Files
CHOMPStation2/code/modules/mob/transform_procs.dm
2020-05-10 12:56:13 -04:00

335 lines
9.2 KiB
Plaintext

/mob/living/carbon/human/proc/monkeyize()
if (transforming)
return
for(var/obj/item/W in src)
if (W==w_uniform) // will be torn
continue
drop_from_inventory(W)
regenerate_icons()
transforming = 1
canmove = 0
stunned = 1
icon = null
invisibility = 101
for(var/t in organs)
qdel(t)
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
transforming = 0
stunned = 0
update_canmove()
invisibility = initial(invisibility)
if(!species.primitive_form) //If the creature in question has no primitive set, this is going to be messy.
gib()
return
for(var/obj/item/W in src)
drop_from_inventory(W)
set_species(species.primitive_form)
dna.SetSEState(MONKEYBLOCK,1)
dna.SetSEValueRange(MONKEYBLOCK,0xDAC, 0xFFF)
to_chat(src, "<B>You are now [species.name]. </B>")
qdel(animation)
return src
/mob/new_player/AIize(var/move)
spawning = 1
return ..()
/mob/living/carbon/human/AIize(var/move = TRUE) // 'move' argument needs defining here too because BYOND is dumb
if (transforming)
return
for(var/t in organs)
qdel(t)
return ..(move)
/mob/living/carbon/AIize(var/move)
if (transforming)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
transforming = 1
canmove = 0
icon = null
invisibility = 101
return ..()
/mob/proc/AIize(var/move = TRUE)
if(client)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
var/newloc = loc
if(move)
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if (sloc.name != "AI")
continue
if ((locate(/mob/living) in sloc.loc) || (locate(/obj/structure/AIcore) in sloc.loc))
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effect/landmark/tripai in landmarks_list)
if (tripai.name == "tripai")
if((locate(/mob/living) in tripai.loc) || (locate(/obj/structure/AIcore) in tripai.loc))
continue
loc_landmark = tripai
if (!loc_landmark)
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/sloc in landmarks_list)
if (sloc.name == "AI")
loc_landmark = sloc
newloc = loc_landmark.loc
var/mob/living/silicon/ai/O = new (newloc, using_map.default_law_type,,1)//No MMI but safety is in effect.
O.invisibility = 0
O.aiRestorePowerRoutine = 0
if(mind)
mind.transfer_to(O)
O.mind.original = O
else
O.key = key
//Languages
add_language("Robot Talk", 1)
add_language(LANGUAGE_GALCOM, 1)
add_language(LANGUAGE_SOL_COMMON, 1)
add_language(LANGUAGE_UNATHI, 1)
add_language(LANGUAGE_SIIK, 1)
add_language(LANGUAGE_AKHANI, 1)
add_language(LANGUAGE_SKRELLIAN, 1)
add_language(LANGUAGE_TRADEBAND, 1)
add_language(LANGUAGE_GUTTER, 1)
add_language(LANGUAGE_EAL, 1)
add_language(LANGUAGE_SCHECHI, 1)
add_language(LANGUAGE_SIGN, 1)
add_language(LANGUAGE_TERMINUS, 1)
add_language(LANGUAGE_ZADDAT, 0)
// Lorefolks say it may be so.
if(O.client && O.client.prefs)
var/datum/preferences/B = O.client.prefs
if(LANGUAGE_ROOTGLOBAL in B.alternate_languages)
O.add_language(LANGUAGE_ROOTGLOBAL, 1)
if(LANGUAGE_ROOTLOCAL in B.alternate_languages)
O.add_language(LANGUAGE_ROOTLOCAL, 1)
O.on_mob_init()
O.add_ai_verbs()
O.rename_self("ai",1)
spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
qdel(src)
return O
//human -> robot
/mob/living/carbon/human/proc/Robotize()
if (transforming)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
transforming = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
qdel(t)
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
if(mind) //TODO
mind.transfer_to(O)
if(O.mind.assigned_role == "Cyborg")
O.mind.original = O
else if(mind && 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
O.key = key
O.loc = loc
O.job = "Cyborg"
if(O.mind.assigned_role == "Cyborg")
if(O.mind.role_alt_title == "Robot")
O.mmi = new /obj/item/device/mmi/digital/posibrain(O)
else if(O.mind.role_alt_title == "Drone")
O.mmi = new /obj/item/device/mmi/digital/robot(O)
else
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)
if(O.client && O.client.prefs)
var/datum/preferences/B = O.client.prefs
for(var/language in B.alternate_languages)
O.add_language(language)
O.resize(B.size_multiplier, animate = TRUE) //VOREStation Addition: add size prefs to borgs
O.fuzzy = B.fuzzy //VOREStation Addition: add size prefs to borgs
callHook("borgify", list(O))
O.Namepick()
spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
qdel(src)
return O
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (transforming)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
transforming = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/human/new_xeno = create_new_xenomorph(alien_caste,loc)
new_xeno.a_intent = I_HURT
new_xeno.key = key
to_chat(new_xeno, "<B>You are now an alien.</B>")
qdel(src)
return
/mob/living/carbon/human/proc/corgize()
if (transforming)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
transforming = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs) //this really should not be necessary
qdel(t)
var/mob/living/simple_mob/animal/passive/dog/corgi/new_corgi = new /mob/living/simple_mob/animal/passive/dog/corgi (loc)
new_corgi.a_intent = I_HURT
new_corgi.key = key
to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
qdel(src)
return
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_mob)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
to_chat(usr, "<font color='red'>Sorry but this mob type is currently unavailable.</font>")
return
if(transforming)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
transforming = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
qdel(t)
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = I_HURT
to_chat(new_mob, "You suddenly feel more... animalistic.")
spawn()
qdel(src)
return
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_mob)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
to_chat(usr, "<font color='red'>Sorry but this mob type is currently unavailable.</font>")
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = I_HURT
to_chat(new_mob, "You feel more... animalistic")
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(var/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_mob/space_worm))
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
*/
//Good mobs!
if(ispath(MP, /mob/living/simple_mob/animal/passive/cat))
return 1
if(ispath(MP, /mob/living/simple_mob/animal/passive/dog))
return 1
if(ispath(MP, /mob/living/simple_mob/animal/passive/crab))
return 1
if(ispath(MP, /mob/living/simple_mob/animal/space/carp))
return 1
if(ispath(MP, /mob/living/simple_mob/construct))
return 1
if(ispath(MP, /mob/living/simple_mob/tomato))
return 1
if(ispath(MP, /mob/living/simple_mob/animal/passive/mouse))
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_mob/animal/space/bear))
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_mob/animal/passive/bird/parrot))
return 1 //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return 0