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Bubberstation/code/modules/mob/transform_procs.dm
Jacquerel 504e6acfa3 Basic Mob Gorillas (#78918)
## About The Pull Request

Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.

IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.

When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.

I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),

And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.

## Why It's Good For The Game

https://www.youtube.com/watch?v=npuuTBlEb1U

## Changelog

🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
2023-10-11 16:58:29 -06:00

406 lines
12 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()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify(loc)
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)
invisibility = 0
set_species(/datum/species/monkey)
name = "monkey"
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()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify/humanify(loc)
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)
invisibility = 0
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
invisibility = INVISIBILITY_MAXIMUM
return ..()
/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
for(var/t in bodyparts)
qdel(t)
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.invisibility = 0
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)
for(var/obj/item/W in src)
if(delete_items)
qdel(W)
else
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = 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/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(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
invisibility = 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
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, 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
invisibility = 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
/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 = TRUE)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
invisibility = 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
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."))
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/simple_animal/hostile/construct) || ispath(MP, /mob/living/basic/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/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/simple_animal/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/simple_animal/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