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Bubberstation/code/modules/mob/transform_procs.dm
Ryll Ryll b5089e714b Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
2021-12-02 09:29:06 +00:00

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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/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)
var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
. = our_AI
if(mind)
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(our_AI)
else if(transfer_after)
our_AI.key = key
if(preference_source)
apply_pref_name(/datum/preference/name/ai, preference_source)
qdel(src)
/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/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
for(var/t in bodyparts)
qdel(t)
return ..()
/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if(notransform)
return
notransform = TRUE
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(AI_NOTIFICATION_NEW_BORG)
. = R
if(R.ckey && is_banned_from(R.ckey, "Cyborg"))
INVOKE_ASYNC(R, /mob/living/silicon/robot.proc/replace_banned_cyborg)
qdel(src)
/mob/living/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
notransform = FALSE
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/list/mob/dead/observer/candidates = poll_candidates_for_mob("Do you want to play as [src]?", "Cyborg", null, 5 SECONDS, src)
if(LAZYLEN(candidates))
var/mob/dead/observer/chosen_candidate = pick(candidates)
message_admins("[key_name_admin(chosen_candidate)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
key = chosen_candidate.key
//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.set_combat_mode(TRUE)
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 in 1 to number)
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.set_combat_mode(TRUE)
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 = 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 (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.set_combat_mode(TRUE)
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.set_combat_mode(TRUE)
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 = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, /proc/cmp_typepaths_asc))
if(!safe_animal(mobpath))
to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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/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."))
. = new_mob
qdel(src)
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, /proc/cmp_typepaths_asc))
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/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