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https://github.com/Bubberstation/Bubberstation.git
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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
373 lines
10 KiB
Plaintext
373 lines
10 KiB
Plaintext
#define TRANSFORMATION_DURATION 22
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/mob/living/carbon/proc/monkeyize()
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if (notransform || transformation_timer)
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return
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if(ismonkey(src))
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return
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//Make mob invisible and spawn animation
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notransform = TRUE
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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/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, "<B>You are now a monkey.</B>")
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notransform = FALSE
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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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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)
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if (notransform || transformation_timer)
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return
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if(!ismonkey(src))
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return
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//Make mob invisible and spawn animation
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notransform = TRUE
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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/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, "<B>You are now a human.</B>")
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notransform = FALSE
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icon = initial(icon)
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invisibility = 0
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set_species(species)
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return src
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/mob/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
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if (notransform)
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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/living/carbon/AIize(transfer_after = TRUE, client/preference_source)
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if (notransform)
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return
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notransform = TRUE
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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/proc/AIize(transfer_after = TRUE, 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(!landmark_loc.len)
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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(!landmark_loc.len)
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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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if(!transfer_after)
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mind.active = FALSE
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. = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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if(preference_source)
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apply_pref_name("ai",preference_source)
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qdel(src)
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/mob/living/carbon/human/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if (notransform)
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return
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notransform = TRUE
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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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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
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R.gender = gender
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R.invisibility = 0
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if(client)
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R.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(R)
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else if(transfer_after)
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R.key = key
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if(R.mmi)
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R.mmi.name = "[initial(R.mmi.name)]: [real_name]"
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if(R.mmi.brain)
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R.mmi.brain.name = "[real_name]'s brain"
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if(R.mmi.brainmob)
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R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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R.mmi.brainmob.name = real_name
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R.job = "Cyborg"
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R.notify_ai(NEW_BORG)
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. = R
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qdel(src)
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (notransform)
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return
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notransform = TRUE
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ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
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ADD_TRAIT(src, 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/humanoid/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/humanoid/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
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new_xeno.set_combat_mode(TRUE)
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new_xeno.key = key
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update_atom_languages()
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to_chat(new_xeno, "<B>You are now an alien.</B>")
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. = new_xeno
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qdel(src)
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if (notransform)
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return
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notransform = TRUE
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ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
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ADD_TRAIT(src, 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=1,i<=number,i++)
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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, "<B>You are now a slime. Skreee!</B>")
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. = new_slime
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qdel(src)
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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 (notransform)
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return
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notransform = TRUE
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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/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/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, "<B>You are now a Corgi. Yap Yap!</B>")
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. = new_corgi
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qdel(src)
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/mob/living/carbon/proc/gorillize()
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if(notransform)
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return
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notransform = TRUE
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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(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/simple_animal/hostile/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, "<B>You are now a gorilla. Ooga ooga!</B>")
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. = new_gorilla
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qdel(src)
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
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if(!safe_animal(mobpath))
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to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
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return
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if(notransform)
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return
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notransform = TRUE
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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 class='boldnotice'>You suddenly feel more... animalistic.</span>")
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. = new_mob
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qdel(src)
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal)
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var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
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if(!safe_animal(mobpath))
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to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
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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 class='boldnotice'>You feel more... animalistic.</span>")
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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))
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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/simple_animal/pet/dog/corgi))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/crab))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/carp))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/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/simple_animal/hostile/killertomato))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/mouse))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/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 TRANSFORMATION_DURATION
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