////////////////////////////// //////VORE-MOB REPLICATOR///// ////////////////////////////// /obj/machinery/replicator/vore name = "alien machine" desc = "It's some kind of pod with strange wires and gadgets all over it. This one appears to have a humanoid shaped slot as an input. It has depictions of various creatures on the buttons." //Explain to the user that it turns people into mobs. icon = 'icons/obj/xenoarchaeology.dmi' icon_state = "borgcharger0(old)" var/quantity = 18 //This needs to be replaced with a GUI that lets you select the item you want. var/list/created_mobs = list() var/list/tgui_vore_selection = list() var/list/viable_mobs = list( /mob/living/simple_mob/animal/passive/fox, /mob/living/simple_mob/animal/passive/cow, /mob/living/simple_mob/animal/passive/chicken, /mob/living/simple_mob/animal/passive/opossum, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/passive/mothroach, /mob/living/simple_mob/vore/rabbit, /mob/living/simple_mob/animal/goat, /mob/living/simple_mob/animal/sif/tymisian, /mob/living/simple_mob/vore/wolf/direwolf, /mob/living/simple_mob/vore/otie/friendly, /mob/living/simple_mob/vore/alienanimals/catslug, /mob/living/simple_mob/vore/fennec, /mob/living/simple_mob/vore/xeno_defanged, /mob/living/simple_mob/vore/redpanda/fae, /mob/living/simple_mob/vore/aggressive/rat, /mob/living/simple_mob/vore/aggressive/panther, /mob/living/simple_mob/vore/aggressive/frog ) //Mostly friendly mobs, but occasionally some dangerous ones. //So if xenoarch isn't careful and is just shoving items willy-nilly without taking the proper precautions they can end up in a bit of trouble! /obj/machinery/replicator/vore/Initialize(mapload) //This replicator turns people into mobs! . = ..() //TODO: Someone can replace the 'alien' interface with something neater sometime. It is simply out of my abilities at the current moment. for(var/i=0, i max_spawn_time) src.visible_message(span_notice("[icon2html(src,viewers(src))] [src] pings!")) var/obj/source_material = pop(stored_materials) var/spawn_type = pop(spawning_types) var/mob/living/simple_mob/new_mob = new spawn_type(src.loc) //The MOB that's spawned in. if(source_material) if(length(source_material.name) < MAX_MESSAGE_LEN) new_mob.name = "[source_material] " + new_mob.name if(length(source_material.desc) < MAX_MESSAGE_LEN * 2) if(new_mob.desc) new_mob.desc += " It is made of [source_material]." else new_mob.desc = "It is made of [source_material]." //Did they use an item? If so, we're done here. //Did they put a micro in it? if(istype(source_material,/obj/item/holder/micro)) var/obj/item/holder/micro/micro_holder = source_material var/mob/mob_to_be_changed = micro_holder.held_mob var/mob/living/M = mob_to_be_changed //Start of mob code shamelessly ripped from mouseray M.tf_into(new_mob) //Did they put a person in it? else if(isliving(source_material)) var/mob/living/M = source_material //Start of mob code shamelessly ripped from mouseray M.tf_into(new_mob) spawn_progress_time = 0 max_spawn_time = rand(30,100) if(!spawning_types.len || !stored_materials.len) update_use_power(USE_POWER_IDLE) icon_state = "borgcharger0(old)" else if(prob(5)) src.visible_message(span_notice("[icon2html(src,viewers(src))] [src] [pick("clicks","whizzes","whirrs","whooshes","clanks","clongs","clonks","bangs")].")) last_process_time = world.time /obj/machinery/replicator/vore/attackby(obj/item/W as obj, mob/living/user as mob) if(!W.canremove || !user.canUnEquip(W) || W.possessed_voice || is_type_in_list(W, GLOB.item_vore_blacklist)) //No armblades, no putting possessed items in it! to_chat(user, span_notice("You cannot put \the [W] into the machine.")) return if(istype(W, /obj/item/holder/micro)) //Are you putting a micro in it? var/obj/item/holder/micro/micro_holder = W var/mob/living/inserted_mob = micro_holder.held_mob //Get the actual mob. if(!inserted_mob.allow_spontaneous_tf) //Do they allow TF? to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The prefs of the micro forbid this action.))")) return if(inserted_mob.stat == DEAD) //Hey medical... to_chat(user, span_notice("[W] is dead.")) return if(inserted_mob.tf_mob_holder) to_chat(user, span_notice("[W] must be in their original form.")) return if(inserted_mob.client) var/response //Let's see if they are SURE they accept the fact they will be a clothing, plushie, or something else. response = tgui_alert(inserted_mob, "Are you -sure- you want to be put in this machine?\n(This machine will turn you into one of the various types of mobs in the game.)", "WARNING: Are you sure you want to be put in the machine and transformed?", list("No", "Certain")) if(response != "Certain") //If they don't agree, stop. to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return else //If they /do/ agree, give them one last chance. response = tgui_alert(inserted_mob, "This is the last warning: Are you absolutely certain you want to be transformed into a mob?", "WARNING: FINAL CHANCE!", list("No", "Certain")) if(response != "Certain") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return if(isvoice(inserted_mob) || W.loc == src) //Sanity. return log_and_message_admins("has just placed [inserted_mob] into a mob transformation machine.", user) else to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The micro must be connected to the server.))")) return else if(istype(W,/obj/item/grab)) //Is someone being shoved into the machine? var/obj/item/grab/the_grab = W var/mob/living/inserted_mob = the_grab.affecting //Get the mob that is grabbed. if(!inserted_mob.allow_spontaneous_tf) to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The prefs of the micro forbid this action.))")) return if(inserted_mob.stat == DEAD) to_chat(user, span_notice("[W] is dead.")) return if(inserted_mob.tf_mob_holder) to_chat(user, span_notice("[W] must be in their original form.")) return if(inserted_mob.client) var/response response = tgui_alert(inserted_mob, "Are you -sure- you want to be put in this machine?\n(This machine will turn you into one of the various types of mobs in the game.)", "WARNING: Are you sure you want to be put in the machine and transformed?", list("No", "Certain")) if(response != "Certain") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return else response = tgui_alert(inserted_mob, "This is the last warning: Are you absolutely certain you want to be transformed into a mob?", "WARNING: FINAL CHANCE!", list("No", "Certain")) if(response != "Certain") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return if(isvoice(inserted_mob) || W.loc == src) return log_and_message_admins("has just placed [inserted_mob] into a mob transformation machine.", user) user.drop_item() //Dropping a grab destroys it. //Grabs require a bit of extra work. //We want them to drop their clothing/items as well. if(ishuman(inserted_mob)) //So, this WORKS. Works very well! var/mob/living/carbon/human/inserted_human = inserted_mob for(var/obj/item/I in inserted_mob) if(istype(I, /obj/item/implant) || istype(I, /obj/item/nif)) continue inserted_human.drop_from_inventory(I) inserted_mob.loc = src stored_materials.Add(inserted_mob) src.visible_message(span_filter_notice(span_bold("\The [user]") + " inserts \the [inserted_mob] into \the [src].")) return else to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The micro must be connected to the server.))")) return else if(istype(W, /obj/item/holder/mouse)) //No you can't turn your army of mice into giant rats. to_chat(user, span_notice("You cannot put \the [W] into the machine. The machine reads 'NOT ENOUGH BIOMASS'.")) return user.drop_item() //Put the micro on the floor (or drop the item) if(istype(W, /obj/item/holder/micro)) //I hate this but it's the only way to get their stuff to drop. var/obj/item/holder/micro/micro_holder = W var/mob/living/inserted_mob = micro_holder.held_mob //Get the actual mob. if(ishuman(inserted_mob)) //Only humans have the drop_from_inventory proc. var/mob/living/carbon/human/inserted_human = inserted_mob for(var/obj/item/I in inserted_human) //Drop any remaining items! This only really seems to affect hands. if(istype(I, /obj/item/implant) || istype(I, /obj/item/nif)) continue inserted_human.drop_from_inventory(I) //Now that we've dropped all the items they have, let's shove them back into the micro holder. W.loc = src stored_materials.Add(W) src.visible_message(span_filter_notice(span_bold("\The [user]") + " inserts \the [W] into \the [src].")) /obj/machinery/replicator/vore/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state) var/list/data = ..() data["tgui_construction"] = tgui_vore_selection return data /obj/machinery/replicator/vore/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state) if(..()) return TRUE switch(action) if("construct") var/key = params["key"] if(key in created_mobs) if(LAZYLEN(stored_materials) > LAZYLEN(spawning_types)) if(LAZYLEN(spawning_types)) visible_message(span_notice("[icon2html(src,viewers(src))] a [pick("light","dial","display","meter","pad")] on [src]'s front [pick("blinks","flashes")] [pick("red","yellow","blue","orange","purple","green","white")].")) else visible_message(span_notice("[icon2html(src,viewers(src))] [src]'s front compartment slides shut.")) spawning_types.Add(created_mobs[key]) spawn_progress_time = 0 update_use_power(USE_POWER_ACTIVE) icon_state = "borgcharger1(old)" else visible_message(fail_message) /obj/machinery/replicator/clothing/tgui_interact(mob/user, datum/tgui/ui) //This creates the menu. ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "XenoarchReplicator_voremob_vr", name) ui.open() ////////////////////////////// //////CLOTHING REPLICATOR///// ////////////////////////////// /obj/machinery/replicator/clothing name = "alien machine" desc = "It's some kind of pod with strange wires and gadgets all over it. This one appears to have a humanoid shaped slot as an input and images of various objects on the buttons." //This hole was made for me! icon = 'icons/obj/xenoarchaeology.dmi' icon_state = "borgcharger0(old)" var/quantity = 35 //This needs to be replaced with a GUI that lets you select the item you want. var/list/created_items = list() var/list/tgui_vore_selection = list() var/list/viable_items = list( /obj/item/clothing/accessory/ring, /obj/item/clothing/gloves/evening, /obj/item/clothing/gloves/black, /obj/item/clothing/under/swimsuit/black, /obj/item/clothing/under/shorts/black, /obj/item/clothing/under/dress/maid, /obj/item/clothing/under/fluff/latexmaid, /obj/item/clothing/suit/oversize, /obj/item/clothing/suit/kimono/red, /obj/item/clothing/suit/storage/fluff/loincloth, /obj/item/toy/plushie/lizardplushie/kobold, /obj/item/toy/plushie/borgplushie/medihound, /obj/item/toy/plushie/marble_fox, /obj/item/toy/plushie/lizard, /obj/item/toy/plushie/tuxedo_cat, /obj/item/clothing/head/pin/flower, /obj/item/clothing/head/wizard, /obj/item/clothing/head/wizard/marisa, /obj/item/clothing/head/beret, /obj/item/clothing/head/that, /obj/item/clothing/head/bowler, /obj/item/clothing/shoes/hitops/red, /obj/item/clothing/shoes/boots/jackboots, /obj/item/clothing/shoes/boots/workboots, /obj/item/clothing/shoes/boots/workboots/toeless, /obj/item/clothing/shoes/flipflop, /obj/item/clothing/shoes/boots/duty, /obj/item/clothing/shoes/footwraps, /obj/item/storage/smolebrickcase, /obj/item/lipstick, /obj/item/material/fishing_rod/modern, /obj/item/inflatable_duck, /obj/item/toy/syndicateballoon, /obj/item/towel, /obj/item/bedsheet/rainbowdouble ) // Currently: 3 gloves, 5 undersuits, 3 oversuits, 5 plushies, 5 headwear, 7 shoes, 7 misc. = 35 //Fishing hat was going to be added, but it was simply too powerful for this world. /obj/machinery/replicator/clothing/Initialize(mapload) //The specific thing about the VORE replicator is that it will only contain obj/items. Only things that can be picked up, used, and worn! . = ..() //TODO: Someone can replace the 'alien' interface with something neater sometime. It is simply out of my abilities at the current moment. for(var/i=0, i max_spawn_time) src.visible_message(span_notice("[icon2html(src,viewers(src))] [src] pings!")) var/obj/source_material = pop(stored_materials) var/spawn_type = pop(spawning_types) var/obj/item/spawned_obj = new spawn_type(src.loc) var/obj/item/original_name = spawned_obj.name //Get the item's name before it's prefixed. Used for micro code. if(source_material) if(length(source_material.name) < MAX_MESSAGE_LEN) spawned_obj.name = "[source_material] " + spawned_obj.name if(length(source_material.desc) < MAX_MESSAGE_LEN * 2) if(spawned_obj.desc) spawned_obj.desc += " It is made of [source_material]." else spawned_obj.desc = "It is made of [source_material]." if(istype(source_material,/obj/item/holder/micro)) var/obj/item/holder/micro/micro_holder = source_material //Tells the machine that a micro is the material being used var/mob/mob_to_be_changed = micro_holder.held_mob //Get the mob. var/mob/living/M = mob_to_be_changed M.tf_into(spawned_obj, TRUE, original_name) else if(isliving(source_material))//Did they shove a person in there normally? var/mob/living/M = source_material //If so, this cuts down the work we have to do! M.tf_into(spawned_obj, TRUE, original_name) spawn_progress_time = 0 max_spawn_time = rand(30,100) if(!spawning_types.len || !stored_materials.len) update_use_power(USE_POWER_IDLE) icon_state = "borgcharger0(old)" else if(prob(5)) src.visible_message(span_notice("[icon2html(src,viewers(src))] [src] [pick("clicks","whizzes","whirrs","whooshes","clanks","clongs","clonks","bangs")].")) last_process_time = world.time /obj/machinery/replicator/clothing/attackby(obj/item/W as obj, mob/living/user as mob) if(!W.canremove || !user.canUnEquip(W) || W.possessed_voice || is_type_in_list(W, GLOB.item_vore_blacklist)) //No armblades, no putting already possessed items in it! to_chat(user, span_notice("You cannot put \the [W] into the machine.")) return if(istype(W, /obj/item/holder/micro) || istype(W, /obj/item/holder/mouse)) //Are you putting a micro/mouse in it? var/obj/item/holder/micro/micro_holder = W var/mob/living/inserted_mob = micro_holder.held_mob //Get the actual mob. if(!inserted_mob.allow_spontaneous_tf) //Do they allow TF? to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The prefs of the micro forbid this action.))")) return if(inserted_mob.stat == DEAD) //Hey medical... to_chat(user, span_notice("[W] is dead.")) return if(inserted_mob.tf_mob_holder) //No recursion!!! to_chat(user, span_notice("[W] must be in their original form.")) return if(inserted_mob.client) var/response //Let's see if they are SURE they accept the fact they will be a clothing, plushie, or something else. response = tgui_alert(inserted_mob, "Are you -sure- you want to be put in this machine?\n(This machine can turn you into various clothing, footwear, plushies, and other miscellaneous objects. This means that more likely than not, you will be used as whatever object is used. Make certain your preferences align with this possibility.)", "WARNING: Are you sure you want to be put in the machine and transformed?", list("No", "Certain")) if(response != "Certain") //If they don't agree, stop. to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return else //If they /do/ agree, give them one last chance. response = tgui_alert(inserted_mob, "This is the last warning: Are you absolutely certain you want to be transformed into an object and have the possibility of being used as such?", "WARNING: FINAL CHANCE!", list("No", "I accept the possibilities")) if(response != "I accept the possibilities") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return if(isvoice(inserted_mob) || W.loc == src) //This is a sanity check to keep them from entering it multiple times. return log_and_message_admins("has just placed [inserted_mob] into an item transformation machine.", user) else to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The micro must be connected to the server.))")) return else if(istype(W,/obj/item/grab)) //Is someone being shoved into the machine? var/obj/item/grab/the_grab = W var/mob/living/inserted_mob = the_grab.affecting //Get the mob that is grabbed. if(!inserted_mob.allow_spontaneous_tf) to_chat(user, span_notice("You cannot put \the [W] into the machine. ((The prefs of the micro forbid this action.))")) return if(inserted_mob.stat == DEAD) to_chat(user, span_notice("[W] is dead.")) return if(inserted_mob.tf_mob_holder) to_chat(user, span_notice("[W] must be in their original form.")) return if(inserted_mob.client) var/response response = tgui_alert(inserted_mob, "Are you -sure- you want to be put in this machine?\n(This machine can turn you into various clothing, footwear, plushies, and other miscellaneous objects. This means that more likely than not, you will be used as whatever object is used. Make certain your preferences align with this possibility.)", "WARNING: Are you sure you want to be put in the machine and transformed?", list("No", "Certain")) if(response != "Certain") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return else response = tgui_alert(inserted_mob, "This is the last warning: Are you absolutely certain you want to be transformed into an object and have the possibility of being used as such?", "WARNING: FINAL CHANCE!", list("No", "I accept the possibilities")) if(response != "I accept the possibilities") to_chat(user, span_notice("[W] stops you from placing them in the machine.")) return if(isvoice(inserted_mob) || W.loc == src) return log_and_message_admins("has just placed [inserted_mob] into an item transformation machine.", user) user.drop_item() //Dropping a grab destroys it. //Grabs require a bit of extra work. //We want them to drop their clothing/items as well. if(ishuman(inserted_mob)) //So, this WORKS. Works very well! var/mob/living/carbon/human/inserted_human = inserted_mob for(var/obj/item/I in inserted_mob) if(istype(I, /obj/item/implant) || istype(I, /obj/item/nif)) continue inserted_human.drop_from_inventory(I) inserted_mob.loc = src stored_materials.Add(inserted_mob) src.visible_message(span_filter_notice(span_bold("\The [user]") + " inserts \the [inserted_mob] into \the [src].")) return else to_chat(user, span_notice("You cannot put \the [W] into the machine. ((They must be connected to the server.))")) return user.drop_item() //Put the micro on the floor (or drop the item) if(istype(W, /obj/item/holder/micro)) //I hate this but it's the only way to get their stuff to drop. var/obj/item/holder/micro/micro_holder = W var/mob/living/inserted_mob = micro_holder.held_mob //Get the actual mob. if(ishuman(inserted_mob)) //Only humans have the drop_from_inventory proc. var/mob/living/carbon/human/inserted_human = inserted_mob for(var/obj/item/I in inserted_human) //Drop any remaining items! This only really seems to affect hands. if(istype(I, /obj/item/implant) || istype(I, /obj/item/nif)) continue inserted_human.drop_from_inventory(I) //Now that we've dropped all the items they have, let's shove them back into the micro holder. W.loc = src stored_materials.Add(W) src.visible_message(span_filter_notice(span_bold("\The [user]") + " inserts \the [W] into \the [src].")) /obj/machinery/replicator/clothing/tgui_interact(mob/user, datum/tgui/ui) //This creates the menu. ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "XenoarchReplicator_clothing_vr", name) //This is required to prevent UI contamination. ui.open() /obj/machinery/replicator/clothing/tgui_data(mob/user, datum/tgui/ui, datum/tgui_state/state) //Gives data to the menu. var/list/data = ..() data["tgui_construction"] = tgui_vore_selection return data /obj/machinery/replicator/clothing/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state) if(..()) return TRUE switch(action) if("construct") var/key = params["key"] if(key in created_items) if(LAZYLEN(stored_materials) > LAZYLEN(spawning_types)) if(LAZYLEN(spawning_types)) visible_message(span_notice("[icon2html(src,viewers(src))] a [pick("light","dial","display","meter","pad")] on [src]'s front [pick("blinks","flashes")] [pick("red","yellow","blue","orange","purple","green","white")].")) else visible_message(span_notice("[icon2html(src,viewers(src))] [src]'s front compartment slides shut.")) spawning_types.Add(created_items[key]) spawn_progress_time = 0 update_use_power(USE_POWER_ACTIVE) icon_state = "borgcharger1(old)" else visible_message(fail_message)