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## 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. /🆑
406 lines
12 KiB
Plaintext
406 lines
12 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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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify(loc)
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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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invisibility = 0
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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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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify/humanify(loc)
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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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invisibility = 0
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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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invisibility = 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.invisibility = 0
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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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invisibility = 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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invisibility = 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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invisibility = 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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invisibility = 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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invisibility = 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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invisibility = 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/simple_animal/hostile/construct) || 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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