mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 02:16:05 +00:00
Unfortunately I had to disallow certain animal types until they can be fixed. - Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice. - Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction. - Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them! - Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
356 lines
9.2 KiB
Plaintext
356 lines
9.2 KiB
Plaintext
/mob/living/carbon/human/proc/monkeyize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
if (W==w_uniform) // will be torn
|
|
continue
|
|
drop_from_inventory(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 = 'icons/mob/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.UI = UI
|
|
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)
|
|
|
|
return ..()
|
|
|
|
/mob/living/carbon/AIize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
return ..()
|
|
|
|
/mob/proc/AIize()
|
|
if(client)
|
|
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // stop the jams for AIs
|
|
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
|
|
|
|
if(mind)
|
|
mind.transfer_to(O)
|
|
O.mind.original = O
|
|
else
|
|
O.key = key
|
|
|
|
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, 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."}
|
|
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.job = "AI"
|
|
O.UI = UI
|
|
|
|
O.rename_self("ai",1)
|
|
. = O
|
|
del(src)
|
|
|
|
|
|
//human -> robot
|
|
/mob/living/carbon/human/proc/Robotize()
|
|
if (monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
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.UI = UI
|
|
|
|
if(mind) //TODO
|
|
mind.transfer_to(O)
|
|
if(O.mind.assigned_role == "Cyborg")
|
|
O.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
|
|
O.key = key
|
|
|
|
O.loc = loc
|
|
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_inventory(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)
|
|
|
|
new_xeno.a_intent = "hurt"
|
|
new_xeno.UI = UI
|
|
new_xeno.key = key
|
|
|
|
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_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/living/carbon/metroid/new_metroid
|
|
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/carbon/metroid/M = new/mob/living/carbon/metroid(loc)
|
|
M.nutrition = round(nutrition/number)
|
|
step_away(M,src)
|
|
babies += M
|
|
new_metroid = pick(babies)
|
|
else
|
|
if(adult)
|
|
new_metroid = new /mob/living/carbon/metroid/adult(loc)
|
|
else
|
|
new_metroid = new /mob/living/carbon/metroid(loc)
|
|
new_metroid.a_intent = "hurt"
|
|
new_metroid.UI = UI
|
|
new_metroid.key = key
|
|
|
|
new_metroid << "<B>You are now a Metroid. Skreee!</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_inventory(W)
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
for(var/t in organs) //this really should not be necessary
|
|
del(t)
|
|
|
|
var/mob/living/simple_animal/corgi/new_corgi = new /mob/living/simple_animal/corgi (loc)
|
|
new_corgi.a_intent = "hurt"
|
|
new_corgi.UI = UI
|
|
new_corgi.key = key
|
|
|
|
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
|
|
spawn(0)//To prevent the proc from returning null.
|
|
del(src)
|
|
return
|
|
|
|
/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(bad_animal(mobpath))
|
|
usr << "\red Sorry but this mob type is currently unavailable."
|
|
return
|
|
|
|
if(monkeyizing)
|
|
return
|
|
for(var/obj/item/W in src)
|
|
drop_from_inventory(W)
|
|
|
|
regenerate_icons()
|
|
monkeyizing = 1
|
|
canmove = 0
|
|
icon = null
|
|
invisibility = 101
|
|
|
|
for(var/t in organs)
|
|
del(t)
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = "hurt"
|
|
new_mob.UI = UI
|
|
|
|
|
|
new_mob << "You suddenly feel more... animalistic."
|
|
spawn()
|
|
del(src)
|
|
return
|
|
|
|
/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(bad_animal(mobpath))
|
|
usr << "\red Sorry but this mob type is currently unavailable."
|
|
return
|
|
|
|
var/mob/new_mob = new mobpath(src.loc)
|
|
|
|
new_mob.key = key
|
|
new_mob.a_intent = "hurt"
|
|
new_mob.UI = UI
|
|
new_mob << "You feel more... animalistic"
|
|
|
|
del(src)
|
|
|
|
//Certain mob types either do not work, or have major problems and should now be allowed to be controlled by players.
|
|
/mob/proc/bad_animal(var/MP)
|
|
|
|
//Sanity, this should never happen.
|
|
if(!MP || !ispath(MP, /mob/living/simple_animal))
|
|
return 1
|
|
|
|
//It is impossible to pull up the player panel for mice
|
|
if(ispath(MP, /mob/living/simple_animal/mouse))
|
|
return 1
|
|
|
|
//Bears will auto-attack mobs, even if they're player controlled
|
|
if(ispath(MP, /mob/living/simple_animal/bear))
|
|
return 1
|
|
|
|
//Parrots are unfinished, they have no sprite, movement, ect...
|
|
else if(ispath(MP, /mob/living/simple_animal/parrot))
|
|
return 1
|
|
|
|
//Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
|
|
else if(ispath(MP, /mob/living/simple_animal/space_worm))
|
|
return 1
|
|
|
|
//No problems found!
|
|
else
|
|
return 0
|
|
|
|
|
|
|