mind.transfer_to(new_crab)
to_chat(new_crab, span_boldnotice("You have evolved into a crab!"))
qdel(src)
return new_crab
/mob/living/carbon/proc/gorillize()
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
SSblackbox.record_feedback("amount", "gorillas_created", 1)
var/Itemlist = get_equipped_items(INCLUDE_POCKETS)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
var/mob/living/basic/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, span_boldnotice("You are now a gorilla. Ooga ooga!"))
qdel(src)
return new_gorilla
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(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(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(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."))
qdel(src)
return new_mob
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(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/basic/construct))
return FALSE //Verbs do not appear for players.
//Good mobs!
if(ispath(MP, /mob/living/basic/pet/cat))
return TRUE
if(ispath(MP, /mob/living/basic/pet/dog/corgi))
return TRUE
if(ispath(MP, /mob/living/basic/crab))
return TRUE
if(ispath(MP, /mob/living/basic/carp))
return TRUE
if(ispath(MP, /mob/living/basic/mushroom))
return TRUE
if(ispath(MP, /mob/living/basic/shade))
return TRUE
if(ispath(MP, /mob/living/basic/killer_tomato))
return TRUE
if(ispath(MP, /mob/living/basic/mouse))
return TRUE
if(ispath(MP, /mob/living/basic/bear))
return TRUE
if(ispath(MP, /mob/living/basic/parrot))
return TRUE //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return FALSE
#undef PERMANENT_TRANSFORMATION_TRAIT
#undef TEMPORARY_TRANSFORMATION_TRAIT
#undef TRANSFORMATION_DURATION