/*
Changeling Mutations! ~By Miauw (ALL OF IT :V)
Contains:
Arm Blade
Space Suit
Shield
Armor
Tentacles
*/
//Parent to shields and blades because muh copypasted code.
/obj/effect/proc_holder/changeling/weapon
name = "Organic Weapon"
desc = "Go tell a coder if you see this"
helptext = "Yell at Miauw and/or Perakp"
chemical_cost = 1000
dna_cost = -1
genetic_damage = 1000
var/silent = FALSE
var/weapon_type
var/weapon_name_simple
/obj/effect/proc_holder/changeling/weapon/try_to_sting(mob/user, mob/target)
for(var/obj/item/I in user.held_items)
if(check_weapon(user, I))
return
..(user, target)
/obj/effect/proc_holder/changeling/weapon/proc/check_weapon(mob/user, obj/item/hand_item)
if(istype(hand_item, weapon_type))
user.temporarilyRemoveItemFromInventory(hand_item, TRUE) //DROPDEL will delete the item
if(!silent)
playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
user.visible_message("With a sickening crunch, [user] reforms their [weapon_name_simple] into an arm!", "We assimilate the [weapon_name_simple] back into our body.", "The [user.get_active_held_item()] is stuck to your hand, you cannot grow a [weapon_name_simple] over it!")
return
var/limb_regen = 0
if(user.active_hand_index % 2 == 0) //we regen the arm before changing it into the weapon
limb_regen = user.regenerate_limb("r_arm", 1)
else
limb_regen = user.regenerate_limb("l_arm", 1)
if(limb_regen)
user.visible_message("[user]'s missing arm reforms, making a loud, grotesque sound!", "Your arm regrows, making a loud, crunchy sound and giving you great pain!", "You hear organic matter ripping and tearing!")
user.emote("scream")
var/obj/item/W = new weapon_type(user, silent)
user.put_in_hands(W)
if(!silent)
playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
return W
/obj/effect/proc_holder/changeling/weapon/on_refund(mob/user)
for(var/obj/item/I in user.held_items)
check_weapon(user, I)
//Parent to space suits and armor.
/obj/effect/proc_holder/changeling/suit
name = "Organic Suit"
desc = "Go tell a coder if you see this"
helptext = "Yell at Miauw and/or Perakp"
chemical_cost = 1000
dna_cost = -1
genetic_damage = 1000
var/helmet_type = /obj/item
var/suit_type = /obj/item
var/suit_name_simple = " "
var/helmet_name_simple = " "
var/recharge_slowdown = 0
var/blood_on_castoff = 0
/obj/effect/proc_holder/changeling/suit/try_to_sting(mob/user, mob/target)
if(check_suit(user))
return
var/mob/living/carbon/human/H = user
..(H, target)
//checks if we already have an organic suit and casts it off.
/obj/effect/proc_holder/changeling/suit/proc/check_suit(mob/user)
var/datum/changeling/changeling = user.mind.changeling
if(!ishuman(user) || !changeling)
return 1
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, suit_type) || istype(H.head, helmet_type))
H.visible_message("[H] casts off their [suit_name_simple]!", "We cast off our [suit_name_simple][genetic_damage > 0 ? ", temporarily weakening our genomes." : "."]", "You hear the organic matter ripping and tearing!")
H.temporarilyRemoveItemFromInventory(H.head, TRUE) //The qdel on dropped() takes care of it
H.temporarilyRemoveItemFromInventory(H.wear_suit, TRUE)
H.update_inv_wear_suit()
H.update_inv_head()
H.update_hair()
if(blood_on_castoff)
H.add_splatter_floor()
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.geneticdamage += genetic_damage //Casting off a space suit leaves you weak for a few seconds.
changeling.chem_recharge_slowdown -= recharge_slowdown
return 1
/obj/effect/proc_holder/changeling/suit/on_refund(mob/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
check_suit(H)
/obj/effect/proc_holder/changeling/suit/sting_action(mob/living/carbon/human/user)
if(!user.canUnEquip(user.wear_suit))
to_chat(user, "\the [user.wear_suit] is stuck to your body, you cannot grow a [suit_name_simple] over it!")
return
if(!user.canUnEquip(user.head))
to_chat(user, "\the [user.head] is stuck on your head, you cannot grow a [helmet_name_simple] over it!")
return
user.dropItemToGround(user.head)
user.dropItemToGround(user.wear_suit)
user.equip_to_slot_if_possible(new suit_type(user), slot_wear_suit, 1, 1, 1)
user.equip_to_slot_if_possible(new helmet_type(user), slot_head, 1, 1, 1)
var/datum/changeling/changeling = user.mind.changeling
changeling.chem_recharge_slowdown += recharge_slowdown
return TRUE
//fancy headers yo
/***************************************\
|***************ARM BLADE***************|
\***************************************/
/obj/effect/proc_holder/changeling/weapon/arm_blade
name = "Arm Blade"
desc = "We reform one of our arms into a deadly blade."
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form."
chemical_cost = 20
dna_cost = 2
genetic_damage = 10
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/melee/arm_blade
weapon_name_simple = "blade"
/obj/item/weapon/melee/arm_blade
name = "arm blade"
desc = "A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter."
icon = 'icons/obj/weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
flags = ABSTRACT | NODROP | DROPDEL
w_class = WEIGHT_CLASS_HUGE
force = 25
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP
var/can_drop = FALSE
/obj/item/weapon/melee/arm_blade/Initialize(mapload,silent,synthetic)
. = ..()
if(ismob(loc) && !silent)
loc.visible_message("A grotesque blade forms around [loc.name]\'s arm!", "Our arm twists and mutates, transforming it into a deadly blade.", "You hear organic matter ripping and tearing!")
if(synthetic)
can_drop = TRUE
/obj/item/weapon/melee/arm_blade/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(istype(target, /obj/structure/table))
var/obj/structure/table/T = target
T.deconstruct(FALSE)
else if(istype(target, /obj/machinery/computer))
var/obj/machinery/computer/C = target
C.attack_alien(user) //muh copypasta
else if(istype(target, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = target
if(!A.requiresID() || A.allowed(user)) //This is to prevent stupid shit like hitting a door with an arm blade, the door opening because you have acces and still getting a "the airlocks motors resist our efforts to force it" message.
return
if(A.locked)
to_chat(user, "The airlock's bolts prevent it from being forced!")
return
if(A.hasPower())
user.visible_message("[user] jams [src] into the airlock and starts prying it open!", "We start forcing the airlock open.", \
"You hear a metal screeching sound.")
playsound(A, 'sound/machines/airlock_alien_prying.ogg', 100, 1)
if(!do_after(user, 100, target = A))
return
//user.say("Heeeeeeeeeerrre's Johnny!")
user.visible_message("[user] forces the airlock to open with their [src]!", "We force the airlock to open.", \
"You hear a metal screeching sound.")
A.open(2)
/obj/item/weapon/melee/arm_blade/dropped(mob/user)
..()
if(can_drop)
new /obj/item/weapon/melee/synthetic_arm_blade(get_turf(user))
/***************************************\
|***********COMBAT TENTACLES*************|
\***************************************/
/obj/effect/proc_holder/changeling/weapon/tentacle
name = "Tentacle"
desc = "We ready a tentacle to grab items or victims with."
helptext = "We can use it once to retrieve a distant item. If used on living creatures, the effect depends on the intent: \
Help will simply drag them closer, Disarm will grab whatever they're holding instead of them, Grab will put the victim in our hold after catching it, \
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
chemical_cost = 10
dna_cost = 2
genetic_damage = 5
req_human = 1
max_genetic_damage = 10
weapon_type = /obj/item/weapon/gun/magic/tentacle
weapon_name_simple = "tentacle"
silent = TRUE
/obj/item/weapon/gun/magic/tentacle
name = "tentacle"
desc = "A fleshy tentacle that can stretch out and grab things or people."
icon = 'icons/obj/weapons.dmi'
icon_state = "tentacle"
item_state = "tentacle"
flags = ABSTRACT | NODROP | DROPDEL | NOBLUDGEON
w_class = WEIGHT_CLASS_HUGE
ammo_type = /obj/item/ammo_casing/magic/tentacle
fire_sound = 'sound/effects/splat.ogg'
force = 0
max_charges = 1
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
/obj/item/weapon/gun/magic/tentacle/Initialize(mapload, silent)
. = ..()
if(ismob(loc))
if(!silent)
loc.visible_message("[loc.name]\'s arm starts stretching inhumanly!", "Our arm twists and mutates, transforming it into a tentacle.", "You hear organic matter ripping and tearing!")
else
to_chat(loc, "You prepare to extend a tentacle.")
/obj/item/weapon/gun/magic/tentacle/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "The [name] is not ready yet.")
/obj/item/weapon/gun/magic/tentacle/suicide_act(mob/user)
user.visible_message("[user] coils [src] tightly around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!")
return (OXYLOSS)
/obj/item/ammo_casing/magic/tentacle
name = "tentacle"
desc = "a tentacle."
projectile_type = /obj/item/projectile/tentacle
caliber = "tentacle"
icon_state = "tentacle_end"
firing_effect_type = null
var/obj/item/weapon/gun/magic/tentacle/gun //the item that shot it
/obj/item/ammo_casing/magic/tentacle/Initialize()
gun = loc
. = ..()
/obj/item/ammo_casing/magic/tentacle/Destroy()
gun = null
return ..()
/obj/item/projectile/tentacle
name = "tentacle"
icon_state = "tentacle_end"
pass_flags = PASSTABLE
damage = 0
damage_type = BRUTE
range = 8
hitsound = 'sound/weapons/thudswoosh.ogg'
var/chain
var/obj/item/ammo_casing/magic/tentacle/source //the item that shot it
/obj/item/projectile/tentacle/Initialize()
source = loc
. = ..()
/obj/item/projectile/tentacle/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "tentacle", time = INFINITY, maxdistance = INFINITY, beam_sleep_time = 1)
..()
/obj/item/projectile/tentacle/proc/reset_throw(mob/living/carbon/human/H)
if(H.in_throw_mode)
H.throw_mode_off() //Don't annoy the changeling if he doesn't catch the item
/obj/item/projectile/tentacle/proc/tentacle_grab(mob/living/carbon/human/H, mob/living/carbon/C)
if(H.Adjacent(C))
C.grabbedby(H)
C.grippedby(H) //instant aggro grab
/obj/item/projectile/tentacle/proc/tentacle_stab(mob/living/carbon/human/H, mob/living/carbon/C)
if(H.Adjacent(C))
for(var/obj/item/I in H.held_items)
if(I.is_sharp())
C.visible_message("[H] impales [C] with [H.p_their()] [I.name]!", "[H] impales you with [H.p_their()] [I.name]!")
C.apply_damage(I.force, BRUTE, "chest")
H.do_item_attack_animation(C, used_item = I)
H.add_mob_blood(C)
playsound(get_turf(H),I.hitsound,75,1)
return
/obj/item/projectile/tentacle/on_hit(atom/target, blocked = 0)
var/mob/living/carbon/human/H = firer
H.dropItemToGround(source.gun, TRUE) //Unequip thus delete the tentacle on hit
if(blocked >= 100)
return 0
if(istype(target, /obj/item))
var/obj/item/I = target
if(!I.anchored)
to_chat(firer, "You pull [I] towards yourself.")
H.throw_mode_on()
I.throw_at(H, 10, 2)
. = 1
else if(isliving(target))
var/mob/living/L = target
if(!L.anchored && !L.throwing)//avoid double hits
if(iscarbon(L))
var/mob/living/carbon/C = L
switch(firer.a_intent)
if(INTENT_HELP)
C.visible_message("[L] is pulled by [H]'s tentacle!","A tentacle grabs you and pulls you towards [H]!")
C.throw_at(get_step_towards(H,C), 8, 2)
return 1
if(INTENT_DISARM)
var/obj/item/I = C.get_active_held_item()
if(I)
if(C.drop_item())
C.visible_message("[I] is yanked off [C]'s hand by [src]!","A tentacle pulls [I] away from you!")
on_hit(I) //grab the item as if you had hit it directly with the tentacle
return 1
else
to_chat(firer, "You can't seem to pry [I] off [C]'s hands!")
return 0
else
to_chat(firer, "[C] has nothing in hand to disarm!")
return 0
if(INTENT_GRAB)
C.visible_message("[L] is grabbed by [H]'s tentacle!","A tentacle grabs you and pulls you towards [H]!")
C.throw_at(get_step_towards(H,C), 8, 2, callback=CALLBACK(src, .proc/tentacle_grab, H, C))
return 1
if(INTENT_HARM)
C.visible_message("[L] is thrown towards [H] by a tentacle!","A tentacle grabs you and throws you towards [H]!")
C.throw_at(get_step_towards(H,C), 8, 2, callback=CALLBACK(src, .proc/tentacle_stab, H, C))
return 1
else
L.visible_message("[L] is pulled by [H]'s tentacle!","A tentacle grabs you and pulls you towards [H]!")
L.throw_at(get_step_towards(H,L), 8, 2)
. = 1
/obj/item/projectile/tentacle/Destroy()
qdel(chain)
source = null
return ..()
/***************************************\
|****************SHIELD*****************|
\***************************************/
/obj/effect/proc_holder/changeling/weapon/shield
name = "Organic Shield"
desc = "We reform one of our arms into a hard shield."
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
chemical_cost = 20
dna_cost = 1
genetic_damage = 12
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/shield/changeling
weapon_name_simple = "shield"
/obj/effect/proc_holder/changeling/weapon/shield/sting_action(mob/user)
var/datum/changeling/changeling = user.mind.changeling //So we can read the absorbedcount.
if(!changeling)
return
var/obj/item/weapon/shield/changeling/S = ..(user)
S.remaining_uses = round(changeling.absorbedcount * 3)
return TRUE
/obj/item/weapon/shield/changeling
name = "shield-like mass"
desc = "A mass of tough, boney tissue. You can still see the fingers as a twisted pattern in the shield."
flags = ABSTRACT | NODROP | DROPDEL
icon = 'icons/obj/weapons.dmi'
icon_state = "ling_shield"
block_chance = 50
var/remaining_uses //Set by the changeling ability.
/obj/item/weapon/shield/changeling/Initialize()
. = ..()
if(ismob(loc))
loc.visible_message("The end of [loc.name]\'s hand inflates rapidly, forming a huge shield-like mass!", "We inflate our hand into a strong shield.", "You hear organic matter ripping and tearing!")
/obj/item/weapon/shield/changeling/hit_reaction()
if(remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("With a sickening crunch, [H] reforms his shield into an arm!", "We assimilate our shield into our body", "[loc.name]\'s flesh rapidly inflates, forming a bloated mass around their body!", "We inflate our flesh, creating a spaceproof suit!", "You hear organic matter ripping and tearing!")
START_PROCESSING(SSobj, src)
/obj/item/clothing/suit/space/changeling/process()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.reagents.add_reagent("salbutamol", REAGENTS_METABOLISM)
/obj/item/clothing/head/helmet/space/changeling
name = "flesh mass"
icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL //Again, no THICKMATERIAL.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/***************************************\
|*****************ARMOR*****************|
\***************************************/
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Retreating the armor damages our genomes. Cannot be used in lesser form."
chemical_cost = 20
dna_cost = 1
genetic_damage = 11
req_human = 1
max_genetic_damage = 20
recharge_slowdown = 0.25
suit_type = /obj/item/clothing/suit/armor/changeling
helmet_type = /obj/item/clothing/head/helmet/changeling
suit_name_simple = "armor"
helmet_name_simple = "helmet"
/obj/item/clothing/suit/armor/changeling
name = "chitinous mass"
desc = "A tough, hard covering of black chitin."
icon_state = "lingarmor"
flags = NODROP | DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
/obj/item/clothing/suit/armor/changeling/Initialize()
. = ..()
if(ismob(loc))
loc.visible_message("[loc.name]\'s flesh turns black, quickly transforming into a hard, chitinous mass!", "We harden our flesh, creating a suit of armor!", "You hear organic matter ripping and tearing!")
/obj/item/clothing/head/helmet/changeling
name = "chitinous mass"
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
flags = NODROP | DROPDEL
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE