Files
Paradise/code/modules/mob/transform_procs.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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/mob/living/carbon/human/proc/monkeyize()
if (monkeyizing)
return
for(var/obj/item/W in src)
if (W==w_uniform) // will be teared
continue
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
//organs[text("[]", t)] = null
del(organs[text("[]", t)])
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
del(animation)
O.name = "monkey"
O.dna = dna
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 = loc
O.viruses = viruses
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
if (client)
client.mob = O
if(mind)
mind.transfer_to(O)
O.a_intent = "hurt"
O << "<B>You are now a monkey.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return O
/mob/new_player/AIize()
spawning = 1
return ..()
/mob/living/carbon/human/AIize()
if (monkeyizing)
return
for(var/t in organs)
del(organs[text("[]", t)])
return ..()
/mob/living/carbon/AIize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
return ..()
/mob/proc/AIize()
if(client)
client.screen.len = null
var/mob/living/silicon/ai/O = new (loc, /datum/ai_laws/asimov,,1)//No MMI but safety is in effect.
O.invisibility = 0
O.aiRestorePowerRoutine = 0
O.lastKnownIP = client.address
if(mind)
mind.transfer_to(O)
O.mind.original = O
else
O.mind = new
O.mind.current = O
O.mind.original = O
O.mind.assigned_role = "AI"
O.key = key
if(!(O.mind in ticker.minds))
ticker.minds += O.mind//Adds them to regular mind list.
var/obj/loc_landmark
for(var/obj/effect/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/effect/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/effect/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."
if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_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/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)
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 (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(organs[text("[t]")])
if(client)
//client.screen -= main_hud1.contents
client.screen -= hud_used.contents
client.screen -= hud_used.adding
client.screen -= hud_used.mon_blo
client.screen -= list( oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach )
client.screen -= list( zone_sel, oxygen, throw_icon, i_select, m_select, toxin, internals, fire, hands, healths, pullin, blind, flash, rest, sleep, mach )
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot( loc )
// cyborgs produced by Robotize get an automatic power cell
O.cell = new(O)
O.cell.maxcharge = 7500
O.cell.charge = 7500
O.gender = gender
O.invisibility = 0
O.name = "Cyborg"
O.real_name = "Cyborg"
O.lastKnownIP = client.address ? client.address : null
if (mind)
mind.transfer_to(O)
if (mind.assigned_role == "Cyborg")
mind.original = O
else if (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
mind = new /datum/mind( )
mind.key = key
mind.current = O
mind.original = O
mind.transfer_to(O)
if(!(O.mind in ticker.minds))
ticker.minds += O.mind//Adds them to regular mind list.
O.loc = 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"
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
spawn(0)//To prevent the proc from returning null.
del(src)
return O
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(organs[t])
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter (loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
//Honestly not sure why it's giving them DNA.
/*
new_xeno.dna = dna
dna = null
new_xeno.dna.uni_identity = "00600200A00E0110148FC01300B009"
new_xeno.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
*/
new_xeno.mind_initialize(src, alien_caste)
new_xeno.key = key
new_xeno.a_intent = "hurt"
new_xeno << "<B>You are now an alien.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/mob/living/carbon/human/proc/Metroidize(adult as num, reproduce as num)
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(organs[t])
if(reproduce)
var/number = pick(2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,4)
var/list/babies = list()
for(var/i=1,i<=number,i++) // reproduce (has a small chance of producing 3 or 4 offspring)
var/mob/living/carbon/metroid/M = new/mob/living/carbon/metroid(loc)
M.nutrition = round(nutrition/number)
step_away(M,src)
babies += M
var/mob/living/carbon/metroid/new_metroid = pick(babies)
new_metroid.mind_initialize(src)
new_metroid.key = key
new_metroid.a_intent = "hurt"
new_metroid << "<B>You are now a baby Metroid.</B>"
if(adult)
var/mob/living/carbon/metroid/adult/new_metroid = new /mob/living/carbon/metroid/adult (loc)
new_metroid.mind_initialize(src)
new_metroid.key = key
new_metroid.a_intent = "hurt"
new_metroid << "<B>You are now an adult Metroid.</B>"
else
var/mob/living/carbon/metroid/new_metroid = new /mob/living/carbon/metroid (loc)
new_metroid.mind_initialize(src)
new_metroid.key = key
new_metroid.a_intent = "hurt"
new_metroid << "<B>You are now a baby Metroid.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return