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GS13NG/code/game/gamemodes/changeling/powers/mutations.dm
2017-05-04 19:45:08 -05:00

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/*
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
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("<span class='warning'>With a sickening crunch, [user] reforms their [weapon_name_simple] into an arm!</span>", "<span class='notice'>We assimilate the [weapon_name_simple] back into our body.</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
user.update_inv_hands()
return 1
/obj/effect/proc_holder/changeling/weapon/sting_action(mob/living/user)
if(!user.drop_item())
to_chat(user, "<span class='warning'>The [user.get_active_held_item()] is stuck to your hand, you cannot grow a [weapon_name_simple] over it!</span>")
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("<span class='warning'>[user]'s missing arm reforms, making a loud, grotesque sound!</span>", "<span class='userdanger'>Your arm regrows, making a loud, crunchy sound and giving you great pain!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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
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("<span class='warning'>[H] casts off their [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear the organic matter ripping and tearing!</span>")
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.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
req_human = 1
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("<span class='warning'>A grotesque blade forms around [loc.name]\'s arm!</span>", "<span class='warning'>Our arm twists and mutates, transforming it into a deadly blade.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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, "<span class='warning'>The airlock's bolts prevent it from being forced!</span>")
return
if(A.hasPower())
user.visible_message("<span class='warning'>[user] jams [src] into the airlock and starts prying it open!</span>", "<span class='warning'>We start forcing the airlock open.</span>", \
"<span class='italics'>You hear a metal screeching sound.</span>")
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("<span class='warning'>[user] forces the airlock to open with their [src]!</span>", "<span class='warning'>We force the airlock to open.</span>", \
"<span class='italics'>You hear a metal screeching sound.</span>")
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
req_human = 1
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("<span class='warning'>[loc.name]\'s arm starts stretching inhumanly!</span>", "<span class='warning'>Our arm twists and mutates, transforming it into a tentacle.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
else
to_chat(loc, "<span class='notice'>You prepare to extend a tentacle.</span>")
/obj/item/weapon/gun/magic/tentacle/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='warning'>The [name] is not ready yet.<span>")
/obj/item/weapon/gun/magic/tentacle/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] coils [src] tightly around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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("<span class='danger'>[H] impales [C] with [H.p_their()] [I.name]!</span>", "<span class='userdanger'>[H] impales you with [H.p_their()] [I.name]!</span>")
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, "<span class='notice'>You pull [I] towards yourself.</span>")
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("<span class='danger'>[L] is pulled by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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("<span class='danger'>[I] is yanked off [C]'s hand by [src]!</span>","<span class='userdanger'>A tentacle pulls [I] away from you!</span>")
on_hit(I) //grab the item as if you had hit it directly with the tentacle
return 1
else
to_chat(firer, "<span class='danger'>You can't seem to pry [I] off [C]'s hands!<span>")
return 0
else
to_chat(firer, "<span class='danger'>[C] has nothing in hand to disarm!<span>")
return 0
if(INTENT_GRAB)
C.visible_message("<span class='danger'>[L] is grabbed by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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("<span class='danger'>[L] is thrown towards [H] by a tentacle!</span>","<span class='userdanger'>A tentacle grabs you and throws you towards [H]!</span>")
C.throw_at(get_step_towards(H,C), 8, 2, callback=CALLBACK(src, .proc/tentacle_stab, H, C))
return 1
else
L.visible_message("<span class='danger'>[L] is pulled by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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
req_human = 1
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("<span class='warning'>The end of [loc.name]\'s hand inflates rapidly, forming a huge shield-like mass!</span>", "<span class='warning'>We inflate our hand into a strong shield.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
/obj/item/weapon/shield/changeling/hit_reaction()
if(remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms his shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
qdel(src)
return 0
else
remaining_uses--
return ..()
/***************************************\
|*********SPACE SUIT + HELMET***********|
\***************************************/
/obj/effect/proc_holder/changeling/suit/organic_space_suit
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form."
chemical_cost = 20
dna_cost = 2
req_human = 1
suit_type = /obj/item/clothing/suit/space/changeling
helmet_type = /obj/item/clothing/head/helmet/space/changeling
suit_name_simple = "flesh shell"
helmet_name_simple = "space helmet"
recharge_slowdown = 0.5
blood_on_castoff = 1
/obj/item/clothing/suit/space/changeling
name = "flesh mass"
icon_state = "lingspacesuit"
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank/internals/emergency_oxygen, /obj/item/weapon/tank/internals/oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90) //No armor at all.
/obj/item/clothing/suit/space/changeling/Initialize()
. = ..()
if(ismob(loc))
loc.visible_message("<span class='warning'>[loc.name]\'s flesh rapidly inflates, forming a bloated mass around their body!</span>", "<span class='warning'>We inflate our flesh, creating a spaceproof suit!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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. Cannot be used in lesser form."
chemical_cost = 20
dna_cost = 1
req_human = 1
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("<span class='warning'>[loc.name]\'s flesh turns black, quickly transforming into a hard, chitinous mass!</span>", "<span class='warning'>We harden our flesh, creating a suit of armor!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
/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