mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-27 10:02:12 +00:00
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
562 lines
15 KiB
Plaintext
562 lines
15 KiB
Plaintext
/mob/living/carbon/proc/monkeyize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
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if (notransform)
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return
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//Handle items on mob
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//first implants & organs
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var/list/implants = list()
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var/list/int_organs = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/W in src)
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implants += W
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if (tr_flags & TR_KEEPORGANS)
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for(var/obj/item/organ/I in internal_organs)
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int_organs += I
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I.Remove(src, 1)
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if(tr_flags & TR_KEEPITEMS)
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for(var/obj/item/W in (src.contents-implants-int_organs))
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unEquip(W)
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//Make mob invisible and spawn animation
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notransform = 1
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canmove = 0
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stunned = 1
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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var/atom/movable/overlay/animation = new( loc )
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick("h2monkey", animation)
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sleep(22)
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var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
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qdel(animation)
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// hash the original name?
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if(tr_flags & TR_HASHNAME)
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O.name = "monkey ([copytext(md5(real_name), 2, 6)])"
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O.real_name = "monkey ([copytext(md5(real_name), 2, 6)])"
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//handle DNA and other attributes
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dna.transfer_identity(O)
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O.updateappearance(icon_update=0)
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if(tr_flags & TR_KEEPSE)
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O.dna.struc_enzymes = dna.struc_enzymes
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var/datum/mutation/human/race/R = mutations_list[RACEMUT]
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O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=1)//we don't want to keep the race block inactive
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if(suiciding)
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O.suiciding = suiciding
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if(hellbound)
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O.hellbound = hellbound
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O.loc = loc
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O.a_intent = "harm"
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/datum/disease/D in O.viruses)
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D.affected_mob = O
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D.holder = O
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss())
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O.adjustBruteLoss(getBruteLoss())
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O.setOxyLoss(getOxyLoss())
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O.adjustFireLoss(getFireLoss())
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O.radiation = radiation
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//re-add implants to new mob
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/I in implants)
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I.loc = O
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I.implanted = O
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//re-add organs to new mob
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if(tr_flags & TR_KEEPORGANS)
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for(var/obj/item/organ/I in O.internal_organs)
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qdel(I)
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for(var/obj/item/organ/I in int_organs)
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I.Insert(O, 1)
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//transfer mind and delete old mob
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if(mind)
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mind.transfer_to(O)
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if(O.mind.changeling)
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O.mind.changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a monkey.</B>"
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for(var/A in loc.vars)
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if(loc.vars[A] == src)
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loc.vars[A] = O
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. = O
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qdel(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(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
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if (notransform)
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return
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//Handle items on mob
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//first implants & organs
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var/list/implants = list()
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var/list/int_organs = list()
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/W in src)
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implants += W
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if (tr_flags & TR_KEEPORGANS)
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for(var/obj/item/organ/I in internal_organs)
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int_organs += I
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I.Remove(src, 1)
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//now the rest
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if (tr_flags & TR_KEEPITEMS)
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for(var/obj/item/W in (src.contents-implants-int_organs))
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unEquip(W)
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if (client)
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client.screen -= W
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if (W)
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W.loc = loc
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W.dropped(src)
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W.layer = initial(W.layer)
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//Make mob invisible and spawn animation
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notransform = 1
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canmove = 0
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stunned = 1
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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var/atom/movable/overlay/animation = new( loc )
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = src
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flick("monkey2h", animation)
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sleep(22)
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var/mob/living/carbon/human/O = new( loc )
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for(var/obj/item/C in O.loc)
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O.equip_to_appropriate_slot(C)
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qdel(animation)
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dna.transfer_identity(O)
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O.updateappearance(mutcolor_update=1)
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if(cmptext("monkey",copytext(O.dna.real_name,1,7)))
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O.real_name = random_unique_name(O.gender)
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O.dna.generate_unique_enzymes(O)
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else
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O.real_name = O.dna.real_name
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O.name = O.real_name
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if(tr_flags & TR_KEEPSE)
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O.dna.struc_enzymes = dna.struc_enzymes
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var/datum/mutation/human/race/R = mutations_list[RACEMUT]
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O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=0)//we don't want to keep the race block active
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O.domutcheck()
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if(suiciding)
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O.suiciding = suiciding
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if(hellbound)
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O.hellbound = hellbound
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O.loc = loc
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//keep viruses?
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if (tr_flags & TR_KEEPVIRUS)
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O.viruses = viruses
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viruses = list()
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for(var/datum/disease/D in O.viruses)
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D.affected_mob = O
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D.holder = O
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O.med_hud_set_status()
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//keep damage?
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if (tr_flags & TR_KEEPDAMAGE)
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O.setToxLoss(getToxLoss())
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O.adjustBruteLoss(getBruteLoss())
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O.setOxyLoss(getOxyLoss())
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O.adjustFireLoss(getFireLoss())
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O.radiation = radiation
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//re-add implants to new mob
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if (tr_flags & TR_KEEPIMPLANTS)
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for(var/obj/item/weapon/implant/I in implants)
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I.loc = O
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I.implanted = O
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O.sec_hud_set_implants()
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if(tr_flags & TR_KEEPORGANS)
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for(var/obj/item/organ/I in O.internal_organs)
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qdel(I)
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for(var/obj/item/organ/I in int_organs)
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I.Insert(O, 1)
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if(mind)
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mind.transfer_to(O)
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if(O.mind.changeling)
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for(var/obj/effect/proc_holder/changeling/humanform/HF in O.mind.changeling.purchasedpowers)
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mind.changeling.purchasedpowers -= HF
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O.a_intent = "help"
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if (tr_flags & TR_DEFAULTMSG)
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O << "<B>You are now a human.</B>"
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. = O
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for(var/A in loc.vars)
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if(loc.vars[A] == src)
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loc.vars[A] = O
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qdel(src)
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/mob/new_player/AIize()
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spawning = 1
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return ..()
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/mob/living/carbon/human/AIize()
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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()
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if (notransform)
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return
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for(var/obj/item/W in src)
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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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()
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if(client)
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stopLobbySound()
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var/mob/living/silicon/ai/O = new (loc,,,1)//No MMI but safety is in effect.
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if(mind)
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mind.transfer_to(O)
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else
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O.key = key
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var/obj/loc_landmark
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for(var/obj/effect/landmark/start/sloc in landmarks_list)
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if (sloc.name != "AI")
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continue
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if (locate(/mob/living) in sloc.loc)
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continue
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loc_landmark = sloc
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if (!loc_landmark)
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for(var/obj/effect/landmark/tripai in landmarks_list)
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if (tripai.name == "tripai")
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if(locate(/mob/living) in tripai.loc)
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continue
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loc_landmark = tripai
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if (!loc_landmark)
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O << "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/sloc in landmarks_list)
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if (sloc.name == "AI")
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loc_landmark = sloc
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O.loc = loc_landmark.loc
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for (var/obj/item/device/radio/intercom/comm in O.loc)
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comm.ai += O
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O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
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O << "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>"
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O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
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O << "To use something, simply click on it."
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O << {"Use say ":b to speak to your cyborgs through binary."} //"
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O << "For department channels, use the following say commands:"
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O << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
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O.show_laws()
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O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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O.verbs += /mob/living/silicon/ai/proc/show_laws_verb
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O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
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O.job = "AI"
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O.rename_self("ai")
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. = O
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qdel(src)
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return
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//human -> robot
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/mob/living/carbon/human/proc/Robotize(delete_items = 0)
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if (notransform)
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return
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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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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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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// cyborgs produced by Robotize get an automatic power cell
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R.cell = new(R)
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R.cell.maxcharge = 7500
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R.cell.charge = 7500
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R.gender = gender
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R.invisibility = 0
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if(mind) //TODO
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mind.transfer_to(R)
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if(mind.special_role)
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R.mind.store_memory("In case you look at this after being borged, the objectives are only here until I find a way to make them not show up for you, as I can't simply delete them without screwing up round-end reporting. --NeoFite")
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else
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R.key = key
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if (config.rename_cyborg)
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R.rename_self("cyborg")
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if(R.mmi)
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R.mmi.name = "Man-Machine Interface: [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.loc = loc
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R.job = "Cyborg"
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R.notify_ai(1)
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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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for(var/obj/item/W in src)
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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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.a_intent = "harm"
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new_xeno.key = key
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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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for(var/obj/item/W in src)
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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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.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.a_intent = "harm"
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new_slime.key = key
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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(mode_made = 0)
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var/mob/camera/blob/B = new /mob/camera/blob(loc, 0, mode_made)
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if(mind)
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mind.transfer_to(B)
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else
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B.key = key
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. = B
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qdel(src)
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/mob/proc/become_god(var/side_colour)
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var/mob/camera/god/G = new /mob/camera/god(loc)
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G.side = side_colour
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if(mind)
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mind.transfer_to(G)
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else
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G.key = key
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G.job = "Deity"
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G.rename_self("deity")
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G.update_icons()
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. = G
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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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for(var/obj/item/W in src)
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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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.a_intent = "harm"
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new_corgi.key = key
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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/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 mobtypes
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if(!safe_animal(mobpath))
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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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for(var/obj/item/W in src)
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unEquip(W)
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regenerate_icons()
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notransform = 1
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canmove = 0
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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/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.a_intent = "harm"
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|
new_mob << "You suddenly feel more... animalistic."
|
|
. = 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 mobtypes
|
|
|
|
if(!safe_animal(mobpath))
|
|
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 = "harm"
|
|
new_mob << "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 shouldnt 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 0 //Sanity, this should never happen.
|
|
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/construct))
|
|
return 0 //Verbs do not appear for players.
|
|
|
|
//Good mobs!
|
|
if(ispath(MP, /mob/living/simple_animal/pet/cat))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/crab))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/shade))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
|
|
return 1
|
|
if(ispath(MP, /mob/living/simple_animal/mouse))
|
|
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
|
|
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
|
|
if(ispath(MP, /mob/living/simple_animal/parrot))
|
|
return 1 //Parrots are no longer unfinished! -Nodrak
|
|
|
|
//Not in here? Must be untested!
|
|
return 0
|