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## About The Pull Request Wow we're finally here. This turns carp into Basic Mobs instead of Simple Animals. They use a variety of behaviours added in previous PRs to act in a marginally more interesting way than they used to. But don't worry there's still 2 or 3 PRs to follow this one until I'm done with space fish. Changes in this PR: Carp will try to run away if they get below 50% health, to make use of their "regenerate if not attacked" component. Magicarp have different targetting behaviour for spells depending on their spell; - Ressurecting Carp will try to ressurect allied mobs. - Animating Carp will try to animate nearby objects. - Door-creating Carp will try to turn nearby walls into doors. You can order Magicarp to cast their spell on something if you happen to manage to tame one. The eating element now has support for "getting hurt" when you eat something. Carp eating can rings and hating it was too soulful not to continue supporting. ## Why It's Good For The Game Carp are iconic beasts and I think they should be more interesting. Also we just want to turn mobs into basic mobs anyway. ## Changelog 🆑 add: Carp will now run away if their health gets low, meaning they may have a chance to regenerate. add: Lia will now fight back if attacked instead of letting herself get killed, watch out! balance: Magicarp will now aim their spells more intelligently. add: Tame Magicarp can be ordered to use their spells on things. refactor: Carp are now "Basic Mobs" instead of "Simple Mobs" fix: Dehydrated carp no longer give you a bad feeling when they're your friend and a good feeling when they're going to attack you. balance: Tamed carp are now friendly only to their tamer rather than their whole faction, which should make dehydrated carp more active. Order them to stay or follow you if you want them to behave around your friends. /🆑
394 lines
11 KiB
Plaintext
394 lines
11 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_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, "<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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SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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uncuff()
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regenerate_icons()
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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_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, "<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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SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
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regenerate_icons()
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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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qdel(src)
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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/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/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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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 = JOB_CYBORG
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R.notify_ai(AI_NOTIFICATION_NEW_BORG)
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. = R
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if(R.ckey && is_banned_from(R.ckey, JOB_CYBORG))
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INVOKE_ASYNC(R, 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(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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notransform = FALSE
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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 (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/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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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 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, "<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/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, "<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) + 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(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_boldnotice("You suddenly feel more... animalistic."))
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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) + 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))
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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/simple_animal/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/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/basic/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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