/*
Changeling Mutations! ~By Miauw (ALL OF IT :V)
Contains:
Arm Blade
Space Suit
Shield
Armor
*/
//Parent to shields and blades because muh copypasted code.
/obj/effect/proc_holder/changeling/weapon
name = "Organic Weapon"
desc = "Go tell a coder if you see this"
helptext = "Yell at coderbus"
chemical_cost = 1000
dna_cost = -1
genetic_damage = 1000
var/weapon_type
var/weapon_name_simple
/obj/effect/proc_holder/changeling/weapon/try_to_sting(var/mob/user, var/mob/target)
if(istype(user.l_hand, weapon_type)) //Not the nicest way to do it, but eh
qdel(user.l_hand)
user.visible_message("With a sickening crunch, [user] reforms his [weapon_name_simple] into an arm!", "We assimilate the [weapon_name_simple] back into our body.", "With a sickening crunch, [user] reforms his [weapon_name_simple] into an arm!", "We assimilate the [weapon_name_simple] back into our body.", "[H] casts off their [suit_name_simple]!", "We cast off our [suit_name_simple][genetic_damage > 0 ? ", temporarily weakening our genomes." : "."]", "You hear the organic matter ripping and tearing!")
qdel(H.wear_suit)
qdel(H.head)
H.update_inv_wear_suit()
H.update_inv_head()
H.update_hair()
if(blood_on_castoff)
var/turf/simulated/T = get_turf(H)
if(istype(T))
T.add_blood(H) //So real blood decals
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.geneticdamage += genetic_damage //Casting off a space suit leaves you weak for a few seconds.
changeling.chem_recharge_slowdown -= recharge_slowdown
return
..(H, target)
/obj/effect/proc_holder/changeling/suit/sting_action(var/mob/living/carbon/human/user)
if(!user.unEquip(user.wear_suit))
user << "\the [user.wear_suit] is stuck to your body, you cannot grow a [suit_name_simple] over it!"
return
if(!user.unEquip(user.head))
user << "\the [user.head] is stuck on your head, you cannot grow a [helmet_name_simple] over it!"
return
user.unEquip(user.head)
user.unEquip(user.wear_suit)
user.equip_to_slot_if_possible(new suit_type(user), slot_wear_suit, 1, 1, 1)
user.equip_to_slot_if_possible(new helmet_type(user), slot_head, 1, 1, 1)
var/datum/changeling/changeling = user.mind.changeling
changeling.chem_recharge_slowdown += recharge_slowdown
return 1
//fancy headers yo
/***************************************\
|***************ARM BLADE***************|
\***************************************/
/obj/effect/proc_holder/changeling/weapon/arm_blade
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "Cannot be used while in lesser form."
chemical_cost = 25
dna_cost = 2
genetic_damage = 10
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/melee/arm_blade
weapon_name_simple = "blade"
/obj/item/weapon/melee/arm_blade
name = "arm blade"
desc = "A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter"
icon = 'icons/obj/weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
flags = ABSTRACT | NODROP
icon_override = 'icons/mob/in-hand/changeling.dmi'
w_class = 5.0
sharp = 1
edge = 1
force = 25
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
/obj/item/weapon/melee/arm_blade/New()
..()
if(ismob(loc))
loc.visible_message("A grotesque blade forms around [loc.name]\'s arm!", "Our arm twists and mutates, transforming it into a deadly blade.", "You hear organic matter ripping and tearing!")
/obj/item/weapon/melee/arm_blade/dropped(mob/user)
user.visible_message("With a sickening crunch, [user] reforms his blade into an arm!", "We assimilate the blade back into our body.", "The airlock's motors resist our efforts to force it."
return
else if(A.locked)
user << "The airlock's bolts prevent it from being forced."
return
else
//user.say("Heeeeeeeeeerrre's Johnny!")
user.visible_message("[user] forces the door to open with \his [src]!", "We force the door to open.", "You hear a metal screeching sound.")
A.open(1)
/***************************************\
|****************SHIELD*****************|
\***************************************/
/obj/effect/proc_holder/changeling/weapon/shield
name = "Organic Shield"
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever, the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
chemical_cost = 20
dna_cost = 1
genetic_damage = 12
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/shield/changeling
weapon_name_simple = "shield"
/obj/effect/proc_holder/changeling/weapon/shield/sting_action(var/mob/user)
var/datum/changeling/changeling = user.mind.changeling //So we can read the absorbedcount.
if(!changeling)
return
var/obj/item/weapon/shield/changeling/S = ..(user)
if(!S)
return
S.remaining_uses = round(changeling.absorbedcount * 3)
return 1
/obj/item/weapon/shield/changeling
name = "shield-like mass"
desc = "A mass of tough, boney tissue. You can still see the fingers as a twisted pattern in the shield."
flags = NODROP
icon = 'icons/obj/weapons.dmi'
icon_state = "ling_shield"
icon_override = 'icons/mob/in-hand/changeling.dmi'
var/remaining_uses //Set by the changeling ability.
/obj/item/weapon/shield/changeling/New()
..()
if(ismob(loc))
loc.visible_message("The end of [loc.name]\'s hand inflates rapidly, forming a huge shield-like mass!", "We inflate our hand into a strong shield.", "You hear organic matter ripping and tearing!")
/obj/item/weapon/shield/changeling/dropped()
qdel(src)
/obj/item/weapon/shield/changeling/IsShield()
if(remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("With a sickening crunch, [H] reforms his shield into an arm!", "We assimilate our shield into our body", "[loc.name]\'s flesh rapidly inflates, forming a bloated mass around their body!", "We inflate our flesh, creating a spaceproof suit!", "You hear organic matter ripping and tearing!")
processing_objects += src
/obj/item/clothing/suit/space/changeling/dropped()
qdel(src)
/obj/item/clothing/suit/space/changeling/process()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.reagents.add_reagent("perfluorodecalin", REAGENTS_METABOLISM)
/obj/item/clothing/head/helmet/space/changeling
name = "flesh mass"
icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | NODROP
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/head/helmet/space/changeling/dropped()
qdel(src)
/***************************************\
|*****************ARMOR*****************|
\***************************************/
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Retreating the armor damages our genomes. Cannot be used in lesser form."
chemical_cost = 25
dna_cost = 2
genetic_damage = 11
req_human = 1
max_genetic_damage = 20
suit_type = /obj/item/clothing/suit/armor/changeling
helmet_type = /obj/item/clothing/head/helmet/changeling
suit_name_simple = "armor"
helmet_name_simple = "helmet"
recharge_slowdown = 0.25
/obj/item/clothing/suit/armor/changeling
name = "chitinous mass"
desc = "A tough, hard covering of black chitin."
icon_state = "lingarmor"
flags = NODROP
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list(melee = 65, bullet = 20, laser = 10, energy = 15, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
/obj/item/clothing/suit/armor/changeling/New()
..()
if(ismob(loc))
loc.visible_message("[loc.name]\'s flesh turns black, quickly transforming into a hard, chitinous mass!", "We harden our flesh, creating a suit of armor!", "You hear organic matter ripping and tearing!")
/obj/item/clothing/suit/armor/changeling/dropped()
qdel(src)
/obj/item/clothing/head/helmet/changeling
name = "chitinous mass"
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
flags = HEADCOVERSEYES | BLOCKHAIR | NODROP
armor = list(melee = 65, bullet = 20, laser = 10,energy = 15, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEEARS
/obj/item/clothing/head/helmet/changeling/dropped()
qdel(src)