Files
Bubberstation/code/modules/mob/mob_transformation_simple.dm
Jacquerel 517d33e6f0 Basic blob mobs (#78520)
## About The Pull Request

I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

## Changelog

🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-09-26 15:28:26 -06:00

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//This proc is the most basic of the procs. All it does is make a new mob on the same tile and transfer over a few variables.
//Returns the new mob
//Note that this proc does NOT do MMI related stuff!
/mob/proc/change_mob_type(new_type = null, turf/location = null, new_name = null as text, delete_old_mob = FALSE)
if(isnewplayer(src))
to_chat(usr, span_danger("Cannot convert players who have not entered yet."))
return
if(!new_type)
new_type = input("Mob type path:", "Mob type") as text|null
if(istext(new_type))
new_type = text2path(new_type)
if( !ispath(new_type) )
to_chat(usr, "Invalid type path (new_type = [new_type]) in change_mob_type(). Contact a coder.")
return
if(ispath(new_type, /mob/dead/new_player))
to_chat(usr, span_danger("Cannot convert into a new_player mob type."))
return
return change_mob_type_unchecked(new_type, location, new_name, delete_old_mob)
/// Version of [change_mob_type] that does no usr prompting (may send an error message though). Satisfies procs with the SHOULD_NOT_SLEEP restriction
/mob/proc/change_mob_type_unchecked(new_type = null, turf/location = null, new_name = null as text, delete_old_mob = FALSE)
var/mob/desired_mob
if(isturf(location))
desired_mob = new new_type(location)
else
desired_mob = new new_type(src.loc)
if(!desired_mob || !ismob(desired_mob))
to_chat(usr, "Type path is not a mob (new_type = [new_type]) in change_mob_type(). Contact a coder.")
qdel(desired_mob)
return
if(istext(new_name))
desired_mob.name = new_name
desired_mob.real_name = new_name
else
desired_mob.name = src.name
desired_mob.real_name = src.real_name
if(has_dna() && desired_mob.has_dna())
var/mob/living/carbon/old_mob = src
var/mob/living/carbon/new_mob = desired_mob
old_mob.dna.transfer_identity(new_mob, transfer_species = FALSE)
new_mob.updateappearance(icon_update = TRUE, mutcolor_update = TRUE, mutations_overlay_update = TRUE)
else if(ishuman(desired_mob) && (!ismonkey(desired_mob)))
var/mob/living/carbon/human/new_human = desired_mob
client?.prefs.safe_transfer_prefs_to(new_human)
new_human.dna.update_dna_identity()
new_human.updateappearance(icon_update = TRUE, mutcolor_update = TRUE, mutations_overlay_update = TRUE)
//Ghosts have copys of their minds, but if an admin put somebody else in their og body, the mind will have a new mind.key
// and transfer_to will transfer the wrong person since it uses mind.key
if(mind && isliving(desired_mob) && (!isobserver(src) || mind.current == src || QDELETED(mind.current)))
if (ckey(mind.key) != ckey)
//we could actually prevent the bug from happening here, but then nobody would know to look for the stack trace we are about to print.
stack_trace("DEBUG: The bug where mob transfers or transforms sometimes kick unrelated people out of mobs has happened again. mob [src]([type])\ref[src] owned by [ckey] is being changed into a [new_type] but has a mind owned by [ckey(mind.key)].")
mind.transfer_to(desired_mob, 1) // second argument to force key move to new mob
else
desired_mob.key = key
SEND_SIGNAL(src, COMSIG_MOB_CHANGED_TYPE, desired_mob)
if(delete_old_mob)
QDEL_IN(src, 1)
return desired_mob