Files
Yogstation/code/modules/mob/transform_procs.dm
lordpidey 24f47b0223 Devil Antag Round 2. (#15794)
* Re-making the branch and PR of demon.  See #15118 for the old PR

* Adds toy demonologist to arcade machine reward list.

* Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork.

Suiciding with signed contract now uses forcesay instead of say.

* Fixes compile errors.
Re factors contracts to be subtypes rather than datums.  <--- incomplete, still need to summon them appropriately.

* buffed infernal power contract to give passive healing
Nerfed magic power contract to not give robeless MM

* Fixes compile errors

* Corrects orientation of true demon sprite

* Begins work on the sNPC for the true demon/ arch-demon

* Added funeral garment sprites.  These will be used in banishment rituals (hopefully)

* Stashing my work so I can move to another computer.

Re-working the true-demon, it will be a carbon rather than a simple mob.

* Revert "Stashing my work so I can move to another computer."

This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e.

* Git exploded for me, so I have to make a new branch with EVERYTHING.  sorry.

* Fixes compile error

* Ghosts can now click on an arch demon to become a slaughter demon

* Begins to convert demons into a carbon rather than simple mob.

* Demons now resurrect if not banished.

* Beepsky now properly tells security chat about the level 666 threat.

* Contracts now work again.

* old spells now get removed properly.

* adding pitchfork sprites

* Adds hud for the true-demon.  Not functional.

* Fixes another error in the demon hud.  Still broken.

* Demons are no longer immortal, demon huds work properly now.  (it's barebones, but it works.)

* Fixes the "Have mortals sign at least # contracts of TYPE" objective

* Fixed typo in banishlore() and updated wrath/envy sintouch objectives.

* Adds huds for demons/sintouched/soulless, however they are currently unused.

* Updates the demon's hud to work with the recent hud changes.

* Cleaned up infernal jaunt, it works a lot better now and is less buggy.

* Revival contracts now actually take your soul.

* Fixes #16513

* Replaces the infinite slaughter demons with infinite imps.  Sprites for imps are still needed.

* Adds sprite for imps.  It's a redder, smaller slaughter demon.

* Fixes lack of icon for pitchforks

* Gives summon wealth a more appropriate icon.

* Fixes small part I forgot to merge.

* Fixes a few bugs with demonic resurrection.  It's still very buggy.

* Derp, my bad, I didn't mean to admin myself on the main server.

* Fixes edge case of demonic resurrection failing.  Debraining the demon is NOT supposed to be an alternative for the banishment ritual.

* Also did not mean to change this config file.

* Fixes another error in type 1 demonic resurrection.  It works properly now.

* Updates employment contract text.

* Fixes type 2 resurrections.
Demonic contracts are once again permanently on fire.

* Replaces toy demonologist with toy demonomicon.  It still works the same, just different icon/name.

* Adds demonomicon and employment cabinet to box/meta/dream/efficiency.

I could not add it to mini/bird due to conflicts.

* Edits ministation and BirdStation to have demonomicons and employment cabinets.

* Fixes spelling error

* Adds burial garments to maps.

* Update photocopier.dm

Fixes the span when inserting items into photocopier

* Fixes disrupt_spells proc

* Makes a lot of changes as reccomended by Remie.

* Fixes a compile error.

* Updates the lawify/loreify to be lists.  Does not compile.

* Fixes compile errors.

* Arch demons no longer regress upon death.
Speaking a demon's truename gives the demon the opportunity to teleport to you.
Makes demonomicon not care about capitalization.

* Fixes startup error.  Demonic summoning now works.  It's very simple, just say their true name.

* Demons now have a tongue.  True demon bodies are deleted upon regression.

* Demons can now be punched.
Demons can no longer resist a fire out, since it does nothing to them.

* true demons show up in player panel.  Hellfire works again.

* Prepares for commit 16940

* Demons are now known as devils.

Still needs testing.

* Oops, didn't commit everything last commit.

* Finishes converting demons to devils.

* Fixes speech for lizards/flymen when they speak a demon's name.

* Update tips.txt

* Changes variable from static to global as per Remie's suggestion.

I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static.

* Removes devil summoning.  Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out.

* Removes carriage returns

* Combined modified icon files

* Fixes #17184

* Imps no longer show up in the end round report.  This is because there can EASILY be 100+ imps if the crew is well armed.

Non-employment filing cabinets no longer take 30 sec to wrench/unwrench.

* The lawyer can actually buy souls back now.  Oops.

* Fixes true/arch devil spritesheet to have correct sprite names.

* Relocates Box's employment cabinet to Law office.

* De-devil-ing someone now removes the devilinfo.
De-devil-ing now returns an error when used on true and arch devils

* Re-factors whiteness code for jumpsuits.

* Merges icons, reverts failed merge of map

* Merges map with CAS decks

* Fixes copying employment contracts

* Derp, fixes compile error.

* Replaces antaghud with customizable vision range for knowledge boon.

* Prevents a runtime if devil is gibbed while ascending.

* Neatens contract code, and removes excess variable from humans.

* Fixes compile errors

* Organizes weakness code slightly.  Adds ability for a species override on weakness.  (Make flypeople take 2x damage from flyswatters for example)

* Removes sixteen erroneous characters from the codebase.

* Removes trailing return

* Makes typeless for loops, removes a runtime, and removes unhelpful comments.
2016-05-08 18:44:27 +01:00

562 lines
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/mob/living/carbon/proc/monkeyize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
if (notransform)
return
//Handle items on mob
//first implants & organs
var/list/implants = list()
var/list/int_organs = list()
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/W in src)
implants += W
if (tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/I in internal_organs)
int_organs += I
I.Remove(src, 1)
if(tr_flags & TR_KEEPITEMS)
for(var/obj/item/W in (src.contents-implants-int_organs))
unEquip(W)
//Make mob invisible and spawn animation
notransform = 1
canmove = 0
stunned = 1
icon = null
overlays.Cut()
invisibility = INVISIBILITY_MAXIMUM
var/atom/movable/overlay/animation = new( loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(22)
var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
qdel(animation)
// hash the original name?
if(tr_flags & TR_HASHNAME)
O.name = "monkey ([copytext(md5(real_name), 2, 6)])"
O.real_name = "monkey ([copytext(md5(real_name), 2, 6)])"
//handle DNA and other attributes
dna.transfer_identity(O)
O.updateappearance(icon_update=0)
if(tr_flags & TR_KEEPSE)
O.dna.struc_enzymes = dna.struc_enzymes
var/datum/mutation/human/race/R = mutations_list[RACEMUT]
O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=1)//we don't want to keep the race block inactive
if(suiciding)
O.suiciding = suiciding
if(hellbound)
O.hellbound = hellbound
O.loc = loc
O.a_intent = "harm"
//keep viruses?
if (tr_flags & TR_KEEPVIRUS)
O.viruses = viruses
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
D.holder = O
//keep damage?
if (tr_flags & TR_KEEPDAMAGE)
O.setToxLoss(getToxLoss())
O.adjustBruteLoss(getBruteLoss())
O.setOxyLoss(getOxyLoss())
O.adjustFireLoss(getFireLoss())
O.radiation = radiation
//re-add implants to new mob
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
//re-add organs to new mob
if(tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/I in O.internal_organs)
qdel(I)
for(var/obj/item/organ/I in int_organs)
I.Insert(O, 1)
//transfer mind and delete old mob
if(mind)
mind.transfer_to(O)
if(O.mind.changeling)
O.mind.changeling.purchasedpowers += new /obj/effect/proc_holder/changeling/humanform(null)
if (tr_flags & TR_DEFAULTMSG)
O << "<B>You are now a monkey.</B>"
for(var/A in loc.vars)
if(loc.vars[A] == src)
loc.vars[A] = O
. = O
qdel(src)
////////////////////////// Humanize //////////////////////////////
//Could probably be merged with monkeyize but other transformations got their own procs, too
/mob/living/carbon/proc/humanize(tr_flags = (TR_KEEPITEMS | TR_KEEPVIRUS | TR_DEFAULTMSG))
if (notransform)
return
//Handle items on mob
//first implants & organs
var/list/implants = list()
var/list/int_organs = list()
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/W in src)
implants += W
if (tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/I in internal_organs)
int_organs += I
I.Remove(src, 1)
//now the rest
if (tr_flags & TR_KEEPITEMS)
for(var/obj/item/W in (src.contents-implants-int_organs))
unEquip(W)
if (client)
client.screen -= W
if (W)
W.loc = loc
W.dropped(src)
W.layer = initial(W.layer)
//Make mob invisible and spawn animation
notransform = 1
canmove = 0
stunned = 1
icon = null
overlays.Cut()
invisibility = INVISIBILITY_MAXIMUM
var/atom/movable/overlay/animation = new( loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("monkey2h", animation)
sleep(22)
var/mob/living/carbon/human/O = new( loc )
for(var/obj/item/C in O.loc)
O.equip_to_appropriate_slot(C)
qdel(animation)
dna.transfer_identity(O)
O.updateappearance(mutcolor_update=1)
if(cmptext("monkey",copytext(O.dna.real_name,1,7)))
O.real_name = random_unique_name(O.gender)
O.dna.generate_unique_enzymes(O)
else
O.real_name = O.dna.real_name
O.name = O.real_name
if(tr_flags & TR_KEEPSE)
O.dna.struc_enzymes = dna.struc_enzymes
var/datum/mutation/human/race/R = mutations_list[RACEMUT]
O.dna.struc_enzymes = R.set_se(O.dna.struc_enzymes, on=0)//we don't want to keep the race block active
O.domutcheck()
if(suiciding)
O.suiciding = suiciding
if(hellbound)
O.hellbound = hellbound
O.loc = loc
//keep viruses?
if (tr_flags & TR_KEEPVIRUS)
O.viruses = viruses
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
D.holder = O
O.med_hud_set_status()
//keep damage?
if (tr_flags & TR_KEEPDAMAGE)
O.setToxLoss(getToxLoss())
O.adjustBruteLoss(getBruteLoss())
O.setOxyLoss(getOxyLoss())
O.adjustFireLoss(getFireLoss())
O.radiation = radiation
//re-add implants to new mob
if (tr_flags & TR_KEEPIMPLANTS)
for(var/obj/item/weapon/implant/I in implants)
I.loc = O
I.implanted = O
O.sec_hud_set_implants()
if(tr_flags & TR_KEEPORGANS)
for(var/obj/item/organ/I in O.internal_organs)
qdel(I)
for(var/obj/item/organ/I in int_organs)
I.Insert(O, 1)
if(mind)
mind.transfer_to(O)
if(O.mind.changeling)
for(var/obj/effect/proc_holder/changeling/humanform/HF in O.mind.changeling.purchasedpowers)
mind.changeling.purchasedpowers -= HF
O.a_intent = "help"
if (tr_flags & TR_DEFAULTMSG)
O << "<B>You are now a human.</B>"
. = O
for(var/A in loc.vars)
if(loc.vars[A] == src)
loc.vars[A] = O
qdel(src)
/mob/new_player/AIize()
spawning = 1
return ..()
/mob/living/carbon/human/AIize()
if (notransform)
return
for(var/t in bodyparts)
qdel(t)
return ..()
/mob/living/carbon/AIize()
if (notransform)
return
for(var/obj/item/W in src)
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
return ..()
/mob/proc/AIize()
if(client)
stopLobbySound()
var/mob/living/silicon/ai/O = new (loc,,,1)//No MMI but safety is in effect.
if(mind)
mind.transfer_to(O)
else
O.key = key
var/obj/loc_landmark
for(var/obj/effect/landmark/start/sloc in landmarks_list)
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 landmarks_list)
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 landmarks_list)
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, click on 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 click on it."
O << {"Use say ":b to speak to your cyborgs through binary."} //"
O << "For department channels, use the following say commands:"
O << ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science."
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/show_laws_verb
O.verbs += /mob/living/silicon/ai/proc/ai_statuschange
O.job = "AI"
O.rename_self("ai")
. = O
qdel(src)
return
//human -> robot
/mob/living/carbon/human/proc/Robotize(delete_items = 0)
if (notransform)
return
for(var/obj/item/W in src)
if(delete_items)
qdel(W)
else
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
// cyborgs produced by Robotize get an automatic power cell
R.cell = new(R)
R.cell.maxcharge = 7500
R.cell.charge = 7500
R.gender = gender
R.invisibility = 0
if(mind) //TODO
mind.transfer_to(R)
if(mind.special_role)
R.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
R.key = key
if (config.rename_cyborg)
R.rename_self("cyborg")
if(R.mmi)
R.mmi.name = "Man-Machine Interface: [real_name]"
if(R.mmi.brain)
R.mmi.brain.name = "[real_name]'s brain"
if(R.mmi.brainmob)
R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
R.mmi.brainmob.name = real_name
R.loc = loc
R.job = "Cyborg"
R.notify_ai(1)
. = R
qdel(src)
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (notransform)
return
for(var/obj/item/W in src)
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(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)
new_xeno.a_intent = "harm"
new_xeno.key = key
new_xeno << "<B>You are now an alien.</B>"
. = new_xeno
qdel(src)
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if (notransform)
return
for(var/obj/item/W in src)
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/simple_animal/slime/new_slime
if(reproduce)
var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
var/list/babies = list()
for(var/i=1,i<=number,i++)
var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
M.nutrition = round(nutrition/number)
step_away(M,src)
babies += M
new_slime = pick(babies)
else
new_slime = new /mob/living/simple_animal/slime(loc)
new_slime.a_intent = "harm"
new_slime.key = key
new_slime << "<B>You are now a slime. Skreee!</B>"
. = new_slime
qdel(src)
/mob/proc/become_overmind(mode_made = 0)
var/mob/camera/blob/B = new /mob/camera/blob(loc, 0, mode_made)
if(mind)
mind.transfer_to(B)
else
B.key = key
. = B
qdel(src)
/mob/proc/become_god(var/side_colour)
var/mob/camera/god/G = new /mob/camera/god(loc)
G.side = side_colour
if(mind)
mind.transfer_to(G)
else
G.key = key
G.job = "Deity"
G.rename_self("deity")
G.update_icons()
. = G
qdel(src)
/mob/living/carbon/human/proc/corgize()
if (notransform)
return
for(var/obj/item/W in src)
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.a_intent = "harm"
new_corgi.key = key
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
. = new_corgi
qdel(src)
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
usr << "<span class='danger'>Sorry but this mob type is currently unavailable.</span>"
return
if(notransform)
return
for(var/obj/item/W in src)
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "harm"
new_mob << "You suddenly feel more... animalistic."
. = new_mob
qdel(src)
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(!safe_animal(mobpath))
usr << "<span class='danger'>Sorry but this mob type is currently unavailable.</span>"
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "harm"
new_mob << "You feel more... animalistic"
. = new_mob
qdel(src)
/* Certain mob types have problems and should not be allowed to be controlled by players.
*
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
* This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them.
*/
/mob/proc/safe_animal(MP)
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
if(!MP)
return 0 //Sanity, this should never happen.
if(ispath(MP, /mob/living/simple_animal/hostile/construct))
return 0 //Verbs do not appear for players.
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/pet/cat))
return 1
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
return 1
if(ispath(MP, /mob/living/simple_animal/crab))
return 1
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
return 1
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
return 1
if(ispath(MP, /mob/living/simple_animal/shade))
return 1
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
return 1
if(ispath(MP, /mob/living/simple_animal/mouse))
return 1 //It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
return 1 //Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
if(ispath(MP, /mob/living/simple_animal/parrot))
return 1 //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return 0