mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
349 lines
9.6 KiB
Plaintext
349 lines
9.6 KiB
Plaintext
/mob/living/carbon/human/proc/monkeyize()
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if (transforming)
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return
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for(var/obj/item/W in src)
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if (W==w_uniform) // will be torn
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continue
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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stunned = 1
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icon = null
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invisibility = 101
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for(var/t in organs)
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qdel(t)
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var/atom/movable/overlay/animation = new /atom/movable/overlay( 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(48)
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//animation = null
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transforming = 0
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stunned = 0
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update_canmove()
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invisibility = initial(invisibility)
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if(!species.primitive_form) //If the creature in question has no primitive set, this is going to be messy.
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gib()
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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set_species(species.primitive_form)
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dna.SetSEState(MONKEYBLOCK,1)
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dna.SetSEValueRange(MONKEYBLOCK,0xDAC, 0xFFF)
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src << "<B>You are now [species.name]. </B>"
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qdel(animation)
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return 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(move=1) // 'move' argument needs defining here too because BYOND is dumb
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if (transforming)
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return
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for(var/t in organs)
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qdel(t)
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return ..(move)
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/mob/living/carbon/AIize()
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if (transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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return ..()
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/mob/proc/AIize(move=1)
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if(client)
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
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var/mob/living/silicon/ai/O = new (loc, base_law_type,,1)//No MMI but safety is in effect.
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O.invisibility = 0
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O.aiRestorePowerRoutine = 0
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if(mind)
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mind.transfer_to(O)
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O.mind.original = O
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else
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O.key = key
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if(move)
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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) || (locate(/obj/structure/AIcore) 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) || (locate(/obj/structure/AIcore) 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.on_mob_init()
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O.add_ai_verbs()
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O.rename_self("ai",1)
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spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
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qdel(src)
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return O
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//human -> robot
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/mob/living/carbon/human/proc/Robotize()
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if (transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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qdel(t)
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var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
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// cyborgs produced by Robotize get an automatic power cell
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O.cell = new(O)
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O.cell.maxcharge = 7500
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O.cell.charge = 7500
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O.gender = gender
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O.invisibility = 0
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if(mind) //TODO
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mind.transfer_to(O)
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if(O.mind.assigned_role == "Cyborg")
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O.mind.original = O
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else if(mind && mind.special_role)
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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")
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else
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O.key = key
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O.loc = loc
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O.job = "Cyborg"
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if(O.mind.assigned_role == "Cyborg")
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if(O.mind.role_alt_title == "Android")
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O.mmi = new /obj/item/device/mmi/digital/posibrain(O)
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else if(O.mind.role_alt_title == "Robot")
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O.mmi = new /obj/item/device/mmi/digital/robot(O)
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else
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O.mmi = new /obj/item/device/mmi(O)
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O.mmi.transfer_identity(src)
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callHook("borgify", list(O))
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O.Namepick()
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spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
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qdel(src)
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return O
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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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/human/new_xeno = create_new_xenomorph(alien_caste,loc)
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new_xeno.a_intent = I_HURT
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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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qdel(src)
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return
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/mob/living/carbon/human/proc/slimeize(adult as num, reproduce as num)
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if (transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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qdel(t)
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var/mob/living/carbon/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/carbon/slime/M = new/mob/living/carbon/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/carbon/slime(loc)
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if(adult)
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new_slime.is_adult = 1
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else
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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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qdel(src)
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return
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/mob/living/carbon/human/proc/corgize()
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if (transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs) //this really should not be necessary
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qdel(t)
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var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
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new_corgi.a_intent = I_HURT
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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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qdel(src)
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return
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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 << "\red Sorry but this mob type is currently unavailable."
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return
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if(transforming)
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return
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for(var/obj/item/W in src)
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drop_from_inventory(W)
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regenerate_icons()
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transforming = 1
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canmove = 0
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icon = null
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invisibility = 101
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for(var/t in organs)
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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 = I_HURT
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new_mob << "You suddenly feel more... animalistic."
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spawn()
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qdel(src)
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return
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/mob/proc/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 << "\red Sorry but this mob type is currently unavailable."
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return
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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 = I_HURT
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new_mob << "You feel more... animalistic"
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qdel(src)
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/* Certain mob types have problems and should not be allowed to be controlled by players.
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*
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* This proc is here to force coders to manually place their mob in this list, hopefully tested.
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* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(var/MP)
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//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
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if(!MP)
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return 0 //Sanity, this should never happen.
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if(ispath(MP, /mob/living/simple_animal/space_worm))
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return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
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if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
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return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/armoured))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/wraith))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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if(ispath(MP, /mob/living/simple_animal/construct/builder))
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return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
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//Good mobs!
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if(ispath(MP, /mob/living/simple_animal/cat))
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return 1
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if(ispath(MP, /mob/living/simple_animal/corgi))
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return 1
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if(ispath(MP, /mob/living/simple_animal/crab))
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return 1
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if(ispath(MP, /mob/living/simple_animal/hostile/carp))
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return 1
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if(ispath(MP, /mob/living/simple_animal/mushroom))
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return 1
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if(ispath(MP, /mob/living/simple_animal/shade))
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return 1
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if(ispath(MP, /mob/living/simple_animal/tomato))
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return 1
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if(ispath(MP, /mob/living/simple_animal/mouse))
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return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/hostile/bear))
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return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
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if(ispath(MP, /mob/living/simple_animal/parrot))
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return 1 //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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return 0
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