mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross. Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage. To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
321 lines
8.9 KiB
Plaintext
321 lines
8.9 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, using_map.default_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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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 == "Robot")
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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 == "Drone")
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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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/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/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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