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## About The Pull Request Last one! Makes proteons into a basic mob, and completely removes the simple_animal construct supertype. Proteons aren't really designed to be played by a player, instead being a nuisance mapped into various ruins and traps. As such, they don't really have any special abilities. Instead, the hostile variant has a somewhat unique behavior. They'll viciously attack anyone who comes close, but, being frail little cowards, if a proteon takes damage it will immediately flee. After a random period between 2 and 4 seconds, it will stop fleeing and come back for more. In addition to this, a few other things have been done, some only related because they're in files I touched. - Moved proteons from the file for the Cleric's Den to their own file in the basic constructs folder. Given that they're used in several different ruins, they might as well not just be in the file for one. - Simple constructs have been cut, and with them the procs for healing/repairing on shades and cult structures, as those are no longer needed. - Because I was touching it anyway, I touched up the file for trap structures. They no longer use any one-letter variable names, and time is now universally listed in seconds rather than deciseconds in that file. - I removed a completely unused blackboard key from ice demons. This is something I noticed due to a change I ended up not making while working on proteon AI, but I figured I might as well leave it gone. ## Why It's Good For The Game Kills the last three simple construct typepaths, bringing us to the destined 19 removed. Huzzah! The proteon AI routine should inject a little spice into fighting proteons, especially for the unprepared - unlike many mobs, they won't stand there and take it if you decide to fight back, but you can never safely ignore them when they run away. They still aren't particularly dangerous. ## Changelog 🆑 refactor: Proteon constructs now use the basic mob framework. The ones encountered in ruins are a bit flightier now, and will briefly flee combat if attacked - only so that they can return and menace you again soon after. Please report any bugs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
410 lines
13 KiB
Plaintext
410 lines
13 KiB
Plaintext
#define TRANSFORMATION_DURATION 22
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/// Will be removed once the transformation is complete.
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#define TEMPORARY_TRANSFORMATION_TRAIT "temporary_transformation"
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/// Considered "permanent" since we'll be deleting the old mob and the client will be inserted into a new one (without this trait)
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#define PERMANENT_TRANSFORMATION_TRAIT "permanent_transformation"
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/mob/living/carbon/proc/monkeyize(instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(ismonkey(src))
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return
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if(instant)
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finish_monkeyize()
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_monkeyize()
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transformation_timer = null
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to_chat(src, span_boldnotice("You are now a monkey."))
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(/datum/species/monkey)
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name = "monkey"
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set_name()
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SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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uncuff()
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return src
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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(species = /datum/species/human, instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(!ismonkey(src))
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return
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if(instant)
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finish_humanize(species)
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify/humanify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
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transformation_timer = null
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to_chat(src, span_boldnotice("You are now a human."))
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(species)
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SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
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return src
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/mob/proc/AIize(client/preference_source, move = TRUE)
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var/list/turf/landmark_loc = list()
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if(!move)
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landmark_loc += loc
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else
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in sloc.loc)
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continue
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if(sloc.primary_ai)
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LAZYCLEARLIST(landmark_loc)
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landmark_loc += sloc.loc
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break
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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to_chat(src, "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/ai/sloc in GLOB.landmarks_list)
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
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landmark_loc += loc
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if(client)
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stop_sound_channel(CHANNEL_LOBBYMUSIC)
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var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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. = our_AI
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if(preference_source)
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apply_pref_name(/datum/preference/name/ai, preference_source)
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our_AI.apply_pref_hologram_display(preference_source)
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our_AI.set_core_display_icon(null, preference_source)
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qdel(src)
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/mob/living/carbon/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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return ..()
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/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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for(var/t in bodyparts)
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qdel(t)
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return ..()
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/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
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new_borg.gender = gender
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new_borg.SetInvisibility(INVISIBILITY_NONE)
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if(client)
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new_borg.updatename(client)
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if(mind) //TODO //TODO WHAT
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(new_borg)
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else if(transfer_after)
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new_borg.key = key
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if(new_borg.mmi)
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new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
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if(new_borg.mmi.brain)
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new_borg.mmi.brain.name = "[real_name]'s brain"
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if(new_borg.mmi.brainmob)
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new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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new_borg.mmi.brainmob.name = real_name
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new_borg.job = JOB_CYBORG
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new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
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. = new_borg
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if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
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INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
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qdel(src)
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/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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if(delete_items)
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qdel(W)
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else
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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return ..()
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/mob/living/silicon/robot/proc/replace_banned_cyborg()
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to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
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ghostize(FALSE)
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var/list/mob/dead/observer/candidates = poll_candidates_for_mob("Do you want to play as [src]?", "Cyborg", null, 5 SECONDS, src)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/chosen_candidate = pick(candidates)
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message_admins("[key_name_admin(chosen_candidate)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
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key = chosen_candidate.key
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/adult/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/adult/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
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new_xeno.set_combat_mode(TRUE)
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new_xeno.key = key
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to_chat(new_xeno, span_boldnotice("You are now an alien."))
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qdel(src)
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return new_xeno
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/simple_animal/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 in 1 to number)
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var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
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M.set_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/simple_animal/slime(loc)
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new_slime.set_combat_mode(TRUE)
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new_slime.key = key
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to_chat(new_slime, span_boldnotice("You are now a slime. Skreee!"))
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qdel(src)
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return new_slime
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/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
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var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
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B.key = key
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. = B
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qdel(src)
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/mob/living/carbon/human/proc/corgize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts) //this really should not be necessary
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qdel(t)
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var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
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new_corgi.set_combat_mode(TRUE)
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new_corgi.key = key
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to_chat(new_corgi, span_boldnotice("You are now a Corgi. Yap Yap!"))
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qdel(src)
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return new_corgi
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/mob/living/carbon/proc/gorillize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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SSblackbox.record_feedback("amount", "gorillas_created", 1)
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var/Itemlist = get_equipped_items(include_pockets = TRUE)
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W, TRUE)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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var/mob/living/basic/gorilla/new_gorilla = new (get_turf(src))
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new_gorilla.set_combat_mode(TRUE)
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if(mind)
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mind.transfer_to(new_gorilla)
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else
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new_gorilla.key = key
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to_chat(new_gorilla, span_boldnotice("You are now a gorilla. Ooga ooga!"))
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qdel(src)
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return new_gorilla
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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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)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
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qdel(src)
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return new_mob
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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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)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
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. = new_mob
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qdel(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 shouldn't be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(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 FALSE //Sanity, this should never happen.
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if(ispath(MP, /mob/living/basic/construct))
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return FALSE //Verbs do not appear for players.
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//Good mobs!
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if(ispath(MP, /mob/living/simple_animal/pet/cat))
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return TRUE
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if(ispath(MP, /mob/living/basic/pet/dog/corgi))
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return TRUE
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if(ispath(MP, /mob/living/basic/crab))
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return TRUE
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if(ispath(MP, /mob/living/basic/carp))
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return TRUE
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if(ispath(MP, /mob/living/basic/mushroom))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/shade))
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return TRUE
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if(ispath(MP, /mob/living/basic/killer_tomato))
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return TRUE
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if(ispath(MP, /mob/living/basic/mouse))
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return TRUE
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if(ispath(MP, /mob/living/basic/bear))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/parrot))
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return TRUE //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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return FALSE
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#undef PERMANENT_TRANSFORMATION_TRAIT
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#undef TEMPORARY_TRANSFORMATION_TRAIT
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#undef TRANSFORMATION_DURATION
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