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Bubberstation/code/modules/mob/transform_procs.dm
IndieanaJones e1704d95c0 Self-Gorillafication Nerf (#86588)
## About The Pull Request

So, I buffed gorillas a while back for traitors to get more mileage out
of them, and outside of needing to adjust that one wizard spell I've
been overall pleased with the results. However, while I knew that
Geneticists were capable of turning themselves into gorillas without the
magilitis injector, I thought it came with great difficulty but hoo boy
I was wrong. Turns out, its quite easy to turn yourself into a gorilla
with the three roundstart genetics setups you start with, and all you
need a little bit of toxin-healing chems (which don't really have a
downside and can stack!) or a medibot to pull it off. People have been
using this to validhunt as the newly buffed gorillas as early as 7
minutes or less into the round, which I think sucks! So I'm here to
change it.

If you become a gorilla from genetics, you become a new subtype with
nerfed stats. The stats are as follows:

180 health (from 220)
Melee damage 15-18 (from 25-30)
Obj Damage 25 (from 40)
Speed 0.1 (from -0.1)
Paralyze chance 0 (from 20)
No limb ripping

## Why It's Good For The Game

It's very easy to become a gorilla right now with little to no effort
and to great effect, seeing as gorillas are pretty strong now. This
brings crew gorillas back in line to before gorillas got buffed for
traitor usage, which should ideally make this more balanced overall.

## Changelog

🆑
balance: Gorillas made from giving monkeys genetic damage are weaker
than their normal counterparts.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 20:44:42 +00:00

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#define TRANSFORMATION_DURATION 22
/// Will be removed once the transformation is complete.
#define TEMPORARY_TRANSFORMATION_TRAIT "temporary_transformation"
/// Considered "permanent" since we'll be deleting the old mob and the client will be inserted into a new one (without this trait)
#define PERMANENT_TRANSFORMATION_TRAIT "permanent_transformation"
/mob/living/carbon/proc/monkeyize(instant = FALSE)
if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
if(ismonkey(src))
return
if(instant)
finish_monkeyize()
return
//Make mob invisible and spawn animation
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
var/obj/effect = new /obj/effect/temp_visual/monkeyify(loc)
effect.SetInvisibility(invisibility)
SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_monkeyize()
transformation_timer = null
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
icon = initial(icon)
RemoveInvisibility(type)
set_species(/datum/species/monkey)
to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
name = LOWER_TEXT(dna.species.name)
regenerate_icons()
set_name()
SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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, instant = FALSE)
if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
if(!ismonkey(src))
return
if(instant)
finish_humanize(species)
return
//Make mob invisible and spawn animation
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
var/obj/effect = new /obj/effect/temp_visual/monkeyify/humanify(loc)
effect.SetInvisibility(invisibility)
SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
transformation_timer = null
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
icon = initial(icon)
RemoveInvisibility(type)
set_species(species)
to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
return src
/mob/living/carbon/human/finish_humanize(species = /datum/species/human)
underwear = "Nude"
undershirt = "Nude"
socks = "Nude"
return ..()
/mob/proc/AIize(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(!length(landmark_loc))
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(!length(landmark_loc))
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)
var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
. = our_AI
if(preference_source)
apply_pref_name(/datum/preference/name/ai, preference_source)
our_AI.apply_pref_hologram_display(preference_source)
our_AI.set_core_display_icon(null, preference_source)
qdel(src)
/mob/living/carbon/AIize(client/preference_source, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
return ..()
/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
return ..()
/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
new_borg.gender = gender
new_borg.SetInvisibility(INVISIBILITY_NONE)
if(client?.prefs.read_preference(/datum/preference/name/cyborg) != DEFAULT_CYBORG_NAME)
new_borg.apply_pref_name(/datum/preference/name/cyborg, client)
if(mind) //TODO //TODO WHAT
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(new_borg)
else if(transfer_after)
new_borg.key = key
if(new_borg.mmi)
new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
if(new_borg.mmi.brain)
new_borg.mmi.brain.name = "[real_name]'s brain"
if(new_borg.mmi.brainmob)
new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
new_borg.mmi.brainmob.name = real_name
new_borg.job = JOB_CYBORG
new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
. = new_borg
if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
qdel(src)
/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
drop_everything(delete_items)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
return ..()
/mob/living/silicon/robot/proc/replace_banned_cyborg()
to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
ghostize(FALSE)
var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [span_notice(name)]?", check_jobban = JOB_CYBORG, poll_time = 5 SECONDS, checked_target = src, alert_pic = src, role_name_text = "cyborg")
if(chosen_one)
message_admins("[key_name_admin(chosen_one)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
key = chosen_one.key
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/adult/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/adult/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
new_xeno.set_combat_mode(TRUE)
new_xeno.key = key
to_chat(new_xeno, span_boldnotice("You are now an alien."))
qdel(src)
return new_xeno
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts)
qdel(t)
var/mob/living/basic/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 in 1 to number)
var/mob/living/basic/slime/M = new/mob/living/basic/slime(loc)
M.set_nutrition(round(nutrition/number))
step_away(M,src)
babies += M
new_slime = pick(babies)
else
new_slime = new /mob/living/basic/slime(loc)
new_slime.set_combat_mode(TRUE)
new_slime.key = key
to_chat(new_slime, span_boldnotice("You are now a slime. Skreee!"))
qdel(src)
return new_slime
/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
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(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
new_corgi.set_combat_mode(TRUE)
new_corgi.key = key
to_chat(new_corgi, span_boldnotice("You are now a Corgi. Yap Yap!"))
qdel(src)
return new_corgi
/**
* Turns the source atom into a crab crab, the peak of evolutionary design.
*/
/mob/living/carbon/human/proc/crabize()
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/objeto in src)
dropItemToGround(objeto)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
var/mob/living/basic/crab/new_crab = new (loc)
new_crab.set_combat_mode(TRUE) // snip snip
if(mind)
mind.transfer_to(new_crab)
to_chat(new_crab, span_boldnotice("You have evolved into a crab!"))
qdel(src)
return new_crab
/mob/living/carbon/proc/gorillize(genetics_gorilla = FALSE)
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
SSblackbox.record_feedback("amount", "gorillas_created", 1)
var/Itemlist = get_equipped_items(INCLUDE_POCKETS)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
var/gorilla_type = genetics_gorilla ? /mob/living/basic/gorilla/genetics : /mob/living/basic/gorilla
var/mob/living/basic/gorilla/new_gorilla = new gorilla_type(get_turf(src))
new_gorilla.set_combat_mode(TRUE)
if(mind)
mind.transfer_to(new_gorilla)
else
new_gorilla.key = key
to_chat(new_gorilla, span_boldnotice("You are now a gorilla. Ooga ooga!"))
qdel(src)
return new_gorilla
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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)))
if(isnull(mobpath))
return
if(!safe_animal(mobpath))
to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
return
if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
return
ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
SetInvisibility(INVISIBILITY_MAXIMUM)
for(var/t in bodyparts)
qdel(t)
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
qdel(src)
return new_mob
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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)))
if(isnull(mobpath))
return
if(!safe_animal(mobpath))
to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
return
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
. = 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/basic/construct))
return FALSE //Verbs do not appear for players.
//Good mobs!
if(ispath(MP, /mob/living/basic/pet/cat))
return TRUE
if(ispath(MP, /mob/living/basic/pet/dog/corgi))
return TRUE
if(ispath(MP, /mob/living/basic/crab))
return TRUE
if(ispath(MP, /mob/living/basic/carp))
return TRUE
if(ispath(MP, /mob/living/basic/mushroom))
return TRUE
if(ispath(MP, /mob/living/basic/shade))
return TRUE
if(ispath(MP, /mob/living/basic/killer_tomato))
return TRUE
if(ispath(MP, /mob/living/basic/mouse))
return TRUE
if(ispath(MP, /mob/living/basic/bear))
return TRUE
if(ispath(MP, /mob/living/basic/parrot))
return TRUE //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return FALSE
#undef PERMANENT_TRANSFORMATION_TRAIT
#undef TEMPORARY_TRANSFORMATION_TRAIT
#undef TRANSFORMATION_DURATION