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Batrachophreno 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

233 lines
6.3 KiB
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// AI (i.e. game AI, not the AI player) controlled bots
/obj/machinery/bot
icon = 'icons/mob/npc/aibots.dmi'
layer = MOB_LAYER
light_range = 3
use_power = POWER_USE_OFF
light_system = MOVABLE_LIGHT
var/obj/item/card/id/botcard // the ID card that the bot "holds"
var/on = 1
var/health = 0 //do not forget to set health for your bot!
var/maxhealth = 0
var/fire_dam_coeff = 1.0
var/brute_dam_coeff = 1.0
var/open = 0//Maint panel
var/locked = 1
//var/emagged = 0 //Urist: Moving that var to the general /bot tree as it's used by most bots
/obj/machinery/bot/condition_hints(mob/user, distance, is_adjacent)
. += list()
. = ..()
if (src.health < maxhealth)
if (src.health > maxhealth/3)
. += SPAN_WARNING("[src]'s parts look loose.")
else
. += SPAN_DANGER("[src]'s parts look very loose!")
/obj/machinery/bot/Initialize(mapload, d, populate_components, is_internal)
. = ..()
add_to_target_grid()
/obj/machinery/bot/Destroy()
clear_from_target_grid()
return ..()
/obj/machinery/bot/proc/turn_on()
if(stat)
return 0
on = 1
set_light_on(on)
/obj/machinery/bot/proc/turn_off()
on = 0
set_light_on(on)
/obj/machinery/bot/proc/explode()
qdel(src)
/obj/machinery/bot/proc/healthcheck()
if (src.health <= 0)
src.explode()
/obj/machinery/bot/emag_act(var/remaining_charges, var/user)
if(locked && !emagged)
locked = 0
emagged = 1
to_chat(user, SPAN_WARNING("You short out [src]'s maintenance hatch lock."))
log_and_message_admins("emagged [src]'s maintenance hatch lock")
return 1
if(!locked && open && emagged == 1)
emagged = 2
log_and_message_admins("emagged [src]'s inner circuits")
return 1
/obj/machinery/bot/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
if(!locked)
open = !open
to_chat(user, SPAN_NOTICE("Maintenance panel is now [src.open ? "opened" : "closed"]."))
return TRUE
else if(attacking_item.tool_behaviour == TOOL_WELDER)
if(health < maxhealth)
if(open)
health = min(maxhealth, health+10)
user.visible_message(SPAN_WARNING("[user] repairs [src]!"),SPAN_NOTICE("You repair [src]!"))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
else
to_chat(user, SPAN_NOTICE("Unable to repair with the maintenance panel closed."))
else
to_chat(user, SPAN_NOTICE("[src] does not need a repair."))
return TRUE
else
if(hasvar(attacking_item,"force") && hasvar(attacking_item,"damtype"))
switch(attacking_item.damtype)
if("fire")
src.health -= attacking_item.force * fire_dam_coeff
if("brute")
src.health -= attacking_item.force * brute_dam_coeff
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
. = ..()
healthcheck()
return .
else
return ..()
/obj/machinery/bot/bullet_act(var/obj/projectile/Proj)
if(!(Proj.damage_type == DAMAGE_BRUTE || Proj.damage_type == DAMAGE_BURN))
return BULLET_ACT_BLOCK
. = ..()
if(. != BULLET_ACT_HIT)
return .
health -= Proj.damage
healthcheck()
/obj/machinery/bot/ex_act(severity)
switch(severity)
if(1.0)
src.explode()
return
if(2.0)
src.health -= rand(5,10)*fire_dam_coeff
src.health -= rand(10,20)*brute_dam_coeff
healthcheck()
return
if(3.0)
if (prob(50))
src.health -= rand(1,5)*fire_dam_coeff
src.health -= rand(1,5)*brute_dam_coeff
healthcheck()
return
return
/obj/machinery/bot/emp_act(severity)
. = ..()
var/was_on = on
stat |= EMPED
var/obj/effect/overlay/pulse2 = new /obj/effect/overlay(src.loc)
pulse2.icon = 'icons/effects/effects.dmi'
pulse2.icon_state = "empdisable"
pulse2.name = "emp sparks"
pulse2.anchored = 1
pulse2.set_dir(pick(GLOB.cardinals))
QDEL_IN(pulse2, 10)
if (on)
turn_off()
addtimer(CALLBACK(src, PROC_REF(post_emp), was_on), severity * 300)
/obj/machinery/bot/proc/post_emp(was_on)
stat &= ~EMPED
if (was_on)
turn_on()
/obj/machinery/bot/attack_ai(mob/user as mob)
if(!ai_can_interact(user))
return
src.attack_hand(user)
/obj/machinery/bot/attack_hand(var/mob/living/carbon/human/user)
if(!istype(user))
return ..()
if(user.species.can_shred(user))
src.health -= rand(15,30)*brute_dam_coeff
src.visible_message(SPAN_DANGER("[user] has slashed [src]!"))
playsound(src.loc, 'sound/weapons/slice.ogg', 25, 1, -1)
if(prob(10))
new /obj/effect/decal/cleanable/blood/oil(src.loc)
healthcheck()
/******************************************************************/
// Navigation procs
// Used for A-star pathfinding
// Returns the surrounding cardinal turfs with open links
// Including through doors openable with the ID
/turf/proc/CardinalTurfsWithAccess(var/obj/item/card/id/ID)
var/L[] = new()
// for(var/turf/simulated/t in oview(src,1))
for(var/d in GLOB.cardinals)
var/turf/simulated/T = get_step(src, d)
if(istype(T) && !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
// Returns true if a link between A and B is blocked
// Movement through doors allowed if ID has access
/proc/LinkBlockedWithAccess(turf/A, turf/B, obj/item/card/id/ID)
if(A == null || B == null) return 1
var/adir = get_dir(A,B)
var/rdir = get_dir(B,A)
if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
var/iStep = get_step(A,adir&(NORTH|SOUTH))
if(!LinkBlockedWithAccess(A,iStep, ID) && !LinkBlockedWithAccess(iStep,B,ID))
return 0
var/pStep = get_step(A,adir&(EAST|WEST))
if(!LinkBlockedWithAccess(A,pStep,ID) && !LinkBlockedWithAccess(pStep,B,ID))
return 0
return 1
if(DirBlockedWithAccess(A,adir, ID))
return 1
if(DirBlockedWithAccess(B,rdir, ID))
return 1
for(var/obj/O in B)
if(O.density && !istype(O, /obj/machinery/door) && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER))
return 1
return 0
// Returns true if direction is blocked from loc
// Checks doors against access with given ID
/proc/DirBlockedWithAccess(turf/loc,var/dir,var/obj/item/card/id/ID)
for(var/obj/structure/window/D in loc)
if(!D.density) continue
if(D.dir == SOUTHWEST) return 1
if(D.dir == dir) return 1
for(var/obj/machinery/door/D in loc)
if(!D.density) continue
if(istype(D, /obj/machinery/door/window))
if( dir & D.dir ) return !D.check_access(ID)
//if((dir & SOUTH) && (D.dir & (EAST|WEST))) return !D.check_access(ID)
//if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return !D.check_access(ID)
else return !D.check_access(ID) // it's a real, air blocking door
return 0