/mob/living/carbon/human/proc/monkeyize() if (monkeyizing) return for(var/obj/item/W in src) if (W==w_uniform) // will be teared continue drop_from_slot(W) update_clothing() monkeyizing = 1 canmove = 0 icon = null invisibility = 101 for(var/name in organs) del(organs[name]) var/atom/movable/overlay/animation = new /atom/movable/overlay( loc ) animation.icon_state = "blank" animation.icon = 'mob.dmi' animation.master = src flick("h2monkey", animation) sleep(48) //animation = null var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc ) del(animation) O.name = "monkey" O.dna = dna dna = null O.dna.uni_identity = "00600200A00E0110148FC01300B009" //O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8" O.dna.struc_enzymes = "[copytext(O.dna.struc_enzymes,1,1+3*13)]BB8" O.loc = loc O.viruses = viruses viruses = list() for(var/datum/disease/D in O.viruses) D.affected_mob = O if (client) client.mob = O if(mind) mind.transfer_to(O) O.a_intent = "hurt" O << "You are now a monkey." spawn(0)//To prevent the proc from returning null. del(src) return O /mob/new_player/AIize() spawning = 1 return ..() /mob/living/carbon/human/AIize() if (monkeyizing) return for(var/name in organs) del(organs[name]) return ..() /mob/living/carbon/AIize() if (monkeyizing) return for(var/obj/item/W in src) drop_from_slot(W) update_clothing() monkeyizing = 1 canmove = 0 icon = null invisibility = 101 return ..() /mob/proc/AIize() if(client) client.screen.len = null var/mob/living/silicon/ai/O = new (loc, /datum/ai_laws/nanotrasen,,1)//No MMI but safety is in effect. O.invisibility = 0 O.aiRestorePowerRoutine = 0 O.lastKnownIP = client.address if(mind) mind.transfer_to(O) O.mind.original = O else O.mind = new O.mind.current = O O.mind.original = O O.mind.assigned_role = "AI" O.key = key if(!(O.mind in ticker.minds)) ticker.minds += O.mind//Adds them to regular mind list. var/obj/loc_landmark for(var/obj/effect/landmark/start/sloc in world) if (sloc.name != "AI") continue if (locate(/mob) in sloc.loc) continue loc_landmark = sloc if (!loc_landmark) for(var/obj/effect/landmark/tripai in world) if (tripai.name == "tripai") if(locate(/mob) in tripai.loc) continue loc_landmark = tripai if (!loc_landmark) O << "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/sloc in world) if (sloc.name == "AI") loc_landmark = sloc O.loc = loc_landmark.loc for (var/obj/item/device/radio/intercom/comm in O.loc) comm.ai += O O << "You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras)." O << "To look at other parts of the station, double-click yourself to get a camera menu." O << "While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc." O << "To use something, simply double-click it." O << "Currently right-click functions will not work for the AI (except examine), and will either be replaced with dialogs or won't be usable by the AI." if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai))) O.show_laws() O << "These laws may be changed by other players, or by you being the traitor." O << "
IMPORTANT GAMEPLAY ASPECTS:" O << "1.) Act like an AI. If someone is breaking into your upload, say something like \"Alert. Unauthorised Access Detected: AI Upload.\" not \"Help! Urist is trying to subvert me!\"" O << "2.) Do not watch the traitor like a hawk alerting the station to his/her every move. This relates to 1." O << "3.) You are theoretically omniscient, but you should not be Beepsky 5000, laying down the law left and right. That is security's job. Instead, try to keep the station productive and effective. (Feel free to report the location of major violence and crimes and all that, just do not be the evil thing looking over peoples shoulders)" O << "
We want everyone to have a good time, so we, the admins, will try to correct you if you stray from these rules. Just try to keep it sensible." O.verbs += /mob/living/silicon/ai/proc/ai_call_shuttle O.verbs += /mob/living/silicon/ai/proc/show_laws_verb O.verbs += /mob/living/silicon/ai/proc/ai_camera_track O.verbs += /mob/living/silicon/ai/proc/ai_alerts O.verbs += /mob/living/silicon/ai/proc/ai_camera_list O.verbs += /mob/living/silicon/ai/proc/ai_statuschange O.verbs += /mob/living/silicon/ai/proc/ai_roster // O.verbs += /mob/living/silicon/ai/proc/ai_cancel_call O.job = "AI" spawn(0) ainame(O) world << text("[O.real_name] is the AI!") spawn(50) world << sound('newAI.ogg') del(src) return O //human -> robot /mob/living/carbon/human/proc/Robotize() if (monkeyizing) return for(var/obj/item/W in src) drop_from_slot(W) update_clothing() monkeyizing = 1 canmove = 0 icon = null invisibility = 101 for(var/name in organs) del(organs[name]) if(client) //client.screen -= main_hud1.contents client.screen -= hud_used.contents client.screen -= hud_used.adding client.screen -= hud_used.mon_blo client.screen -= list( oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach ) client.screen -= list( zone_sel, oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach ) var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc ) // cyborgs produced by Robotize get an automatic power cell O.cell = new(O) O.cell.maxcharge = 7500 O.cell.charge = 7500 O.gender = gender O.invisibility = 0 O.name = "Cyborg" O.real_name = "Cyborg" O.lastKnownIP = client.address ? client.address : null if (mind) mind.transfer_to(O) if (mind.assigned_role == "Cyborg") mind.original = O else if (mind.special_role) O.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") else mind = new /datum/mind( ) mind.key = key mind.current = O mind.original = O mind.transfer_to(O) if(!(O.mind in ticker.minds)) ticker.minds += O.mind//Adds them to regular mind list. O.loc = loc O << "You are playing a Robot. A Robot can interact with most electronic objects in its view point." O << "You must follow the laws that the AI has. You are the AI's assistant to the station basically." O << "To use something, simply double-click it." O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."} O.job = "Cyborg" O.mmi = new /obj/item/device/mmi(O) O.mmi.transfer_identity(src)//Does not transfer key/client. spawn(0)//To prevent the proc from returning null. del(src) return O //human -> alien /mob/living/carbon/human/proc/Alienize() if (monkeyizing) return for(var/obj/item/W in src) drop_from_slot(W) update_clothing() monkeyizing = 1 canmove = 0 icon = null invisibility = 101 for(var/name in organs) del(organs[name]) 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) //Honestly not sure why it's giving them DNA. /* new_xeno.dna = dna dna = null new_xeno.dna.uni_identity = "00600200A00E0110148FC01300B009" new_xeno.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8" */ new_xeno.mind_initialize(src, alien_caste) new_xeno.key = key new_xeno.a_intent = "hurt" new_xeno << "You are now an alien." spawn(0)//To prevent the proc from returning null. del(src) return /mob/living/carbon/human/proc/Metroidize(adult as num, reproduce as num) if (monkeyizing) return for(var/obj/item/W in src) drop_from_slot(W) update_clothing() monkeyizing = 1 canmove = 0 icon = null invisibility = 101 for(var/name in organs) del(organs[name]) if(reproduce) var/number = pick(2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,4) var/list/babies = list() for(var/i=1,i<=number,i++) // reproduce (has a small chance of producing 3 or 4 offspring) var/mob/living/carbon/metroid/M = new/mob/living/carbon/metroid(loc) M.nutrition = round(nutrition/number) step_away(M,src) babies += M var/mob/living/carbon/metroid/new_metroid = pick(babies) new_metroid.mind_initialize(src) new_metroid.key = key new_metroid.a_intent = "hurt" new_metroid << "You are now a baby Metroid." if(adult) var/mob/living/carbon/metroid/adult/new_metroid = new /mob/living/carbon/metroid/adult (loc) new_metroid.mind_initialize(src) new_metroid.key = key new_metroid.a_intent = "hurt" new_metroid << "You are now an adult Metroid." else var/mob/living/carbon/metroid/new_metroid = new /mob/living/carbon/metroid (loc) new_metroid.mind_initialize(src) new_metroid.key = key new_metroid.a_intent = "hurt" new_metroid << "You are now a baby Metroid." spawn(0)//To prevent the proc from returning null. del(src) return