Files
vgstation13/code/modules/mob/transform_procs.dm
johnsonmt88@gmail.com 4406c057c9 Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.
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
2012-08-27 02:51:07 +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 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