mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-08 16:31:55 +00:00
303 lines
7.8 KiB
Plaintext
303 lines
7.8 KiB
Plaintext
//Helper object for picking dionaea (and other creatures) up.
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/obj/item/weapon/holder
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name = "holder"
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desc = "You shouldn't ever see this."
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icon = 'icons/mob/held_mobs.dmi'
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slot_flags = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
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origin_tech = null
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var/mob/living/contained = null
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var/icon_state_dead
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var/desc_dead
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var/name_dead
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var/isalive
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/obj/item/weapon/holder/New()
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if (!item_state)
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item_state = icon_state
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..()
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processing_objects.Add(src)
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/obj/item/weapon/holder/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/holder/process()
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if(!get_holding_mob())
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for(var/mob/M in contents)
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var/atom/movable/mob_container
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mob_container = M
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mob_container.loc = src.loc//if the holder was placed into a disposal, this should place the animal in the disposal
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//mob_container.forceMove(get_turf(src))
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M.reset_view()
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qdel(src)
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if (isalive && contained.stat == DEAD)
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held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
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/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
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for(var/mob/M in src.contents)
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M.attackby(W,user)
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/obj/item/weapon/holder/proc/get_holding_mob()
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//This function will return the mob which is holding this holder, or null if it's not held
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//It recurses up the hierarchy out of containers until it reaches a mob, or aturf, or hits the limit
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var/x = 0//As a safety, we'll crawl up a maximum of five layers
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var/atom/a = src
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while (x < 5)
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x++
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a = a.loc
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if (istype(a, /turf))
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return null//We must be on a table or a floor, or maybe in a wall. Either way we're not held.
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if (istype(a, /mob))
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return a
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//If none of the above are true, we must be inside a box or backpack or something. Keep recursing up.
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return null//If we get here, the holder must be buried many layers deep in nested containers. Shouldn't happen
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/obj/item/weapon/holder/attack_self(mob/M as mob)
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if (contained && !(contained.stat & DEAD))
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if (istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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switch(H.a_intent)
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if(I_HELP)
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H.visible_message("\blue [H] pets [contained]")
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if(I_HURT)
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contained.adjustBruteLoss(5)
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H.visible_message("\red [H] crushes [contained]")
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else
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M << "[contained] is dead."
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/obj/item/weapon/holder/proc/show_message(var/message, var/m_type)
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for(var/mob/living/M in contents)
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M.show_message(message,m_type)
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//Mob procs and vars for scooping up
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/mob/living/var/holder_type
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/obj/item/weapon/holder/proc/held_death(var/show_deathmessage = 0)
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//This function is called when the mob in the holder dies somehow.
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isalive = 0
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if (icon_state_dead)
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icon_state = icon_state_dead
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if (desc_dead)
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desc = desc_dead
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if (name_dead)
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name = name_dead
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slot_flags = 0
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if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
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//We have to play it as a visible message on the grabber, because the normal death message played on the dying mob won't show if it's being held
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var/mob/M = get_holding_mob()
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if (M)
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M.visible_message("<b>\The [contained.name]</b> dies")
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//update_icon()
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/mob/living/proc/get_scooped(var/mob/living/carbon/grabber)
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if(!holder_type || buckled || pinned.len)
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return
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if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
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grabber << "Your hand is full!"
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return
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var/obj/item/weapon/holder/H = new holder_type(loc)
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src.loc = H
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H.name = loc.name
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H.attack_hand(grabber)
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H.contained = src
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if (src.stat == DEAD)
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H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
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else
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H.isalive = 1//We note that the mob is alive when picked up. If it dies later, we can know that its death happened while held, and play its deathmessage for it
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grabber << "You scoop up [src]."
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src << "[grabber] scoops you up."
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grabber.status_flags |= PASSEMOTES
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return
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//Mob specific holders.
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//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
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/obj/item/weapon/holder/diona
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name = "diona nymph"
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desc = "It's a little plant critter."
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desc_dead = "It used to be a little plant critter."
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icon_state = "nymph"
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icon_state_dead = "nymph_dead"
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origin_tech = "magnets=3;biotech=5"
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING
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w_class = 2
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/obj/item/weapon/holder/drone
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name = "maintenance drone"
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desc = "It's a small maintenance robot."
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icon_state = "drone"
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origin_tech = "magnets=3;engineering=5"
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slot_flags = SLOT_HEAD
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w_class = 2
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/obj/item/weapon/holder/cat
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name = "cat"
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desc = "It's a cat. Meow."
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desc_dead = "It's a dead cat."
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icon_state = "cat_tabby"
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icon_state_dead = "cat_tabby_dead"
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item_state = "cat"
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//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
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//Instead, the head versions are done by duplicating the cat
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/cat/black
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icon_state = "cat_black"
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icon_state_dead = "cat_black_dead"
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slot_flags = SLOT_HEAD
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item_state = "cat"
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/obj/item/weapon/holder/cat/kitten
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name = "kitten"
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icon_state = "cat_kitten"
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icon_state_dead = "cat_kitten_dead"
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slot_flags = SLOT_HEAD
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w_class = 1
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item_state = "cat"
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/obj/item/weapon/holder/borer
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name = "cortical borer"
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desc = "It's a slimy brain slug. Gross."
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icon_state = "brainslug"
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origin_tech = "biotech=6"
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w_class = 1
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/obj/item/weapon/holder/monkey
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name = "monkey"
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desc = "It's a monkey. Ook."
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icon_state = "monkey"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/farwa
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name = "farwa"
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desc = "It's a farwa."
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icon_state = "farwa"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/stok
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name = "stok"
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desc = "It's a stok. stok."
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icon_state = "stok"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/neaera
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name = "neaera"
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desc = "It's a neaera."
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icon_state = "neaera"
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slot_flags = SLOT_HEAD
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w_class = 3
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//Holders for mice
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/obj/item/weapon/holder/mouse
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name = "mouse"
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desc = "It's a fuzzy little critter."
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desc_dead = "It's filthy vermin, throw it in the trash."
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icon_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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origin_tech = "biotech=2"
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w_class = 1
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/obj/item/weapon/holder/mouse/white
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icon_state = "mouse_white"
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icon_state_dead = "mouse_white_dead"
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/obj/item/weapon/holder/mouse/gray
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icon_state = "mouse_gray"
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icon_state_dead = "mouse_gray_dead"
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/obj/item/weapon/holder/mouse/brown
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icon_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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//Lizards
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/obj/item/weapon/holder/lizard
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name = "lizard"
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desc = "It's a hissy little lizard. Is it related to Unathi?"
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desc_dead = "It doesn't hiss anymore"
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icon_state_dead = "lizard_dead"
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icon_state = "lizard"
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slot_flags = 0
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w_class = 1
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//Chicks and chickens
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/obj/item/weapon/holder/chick
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name = "chick"
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desc = "It's a fluffy little chick, until it grows up."
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desc_dead = "How could you do this? You monster!"
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icon_state_dead = "chick_dead"
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slot_flags = 0
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icon_state = "chick"
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w_class = 1
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/obj/item/weapon/holder/chicken
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name = "chicken"
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desc = "It's a feathery, tasty-looking chicken."
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desc_dead = "Now it's ready for plucking and cooking!"
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icon_state = "chicken_brown"
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icon_state_dead = "chicken_brown_dead"
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slot_flags = 0
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w_class = 2
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/obj/item/weapon/holder/chicken/brown
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icon_state = "chicken_brown"
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icon_state_dead = "chicken_brown_dead"
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/obj/item/weapon/holder/chicken/black
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icon_state = "chicken_black"
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icon_state_dead = "chicken_black_dead"
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/obj/item/weapon/holder/chicken/white
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icon_state = "chicken_white"
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icon_state_dead = "chicken_white_dead"
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//Mushroom
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/obj/item/weapon/holder/mushroom
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name = "walking mushroom"
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name_dead = "mushroom"
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desc = "It's a massive mushroom... with legs?"
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desc_dead = "Shame, he was a really fun-guy."
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icon_state = "mushroom"
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icon_state_dead = "mushroom_dead"
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slot_flags = SLOT_HEAD
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w_class = 2
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