Files
CHOMPStation2/code/modules/mob/transform_procs.dm
n3ophyt3@gmail.com 37ca6b2c40 Mostly a behind-the-scenes change, stuffing someone's brain into a cyborg body now causes the mind datum to transfer over to the new body. This should prevent such shenanigans as cloning a borged guy to suck the player back to the fleshy side of life.
Given that the mind datum is where traitors store their objectives (and how assassination targets are tracked), I have gone to some effort to ensure that, much like people currently in the thunderdome, people that are borgs still get counted as being dead. Also, borgs cannot succeed at hijack/escape objectives. If you find this to not be the case, PLEASE REPORT IT.

Borging a changeling now ends the round, much like cremating/gibbing them does.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@962 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 04:35:12 +00:00

268 lines
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/mob/living/carbon/human/proc/monkeyize()
if (src.monkeyizing)
return
for(var/obj/item/weapon/W in src)
src.u_equip(W)
if (src.client)
src.client.screen -= W
if (W)
W.loc = src.loc
W.dropped(src)
W.layer = initial(W.layer)
src.update_clothing()
src.monkeyizing = 1
src.canmove = 0
src.icon = null
src.invisibility = 101
for(var/t in src.organs)
//src.organs[text("[]", t)] = null
del(src.organs[text("[]", t)])
var/atom/movable/overlay/animation = new /atom/movable/overlay( src.loc )
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
del(animation)
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( src.loc )
O.name = "monkey"
O.dna = src.dna
src.dna = null
O.dna.uni_identity = "00600200A00E0110148FC01300B009"
O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
if (src.client)
src.client.mob = O
O.loc = src.loc
O.a_intent = "hurt"
O << "<B>You are now a monkey.</B>"
del(src)
return
/mob/new_player/AIize()
src.spawning = 1
..()
return
/mob/living/carbon/AIize()
if (src.monkeyizing)
return
for(var/obj/item/weapon/W in src)
src.u_equip(W)
if (src.client)
src.client.screen -= W
if (W)
W.loc = src.loc
W.dropped(src)
W.layer = initial(W.layer)
del(W)
src.update_clothing()
src.monkeyizing = 1
src.canmove = 0
src.icon = null
src.invisibility = 101
for(var/t in src.organs)
del(src.organs[text("[]", t)])
..()
/mob/proc/AIize()
src.client.screen.len = null
var/mob/living/silicon/ai/O = new /mob/living/silicon/ai( src.loc )
O.icon_state = "ai"
O.invisibility = 0
O.canmove = 0
O.name = src.name
O.real_name = src.real_name
O.anchored = 1
O.aiRestorePowerRoutine = 0
O.lastKnownIP = src.client.address
mind.transfer_to(O)
O.mind.original = O
var/obj/loc_landmark
for(var/obj/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/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/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 << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
O << "<B>To look at other parts of the station, double-click yourself to get a camera menu.</B>"
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>"
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."
O.laws_object = new /datum/ai_laws/asimov
O.show_laws()
O << "<b>These laws may be changed by other players, or by you being the traitor.</b>"
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/lockdown
O.verbs += /mob/living/silicon/ai/proc/disablelockdown
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)
/* var/randomname = pick(ai_names)
var/newname = input(O,"You are the AI. Would you like to change your name to something else?", "Name change",randomname)
if (length(newname) == 0)
newname = randomname
if (newname)
if (length(newname) >= 26)
newname = copytext(newname, 1, 26)
newname = dd_replacetext(newname, ">", "'")
O.real_name = newname
O.name = newname
*/
world << text("<b>[O.real_name] is the AI!</b>")
spawn(50)
world << sound('newAI.ogg')
del(src)
return O
//human -> robot
/mob/living/carbon/human/proc/Robotize()
if (src.monkeyizing)
return
for(var/obj/item/weapon/W in src)
src.u_equip(W)
if (src.client)
src.client.screen -= W
if (W)
W.loc = src.loc
W.dropped(src)
W.layer = initial(W.layer)
del(W)
src.update_clothing()
src.monkeyizing = 1
src.canmove = 0
src.icon = null
src.invisibility = 101
for(var/t in src.organs)
del(src.organs[text("[t]")])
//src.client.screen -= main_hud1.contents
src.client.screen -= src.hud_used.contents
src.client.screen -= src.hud_used.adding
src.client.screen -= src.hud_used.mon_blo
src.client.screen -= list( src.oxygen, src.throw_icon, src.i_select, src.m_select, src.toxin, src.internals, src.fire, src.hands, src.healths, src.pullin, src.blind, src.flash, src.rest, src.sleep, src.mach )
src.client.screen -= list( src.zone_sel, src.oxygen, src.throw_icon, src.i_select, src.m_select, src.toxin, src.internals, src.fire, src.hands, src.healths, src.pullin, src.blind, src.flash, src.rest, src.sleep, src.mach )
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( src.loc )
// cyborgs produced by Robotize get an automatic power cell
O.cell = new(O)
O.cell.maxcharge = 7500
O.cell.charge = 1500
O.gender = src.gender
O.invisibility = 0
O.name = "Cyborg"
O.real_name = "Cyborg"
O.lastKnownIP = src.client.address
if (src.client)
src.client.mob = O
O.loc = src.loc
O << "<B>You are playing a Robot. A Robot can interact with most electronic objects in its view point.</B>"
O << "<B>You must follow the laws that the AI has. You are the AI's assistant to the station basically.</B>"
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"
del(src)
return O
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (src.monkeyizing)
return
for(var/obj/item/weapon/W in src)
src.u_equip(W)
if (src.client)
src.client.screen -= W
if (W)
W.loc = src.loc
W.dropped(src)
W.layer = initial(W.layer)
src.update_clothing()
src.monkeyizing = 1
src.canmove = 0
src.icon = null
src.invisibility = 101
for(var/t in src.organs)
del(src.organs[t])
// var/atom/movable/overlay/animation = new /atom/movable/overlay( src.loc )
// animation.icon_state = "blank"
// animation.icon = 'mob.dmi'
// animation.master = src
// flick("h2alien", animation)
// sleep(48)
// del(animation)
var/CASTE = pick("Hunter","Sentinel","Drone")
var/mob/O
switch(CASTE)
if("Hunter")
O = new /mob/living/carbon/alien/humanoid/hunter (src.loc)
if("Sentinel")
O = new /mob/living/carbon/alien/humanoid/sentinel (src.loc)
if("Drone")
O = new /mob/living/carbon/alien/humanoid/drone (src.loc)
O.dna = src.dna
src.dna = null
O.dna.uni_identity = "00600200A00E0110148FC01300B009"
O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
O.mind = new//Mind initialize stuff.
O.mind.current = O
O.mind.assigned_role = "Alien"
O.mind.special_role = CASTE
O.mind.key = src.key
if(src.client)
src.client.mob = O
O.loc = src.loc
O << "<B>You are now an alien.</B>"
del(src)
return