Files
Bubberstation/code/modules/mob/transform_procs.dm
zxaber 50357cb9d6 Admins transforming a humanoid into an AI can now choose to not move them to the satellite. (#56075)
Adds a Yes/No/Cancel button to the AI transform proc that admins use on whether the new AI should be moved to the satellite or not.

Sometimes admins want to make an AI somewhere off-station for whatever reason. Also makes testing things with AIs less of a hassle.
2021-01-21 12:04:31 -08:00

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#define TRANSFORMATION_DURATION 22
/mob/living/carbon/proc/monkeyize()
if (notransform || transformation_timer)
return
if(ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
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/finish_monkeyize), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_monkeyize()
transformation_timer = null
to_chat(src, "<B>You are now a monkey.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(/datum/species/monkey)
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)
if (notransform || transformation_timer)
return
if(!ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
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/finish_humanize, species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
transformation_timer = null
to_chat(src, "<B>You are now a human.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(species)
return src
/mob/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
for(var/t in bodyparts)
qdel(t)
return ..()
/mob/living/carbon/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
return ..()
/mob/proc/AIize(transfer_after = TRUE, 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(!landmark_loc.len)
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(!landmark_loc.len)
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)
if(!transfer_after)
mind.active = FALSE
. = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
if(preference_source)
apply_pref_name("ai",preference_source)
qdel(src)
/mob/living/carbon/human/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if (notransform)
return
notransform = TRUE
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
for(var/t in bodyparts)
qdel(t)
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
R.gender = gender
R.invisibility = 0
if(client)
R.updatename(client)
if(mind) //TODO //TODO WHAT
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(R)
else if(transfer_after)
R.key = key
if(R.mmi)
R.mmi.name = "[initial(R.mmi.name)]: [real_name]"
if(R.mmi.brain)
R.mmi.brain.name = "[real_name]'s brain"
if(R.mmi.brainmob)
R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
R.mmi.brainmob.name = real_name
R.job = "Cyborg"
R.notify_ai(NEW_BORG)
. = R
qdel(src)
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, 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/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
new_xeno.a_intent = INTENT_HARM
new_xeno.key = key
update_atom_languages()
to_chat(new_xeno, "<B>You are now an alien.</B>")
. = new_xeno
qdel(src)
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, 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=1,i<=number,i++)
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.a_intent = INTENT_HARM
new_slime.key = key
to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
. = new_slime
qdel(src)
/mob/proc/become_overmind(starting_points = 60)
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 (notransform)
return
notransform = TRUE
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/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.a_intent = INTENT_HARM
new_corgi.key = key
to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
. = new_corgi
qdel(src)
/mob/living/carbon/proc/gorillize()
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
SSblackbox.record_feedback("amount", "gorillas_created", 1)
var/Itemlist = get_equipped_items(TRUE)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
var/mob/living/simple_animal/hostile/gorilla/new_gorilla = new (get_turf(src))
new_gorilla.a_intent = INTENT_HARM
if(mind)
mind.transfer_to(new_gorilla)
else
new_gorilla.key = key
to_chat(new_gorilla, "<B>You are now a gorilla. Ooga ooga!</B>")
. = new_gorilla
qdel(src)
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
if(!safe_animal(mobpath))
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
return
if(notransform)
return
notransform = TRUE
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/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = INTENT_HARM
to_chat(new_mob, "<span class='boldnotice'>You suddenly feel more... animalistic.</span>")
. = new_mob
qdel(src)
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
if(!safe_animal(mobpath))
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = INTENT_HARM
to_chat(new_mob, "<span class='boldnotice'>You feel more... animalistic.</span>")
. = 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))
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/simple_animal/pet/dog/corgi))
return TRUE
if(ispath(MP, /mob/living/simple_animal/crab))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
return TRUE
if(ispath(MP, /mob/living/simple_animal/shade))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
return TRUE
if(ispath(MP, /mob/living/simple_animal/mouse))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/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 TRANSFORMATION_DURATION