Files
Polaris/code/modules/mob/transform_procs.dm
elly1989@rocketmail.com 8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +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)
regenerate_icons()
monkeyizing = 1
canmove = 0
stunned = 1
icon = null
invisibility = 101
for(var/t in organs)
del(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(t)
if(client)
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
return ..()
/mob/living/carbon/AIize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
regenerate_icons()
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/living) 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/living) 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)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
if(client)
//client.screen -= main_hud1.contents
client.screen -= hud_used.contents
client.screen -= hud_used.adding
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"
if(client)
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)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(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)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(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
/mob/living/carbon/human/proc/corgize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
new_corgi.mind_initialize(src)
new_corgi.key = key
new_corgi.a_intent = "hurt"
new_corgi << "<B>You are now a Corgi!.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return