Files
CHOMPStation2/code/modules/mob/transform_procs.dm
noisomehollow@lycos.com ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00

258 lines
7.9 KiB
Plaintext

/mob/living/carbon/human/proc/monkeyize()
if (src.monkeyizing)
return
for(var/obj/item/W in src)
if (W==src.w_uniform) // will be teared
continue
drop_from_slot(W)
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"
O.dna.struc_enzymes = "[copytext(O.dna.struc_enzymes,1,1+3*13)]BB8"
O.loc = src.loc
O.virus = src.virus
src.virus = null
if (O.virus)
O.virus.affected_mob = O
if (src.client)
src.client.mob = O
if(src.mind)
src.mind.transfer_to(O)
O.a_intent = "hurt"
O << "<B>You are now a monkey.</B>"
var/prev_body = src
src = null //prevent terminating proc due to folowing del()
del(prev_body)
return O
/mob/new_player/AIize()
src.spawning = 1
return ..()
/mob/living/carbon/human/AIize()
if (src.monkeyizing)
return
for(var/t in src.organs)
del(src.organs[text("[]", t)])
return ..()
/mob/living/carbon/AIize()
if (src.monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
src.update_clothing()
src.monkeyizing = 1
src.canmove = 0
src.icon = null
src.invisibility = 101
return ..()
/mob/proc/AIize()
client.screen.len = null
var/mob/living/silicon/ai/O = new /mob/living/silicon/ai(loc, /datum/ai_laws/asimov,,1)//No MMI but safety is in effect.
O.invisibility = 0
O.aiRestorePowerRoutine = 0
O.lastKnownIP = 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.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/W in src)
drop_from_slot(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]")])
if(src.client)
//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 = 7500
O.gender = src.gender
O.invisibility = 0
O.name = "Cyborg"
O.real_name = "Cyborg"
O.lastKnownIP = src.client.address
if (src.mind)
src.mind.transfer_to(O)
if (src.mind.assigned_role == "Cyborg")
src.mind.original = O
else if (src.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 //welp
src.mind = new /datum/mind( )
src.mind.key = src.key
src.mind.current = O
src.mind.original = O
src.mind.transfer_to(O)
ticker.minds += O.mind
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/W in src)
drop_from_slot(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[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