//////////////////////////////// //// Machines required for body printing //// and decanting into bodies //////////////////////////////// /////// Grower Pod /////// /obj/machinery/clonepod/transhuman name = "grower pod" catalogue_data = list(/datum/category_item/catalogue/information/organization/vey_med, /datum/category_item/catalogue/technology/resleeving) circuit = /obj/item/weapon/circuitboard/transhuman_clonepod //A full version of the pod /obj/machinery/clonepod/transhuman/full/Initialize() . = ..() for(var/i = 1 to container_limit) containers += new /obj/item/weapon/reagent_containers/glass/bottle/biomass(src) /obj/machinery/clonepod/transhuman/growclone(var/datum/transhuman/body_record/current_project) //Manage machine-specific stuff. if(mess || attempting) return 0 attempting = 1 //One at a time!! locked = 1 eject_wait = 1 spawn(30) eject_wait = 0 // Remove biomass when the cloning is started, rather than when the guy pops out remove_biomass(CLONE_BIOMASS) //Get the DNA and generate a new mob var/datum/dna2/record/R = current_project.mydna var/mob/living/carbon/human/H = new /mob/living/carbon/human(src, R.dna.species) if(current_project.locked) H.resleeve_lock = current_project.ckey //Fix the external organs for(var/part in current_project.limb_data) var/status = current_project.limb_data[part] if(status == null) continue //Species doesn't have limb? Child of amputated limb? var/obj/item/organ/external/O = H.organs_by_name[part] if(!O) continue //Not an organ. Perhaps another amputation removed it already. if(status == 1) //Normal limbs continue else if(status == 0) //Missing limbs O.remove_rejuv() else if(status) //Anything else is a manufacturer O.remove_rejuv() //Don't robotize them, leave them removed so robotics can attach a part. //Look, this machine can do this because [reasons] okay?! for(var/part in current_project.organ_data) var/status = current_project.organ_data[part] if(status == null) continue //Species doesn't have organ? Child of missing part? var/obj/item/organ/I = H.internal_organs_by_name[part] if(!I) continue//Not an organ. Perhaps external conversion changed it already? if(status == 0) //Normal organ continue else if(status == 1) //Assisted organ I.mechassist() else if(status == 2) //Mechanical organ I.robotize() else if(status == 3) //Digital organ I.digitize() //Give breathing equipment if needed if(current_project.breath_type != "oxygen") H.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(H), slot_wear_mask) var/obj/item/weapon/tank/tankpath if(current_project.breath_type == "phoron") tankpath = /obj/item/weapon/tank/vox else tankpath = text2path("/obj/item/weapon/tank/" + current_project.breath_type) if(tankpath) H.equip_to_slot_or_del(new tankpath(H), slot_back) H.internal = H.back if(istype(H.internal,/obj/item/weapon/tank) && H.internals) H.internals.icon_state = "internal1" occupant = H //Set the name or generate one if(!R.dna.real_name) R.dna.real_name = "clone ([rand(0,999)])" H.real_name = R.dna.real_name //Apply DNA H.dna = R.dna.Clone() H.original_player = current_project.ckey //Apply genetic modifiers for(var/modifier_type in R.genetic_modifiers) H.add_modifier(modifier_type) //Apply damage H.adjustCloneLoss((H.getMaxHealth() - config.health_threshold_dead)*-0.75) H.Paralyse(4) H.updatehealth() //Grower specific mutations if(heal_level < 60) randmutb(H) H.dna.UpdateSE() H.dna.UpdateUI() //Update appearance, remake icons H.UpdateAppearance() H.sync_organ_dna() H.regenerate_icons() //Basically all the VORE stuff H.ooc_notes = current_project.body_oocnotes H.flavor_texts = current_project.mydna.flavor.Copy() H.resize(current_project.sizemult, FALSE) H.appearance_flags = current_project.aflags H.weight = current_project.weight if(current_project.speciesname) H.custom_species = current_project.speciesname //Suiciding var H.suiciding = 0 //Making double-sure this is not set H.mind = null //Machine specific stuff at the end update_icon() attempting = 0 return 1 /obj/machinery/clonepod/transhuman/process() if(stat & NOPOWER) if(occupant) locked = 0 go_out() return if((occupant) && (occupant.loc == src)) if(occupant.stat == DEAD) locked = 0 go_out() connected_message("Clone Rejected: Deceased.") return else if(occupant.health < heal_level && occupant.getCloneLoss() > 0) //Slowly get that clone healed and finished. occupant.adjustCloneLoss(-2 * heal_rate) //Premature clones may have brain damage. occupant.adjustBrainLoss(-(CEILING((0.5*heal_rate), 1))) //So clones don't die of oxyloss in a running pod. if(occupant.reagents.get_reagent_amount("inaprovaline") < 30) occupant.reagents.add_reagent("inaprovaline", 60) //Also heal some oxyloss ourselves because inaprovaline is so bad at preventing it!! occupant.adjustOxyLoss(-4) use_power(7500) //This might need tweaking. return else if(((occupant.health == occupant.maxHealth)) && (!eject_wait)) playsound(src, 'sound/machines/ding.ogg', 50, 1) audible_message("\The [src] signals that the growing process is complete.", runemessage = "ding") connected_message("Growing Process Complete.") locked = 0 go_out() return else if((!occupant) || (occupant.loc != src)) occupant = null if(locked) locked = 0 return return /obj/machinery/clonepod/transhuman/get_completion() if(occupant) return 100 * ((occupant.health + abs(config.health_threshold_dead)) / (occupant.maxHealth + abs(config.health_threshold_dead))) return 0 //Synthetic version /obj/machinery/transhuman/synthprinter name = "SynthFab 3000" desc = "A rapid fabricator for synthetic bodies." catalogue_data = list(/datum/category_item/catalogue/information/organization/vey_med, /datum/category_item/catalogue/technology/resleeving) icon = 'icons/obj/machines/synthpod.dmi' icon_state = "pod_0" circuit = /obj/item/weapon/circuitboard/transhuman_synthprinter density = TRUE anchored = TRUE var/list/stored_material = list(MAT_STEEL = 30000, MAT_GLASS = 30000) var/connected //What console it's done up with var/busy = 0 //Busy cloning var/body_cost = 15000 //Cost of a cloned body (metal and glass ea.) var/max_res_amount = 30000 //Max the thing can hold var/datum/transhuman/body_record/current_project var/broken = 0 var/burn_value = 45 var/brute_value = 60 /obj/machinery/transhuman/synthprinter/New() ..() component_parts = list() component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/scanning_module(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/stack/cable_coil(src, 2) RefreshParts() update_icon() /obj/machinery/transhuman/synthprinter/RefreshParts() //Scanning modules reduce burn rating by 15 each var/burn_rating = initial(burn_value) for(var/obj/item/weapon/stock_parts/scanning_module/SM in component_parts) burn_rating = burn_rating - (SM.rating*15) burn_value = burn_rating //Manipulators reduce brute by 10 each var/brute_rating = initial(burn_value) for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) brute_rating = brute_rating - (M.rating*10) brute_value = brute_rating //Matter bins multiply the storage amount by their rating. var/store_rating = initial(max_res_amount) for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts) store_rating = store_rating * MB.rating max_res_amount = store_rating /obj/machinery/transhuman/synthprinter/process() if(stat & NOPOWER) if(busy) busy = 0 current_project = null update_icon() return if(busy > 0 && busy <= 95) busy += 5 if(busy >= 100) make_body() return /obj/machinery/transhuman/synthprinter/proc/print(var/datum/transhuman/body_record/BR) if(!istype(BR) || busy) return 0 if(stored_material[MAT_STEEL] < body_cost || stored_material["glass"] < body_cost) return 0 current_project = BR busy = 5 update_icon() return 1 /obj/machinery/transhuman/synthprinter/proc/make_body() //Manage machine-specific stuff if(!current_project) busy = 0 update_icon() return //Get the DNA and generate a new mob var/datum/dna2/record/R = current_project.mydna var/mob/living/carbon/human/H = new /mob/living/carbon/human(src, R.dna.species) if(current_project.locked) H.resleeve_lock = current_project.ckey //Fix the external organs for(var/part in current_project.limb_data) var/status = current_project.limb_data[part] if(status == null) continue //Species doesn't have limb? Child of amputated limb? var/obj/item/organ/external/O = H.organs_by_name[part] if(!O) continue //Not an organ. Perhaps another amputation removed it already. if(status == 1) //Normal limbs continue else if(status == 0) //Missing limbs O.remove_rejuv() else if(status) //Anything else is a manufacturer O.robotize(status) //Then the internal organs for(var/part in current_project.organ_data) var/status = current_project.organ_data[part] if(status == null) continue //Species doesn't have organ? Child of missing part? var/obj/item/organ/I = H.internal_organs_by_name[part] if(!I) continue//Not an organ. Perhaps external conversion changed it already? if(status == 0) //Normal organ continue else if(status == 1) //Assisted organ I.mechassist() else if(status == 2) //Mechanical organ I.robotize() else if(status == 3) //Digital organ I.digitize() //Set the name or generate one if(!R.dna.real_name) R.dna.real_name = "synth ([rand(0,999)])" H.real_name = R.dna.real_name //Apply DNA H.dna = R.dna.Clone() H.original_player = current_project.ckey //Apply damage H.adjustBruteLoss(brute_value) H.adjustFireLoss(burn_value) H.updatehealth() //Update appearance, remake icons H.UpdateAppearance() H.sync_organ_dna() H.regenerate_icons() //Basically all the VORE stuff H.ooc_notes = current_project.body_oocnotes H.flavor_texts = current_project.mydna.flavor.Copy() H.resize(current_project.sizemult) H.appearance_flags = current_project.aflags H.weight = current_project.weight if(current_project.speciesname) H.custom_species = current_project.speciesname //Suiciding var H.suiciding = 0 //Making double-sure this is not set H.mind = null //Plonk them here. H.regenerate_icons() H.loc = get_turf(src) //Machine specific stuff at the end stored_material[MAT_STEEL] -= body_cost stored_material["glass"] -= body_cost busy = 0 update_icon() return 1 /obj/machinery/transhuman/synthprinter/attack_hand(mob/user as mob) if((busy == 0) || (stat & NOPOWER)) return to_chat(user, "Current print cycle is [busy]% complete.") return /obj/machinery/transhuman/synthprinter/attackby(obj/item/W as obj, mob/user as mob) src.add_fingerprint(user) if(busy) to_chat(user, "\The [src] is busy. Please wait for completion of previous operation.") return if(default_deconstruction_screwdriver(user, W)) return if(default_deconstruction_crowbar(user, W)) return if(default_part_replacement(user, W)) return if(panel_open) to_chat(user, "You can't load \the [src] while it's opened.") return if(!istype(W, /obj/item/stack/material)) to_chat(user, "You cannot insert this item into \the [src]!") return var/obj/item/stack/material/S = W if(!(S.material.name in stored_material)) to_chat(user, "\The [src] doesn't accept [S.material]!") return var/amnt = S.perunit if(stored_material[S.material.name] + amnt <= max_res_amount) if(S && S.get_amount() >= 1) var/count = 0 while(stored_material[S.material.name] + amnt <= max_res_amount && S.get_amount() >= 1) stored_material[S.material.name] += amnt S.use(1) count++ to_chat(user, "You insert [count] [S.name] into \the [src].") else to_chat(user, "\the [src] cannot hold more [S.name].") updateUsrDialog() return /obj/machinery/transhuman/synthprinter/update_icon() ..() icon_state = "pod_0" if(busy && !(stat & NOPOWER)) icon_state = "pod_1" else if(broken) icon_state = "pod_g" /////// Resleever Pod /////// /obj/machinery/transhuman/resleever name = "resleeving pod" desc = "Used to combine mind and body into one unit." catalogue_data = list(/datum/category_item/catalogue/information/organization/vey_med, /datum/category_item/catalogue/technology/resleeving) icon = 'icons/obj/machines/implantchair.dmi' icon_state = "implantchair" circuit = /obj/item/weapon/circuitboard/transhuman_resleever density = TRUE opacity = 0 anchored = TRUE var/blur_amount var/confuse_amount var/mob/living/carbon/human/occupant = null var/connected = null var/sleevecards = 2 /obj/machinery/transhuman/resleever/New() ..() component_parts = list() component_parts += new /obj/item/weapon/stock_parts/scanning_module(src) component_parts += new /obj/item/weapon/stock_parts/scanning_module(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/console_screen(src) component_parts += new /obj/item/stack/cable_coil(src, 2) RefreshParts() update_icon() /obj/machinery/transhuman/resleever/RefreshParts() var/scan_rating = 0 for(var/obj/item/weapon/stock_parts/scanning_module/SM in component_parts) scan_rating += SM.rating confuse_amount = (48 - scan_rating * 8) var/manip_rating = 0 for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) manip_rating += M.rating blur_amount = (48 - manip_rating * 8) /obj/machinery/transhuman/resleever/attack_hand(mob/user as mob) tgui_interact(user) /obj/machinery/transhuman/resleever/tgui_interact(mob/user, datum/tgui/ui = null) if(stat & (NOPOWER|BROKEN)) return ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "ResleevingPod", "Resleever") ui.open() /obj/machinery/transhuman/resleever/tgui_data(mob/user) var/list/data = list() data["occupied"] = !!occupant if(occupant) data["name"] = occupant.name data["health"] = occupant.health data["maxHealth"] = occupant.maxHealth data["stat"] = occupant.stat data["mindStatus"] = !!occupant.mind data["mindName"] = occupant.mind?.name /* CHOMP Edit: Get rid of resleeving sickness stuff if(occupant.has_modifier_of_type(/datum/modifier/resleeving_sickness) || occupant.has_modifier_of_type(/datum/modifier/faux_resleeving_sickness)) data["resleeveSick"] = TRUE else data["resleeveSick"] = FALSE if(occupant.confused || occupant.eye_blurry) data["initialSick"] = TRUE else data["initialSick"] = FALSE */ //End chomp edit return data /obj/machinery/transhuman/resleever/attackby(obj/item/W as obj, mob/user as mob) src.add_fingerprint(user) if(default_deconstruction_screwdriver(user, W)) return if(default_deconstruction_crowbar(user, W)) return if(default_part_replacement(user, W)) return if(istype(W, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = W if(!ismob(G.affecting)) return var/mob/M = G.affecting if(put_mob(M)) qdel(G) src.updateUsrDialog() return //Don't call up else we'll get attack messsages if(istype(W, /obj/item/device/sleevecard)) var/obj/item/device/sleevecard/C = W user.unEquip(C) C.removePersonality() qdel(C) sleevecards++ to_chat(user, "You store \the [C] in \the [src].") return return ..() /obj/machinery/transhuman/resleever/MouseDrop_T(mob/living/carbon/O, mob/user as mob) if(!istype(O)) return 0 //not a mob if(user.incapacitated()) return 0 //user shouldn't be doing things if(O.anchored) return 0 //mob is anchored??? if(get_dist(user, src) > 1 || get_dist(user, O) > 1) return 0 //doesn't use adjacent() to allow for non-cardinal (fuck my life) if(!ishuman(user) && !isrobot(user)) return 0 //not a borg or human if(panel_open) to_chat(user, "Close the maintenance panel first.") return 0 //panel open if(O.buckled) return 0 if(O.has_buckled_mobs()) to_chat(user, span("warning", "\The [O] has other entities attached to it. Remove them first.")) return if(put_mob(O)) if(O == user) src.updateUsrDialog() visible_message("[user] climbs into \the [src].") else src.updateUsrDialog() visible_message("[user] puts [O] into \the [src].") add_fingerprint(user) /obj/machinery/transhuman/resleever/proc/putmind(var/datum/transhuman/mind_record/MR, mode = 1, var/mob/living/carbon/human/override = null, var/db_key) if((!occupant || !istype(occupant) || occupant.stat >= DEAD) && mode == 1) return 0 if(mode == 2 && sleevecards) //Card sleeving var/obj/item/device/sleevecard/card = new /obj/item/device/sleevecard(get_turf(src)) card.sleeveInto(MR, db_key = db_key) sleevecards-- return 1 //If we're sleeving a subtarget, briefly swap them to not need to duplicate tons of code. var/mob/living/carbon/human/original_occupant if(override) original_occupant = occupant occupant = override //In case they already had a mind! if(occupant && occupant.mind) to_chat(occupant, "You feel your mind being overwritten...") log_and_message_admins("was resleeve-wiped from their body.",occupant.mind) occupant.ghostize() //Attach as much stuff as possible to the mob. for(var/datum/language/L in MR.languages) occupant.add_language(L.name) MR.mind_ref.active = 1 //Well, it's about to be. MR.mind_ref.transfer_to(occupant) //Does mind+ckey+client. occupant.identifying_gender = MR.id_gender occupant.ooc_notes = MR.mind_oocnotes occupant.apply_vore_prefs() //Cheap hack for now to give them SOME bellies. if(MR.one_time) var/how_long = round((world.time - MR.last_update)/10/60) to_chat(occupant, "Your mind backup was a 'one-time' backup. \ You will not be able to remember anything since the backup, [how_long] minutes ago.") //Re-supply a NIF if one was backed up with them. if(MR.nif_path) var/obj/item/device/nif/nif = new MR.nif_path(occupant,null,MR.nif_savedata) for(var/path in MR.nif_software) new path(nif) nif.durability = MR.nif_durability //Restore backed up durability after restoring the softs. // If it was a custom sleeve (not owned by anyone), update namification sequences if(!occupant.original_player) occupant.real_name = occupant.mind.name occupant.name = occupant.real_name occupant.dna.real_name = occupant.real_name //Give them a backup implant var/obj/item/weapon/implant/backup/new_imp = new() if(new_imp.handle_implant(occupant, BP_HEAD)) new_imp.post_implant(occupant) //Inform them and make them a little dizzy. if(confuse_amount + blur_amount <= 16) to_chat(occupant, "You feel a small pain in your head as you're given a new backup implant. Your new body feels comfortable already, however.") else to_chat(occupant, "You feel a small pain in your head as you're given a new backup implant. Oh, and a new body. It's disorienting, to say the least.") occupant.confused = max(occupant.confused, confuse_amount) occupant.eye_blurry = max(occupant.eye_blurry, blur_amount) if(occupant.mind && occupant.original_player && ckey(occupant.mind.key) != occupant.original_player) log_and_message_admins("is now a cross-sleeved character. Body originally belonged to [occupant.real_name]. Mind is now [occupant.mind.name].",occupant) if(original_occupant) occupant = original_occupant playsound(src, 'sound/machines/medbayscanner1.ogg', 100, 1) // Play our sound at the end of the mind injection! return 1 /obj/machinery/transhuman/resleever/proc/go_out(var/mob/M) if(!( src.occupant )) return if (src.occupant.client) src.occupant.client.eye = src.occupant.client.mob src.occupant.client.perspective = MOB_PERSPECTIVE src.occupant.loc = src.loc src.occupant = null icon_state = "implantchair" return /obj/machinery/transhuman/resleever/proc/put_mob(mob/living/carbon/human/M as mob) if(!ishuman(M)) to_chat(usr, "\The [src] cannot hold this!") return if(src.occupant) to_chat(usr, "\The [src] is already occupied!") return if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.stop_pulling() M.loc = src src.occupant = M src.add_fingerprint(usr) icon_state = "implantchair_on" return 1 /obj/machinery/transhuman/resleever/verb/get_out() set name = "EJECT Occupant" set category = "Object" set src in oview(1) if(usr.stat != 0) return src.go_out(usr) add_fingerprint(usr) return /obj/machinery/transhuman/resleever/verb/move_inside() set name = "Move INSIDE" set category = "Object" set src in oview(1) if(usr.stat != 0 || stat & (NOPOWER|BROKEN)) return put_mob(usr) return