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Polaris/code/modules/projectiles/projectile/change.dm
2015-03-22 19:06:45 +03:00

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/obj/item/projectile/change
name = "bolt of change"
icon_state = "ice_1"
damage = 0
damage_type = BURN
nodamage = 1
check_armour = "energy"
/obj/item/projectile/change/on_hit(var/atom/change)
wabbajack(change)
/obj/item/projectile/change/proc/wabbajack(var/mob/M)
if(istype(M, /mob/living) && M.stat != DEAD)
if(M.monkeyizing)
return
if(M.has_brain_worms())
return //Borer stuff - RR
M.monkeyizing = 1
M.canmove = 0
M.icon = null
M.overlays.Cut()
M.invisibility = 101
if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/Robot = M
if(Robot.mmi)
del(Robot.mmi)
else
for(var/obj/item/W in M)
if(istype(W, /obj/item/weapon/implant)) //TODO: Carn. give implants a dropped() or something
del(W)
continue
W.layer = initial(W.layer)
W.loc = M.loc
W.dropped(M)
var/mob/living/new_mob
var/options = list("monkey", "robot", "slime")
for(var/t in all_species)
if(!istype(all_species[t], /datum/species/xenos))
options += t
options += "Hunter" // Unfortunately, create_new_xenomorph needs xeno's name without "Xenomorph" part, so they can't be just drawn from species list
options += "Sentinel"
options += "Drone"
if(ismonkey(M))
options -= "monkey"
if(isrobot(M))
options -= "robot"
if(isslime(M))
options -= "slime"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species)
options -= H.species.name
var/randomize = pick(options)
switch(randomize)
if("monkey")
new_mob = new /mob/living/carbon/monkey(M.loc)
new_mob.universal_speak = 1
if("robot")
new_mob = new /mob/living/silicon/robot(M.loc)
new_mob.gender = M.gender
new_mob.invisibility = 0
new_mob.job = "Cyborg"
var/mob/living/silicon/robot/Robot = new_mob
Robot.mmi = new /obj/item/device/mmi(new_mob)
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
if("slime")
new_mob = new /mob/living/carbon/slime(M.loc)
new_mob.universal_speak = 1
if("Hunter", "Sentinel", "Drone")
new_mob = create_new_xenomorph(randomize, M.loc)
new_mob.universal_speak = 1
else
new_mob = new /mob/living/carbon/human(M.loc, randomize)
if(M.gender == MALE)
new_mob.gender = MALE
new_mob.name = pick(first_names_male)
else
new_mob.gender = FEMALE
new_mob.name = pick(first_names_female)
new_mob.name += " [pick(last_names)]"
new_mob.real_name = new_mob.name
var/datum/preferences/A = new() //Randomize appearance for the human
A.randomize_appearance_for(new_mob)
else
return
for (var/obj/effect/proc_holder/spell/S in M.spell_list)
new_mob.spell_list += new S.type
new_mob.a_intent = "hurt"
if(M.mind)
M.mind.transfer_to(new_mob)
else
new_mob.key = M.key
new_mob << "<B>Your form morphs into that of a [lowertext(randomize)].</B>"
del(M)
return new_mob