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[MIRROR] fixes misspellings of "aggressive" in a few areas. (#7869)
* fixes misspellings of "aggressive" in a few areas. * aa Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
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@@ -37,7 +37,7 @@
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// Monkey AI controller blackboard keys
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// Monkey AI controller blackboard keys
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#define BB_MONKEY_AGRESSIVE "BB_monkey_agressive"
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#define BB_MONKEY_AGGRESSIVE "BB_monkey_aggressive"
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#define BB_MONKEY_GUN_NEURONS_ACTIVATED "BB_monkey_gun_aware"
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#define BB_MONKEY_GUN_NEURONS_ACTIVATED "BB_monkey_gun_aware"
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#define BB_MONKEY_GUN_WORKED "BB_monkey_gun_worked"
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#define BB_MONKEY_GUN_WORKED "BB_monkey_gun_worked"
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#define BB_MONKEY_BEST_FORCE_FOUND "BB_monkey_bestforcefound"
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#define BB_MONKEY_BEST_FORCE_FOUND "BB_monkey_bestforcefound"
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@@ -212,7 +212,7 @@
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controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE // 'worked'
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controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE // 'worked'
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// no de-aggro
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// no de-aggro
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if(controller.blackboard[BB_MONKEY_AGRESSIVE])
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if(controller.blackboard[BB_MONKEY_AGGRESSIVE])
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return
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return
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if(DT_PROB(MONKEY_HATRED_REDUCTION_PROB, delta_time))
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if(DT_PROB(MONKEY_HATRED_REDUCTION_PROB, delta_time))
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@@ -8,7 +8,7 @@ have ways of interacting with a specific mob and control it.
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movement_delay = 0.4 SECONDS
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movement_delay = 0.4 SECONDS
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planning_subtrees = list(/datum/ai_planning_subtree/monkey_tree)
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planning_subtrees = list(/datum/ai_planning_subtree/monkey_tree)
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blackboard = list(
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blackboard = list(
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BB_MONKEY_AGRESSIVE = FALSE,
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BB_MONKEY_AGGRESSIVE = FALSE,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_BEST_FORCE_FOUND = 0,
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_ENEMIES = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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BB_MONKEY_BLACKLISTITEMS = list(),
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@@ -31,7 +31,7 @@ have ways of interacting with a specific mob and control it.
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. = ..()
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. = ..()
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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if(. & AI_CONTROLLER_INCOMPATIBLE)
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return
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return
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blackboard[BB_MONKEY_AGRESSIVE] = TRUE //Angry cunt
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blackboard[BB_MONKEY_AGGRESSIVE] = TRUE //Angry cunt
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
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if(!isliving(new_pawn))
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if(!isliving(new_pawn))
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@@ -11,10 +11,10 @@
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return
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return
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var/mob/living/selected_enemy
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var/mob/living/selected_enemy
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if(length(enemies) || controller.blackboard[BB_MONKEY_AGRESSIVE]) //We have enemies or are pissed
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if(length(enemies) || controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We have enemies or are pissed
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var/list/valids = list()
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var/list/valids = list()
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for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, living_pawn))
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for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, living_pawn))
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if(possible_enemy == living_pawn || (!enemies[possible_enemy] && (!controller.blackboard[BB_MONKEY_AGRESSIVE] || HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey)))) //Are they an enemy? (And do we even care?)
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if(possible_enemy == living_pawn || (!enemies[possible_enemy] && (!controller.blackboard[BB_MONKEY_AGGRESSIVE] || HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey)))) //Are they an enemy? (And do we even care?)
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continue
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continue
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// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
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// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
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valids[possible_enemy] = CEILING(100 / (get_dist(living_pawn, possible_enemy) || 1), 1)
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valids[possible_enemy] = CEILING(100 / (get_dist(living_pawn, possible_enemy) || 1), 1)
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@@ -13,7 +13,7 @@
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if(!istype(new_pawn, /obj/machinery/vending))
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if(!istype(new_pawn, /obj/machinery/vending))
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return AI_CONTROLLER_INCOMPATIBLE
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return AI_CONTROLLER_INCOMPATIBLE
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var/obj/machinery/vending/vendor_pawn = new_pawn
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var/obj/machinery/vending/vendor_pawn = new_pawn
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vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now agressively doing it ourselves.
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vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves.
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vendor_pawn.AddElement(/datum/element/waddling)
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vendor_pawn.AddElement(/datum/element/waddling)
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vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, vary = TRUE)
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vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, vary = TRUE)
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vendor_pawn.squish_damage = 15
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vendor_pawn.squish_damage = 15
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@@ -126,7 +126,7 @@
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D.grabbedby(A, 1)
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D.grabbedby(A, 1)
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if(old_grab_state == GRAB_PASSIVE)
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if(old_grab_state == GRAB_PASSIVE)
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D.drop_all_held_items()
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D.drop_all_held_items()
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A.setGrabState(GRAB_AGGRESSIVE) //Instant agressive grab if on grab intent
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A.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab if on grab intent
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log_combat(A, D, "grabbed", addition="aggressively")
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log_combat(A, D, "grabbed", addition="aggressively")
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D.visible_message(span_warning("[A] violently grabs [D]!"), \
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D.visible_message(span_warning("[A] violently grabs [D]!"), \
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span_userdanger("You're grabbed violently by [A]!"), span_hear("You hear sounds of aggressive fondling!"), COMBAT_MESSAGE_RANGE, A)
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span_userdanger("You're grabbed violently by [A]!"), span_hear("You hear sounds of aggressive fondling!"), COMBAT_MESSAGE_RANGE, A)
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@@ -306,7 +306,7 @@
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen
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name = "elite Nanotrasen defibrillator"
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name = "elite Nanotrasen defibrillator"
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desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner."
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desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or aggressive manner."
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icon_state = "defibnt" //needs defib inhand sprites
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icon_state = "defibnt" //needs defib inhand sprites
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inhand_icon_state = "defibnt"
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inhand_icon_state = "defibnt"
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worn_icon_state = "defibnt"
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worn_icon_state = "defibnt"
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@@ -47,7 +47,7 @@
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victim.adjustOrganLoss(pick(ORGAN_SLOT_BRAIN,ORGAN_SLOT_EARS,ORGAN_SLOT_EYES,ORGAN_SLOT_LIVER,ORGAN_SLOT_LUNGS,ORGAN_SLOT_STOMACH,ORGAN_SLOT_HEART),25)
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victim.adjustOrganLoss(pick(ORGAN_SLOT_BRAIN,ORGAN_SLOT_EARS,ORGAN_SLOT_EYES,ORGAN_SLOT_LIVER,ORGAN_SLOT_LUNGS,ORGAN_SLOT_STOMACH,ORGAN_SLOT_HEART),25)
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/datum/eldritch_knowledge/spell/area_conversion
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/datum/eldritch_knowledge/spell/area_conversion
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name = "Agressive Spread"
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name = "Aggressive Spread"
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desc = "Spreads rust to nearby surfaces. Already rusted surfaces are destroyed."
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desc = "Spreads rust to nearby surfaces. Already rusted surfaces are destroyed."
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gain_text = "All wise men know well not to touch the Bound King."
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gain_text = "All wise men know well not to touch the Bound King."
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cost = 1
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cost = 1
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@@ -495,7 +495,7 @@
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if(prob(10))
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if(prob(10))
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switch(rand(1,4))
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switch(rand(1,4))
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if(1) //blood rage
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if(1) //blood rage
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magnification.ai_controller.blackboard[BB_MONKEY_AGRESSIVE] = TRUE
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magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
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if(2) //brain death
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if(2) //brain death
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magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
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magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
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if(3) //primal gene (gorilla)
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if(3) //primal gene (gorilla)
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@@ -883,21 +883,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
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if(!source.dna.features["ears"] || source.dna.features["ears"] == "None" || source.head && (source.head.flags_inv & HIDEHAIR) || (source.wear_mask && (source.wear_mask.flags_inv & HIDEHAIR)) || !noggin || noggin.status == BODYPART_ROBOTIC)
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if(!source.dna.features["ears"] || source.dna.features["ears"] == "None" || source.head && (source.head.flags_inv & HIDEHAIR) || (source.wear_mask && (source.wear_mask.flags_inv & HIDEHAIR)) || !noggin || noggin.status == BODYPART_ROBOTIC)
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bodyparts_to_add -= "ears"
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bodyparts_to_add -= "ears"
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if(mutant_bodyparts["wings"])
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//Digitigrade legs are stuck in the phantom zone between true limbs and mutant bodyparts. Mainly it just needs more aggressive updating than most limbs.
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if(!source.dna.features["wings"] || source.dna.features["wings"] == "None" || (source.wear_suit && (source.wear_suit.flags_inv & HIDEJUMPSUIT) && (!source.wear_suit.species_exception || !is_type_in_list(src, source.wear_suit.species_exception))))
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bodyparts_to_add -= "wings"
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if(mutant_bodyparts["wings_open"])
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if(source.wear_suit && (source.wear_suit.flags_inv & HIDEJUMPSUIT) && (!source.wear_suit.species_exception || !is_type_in_list(src, source.wear_suit.species_exception)))
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bodyparts_to_add -= "wings_open"
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else if (mutant_bodyparts["wings"])
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bodyparts_to_add -= "wings_open"
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if(mutant_bodyparts["moth_antennae"])
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if(!source.dna.features["moth_antennae"] || source.dna.features["moth_antennae"] == "None" || !noggin)
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bodyparts_to_add -= "moth_antennae"
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//Digitigrade legs are stuck in the phantom zone between true limbs and mutant bodyparts. Mainly it just needs more agressive updating than most limbs.
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var/update_needed = FALSE
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var/update_needed = FALSE
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var/not_digitigrade = TRUE
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var/not_digitigrade = TRUE
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for(var/obj/item/bodypart/bodypart as anything in source.bodyparts)
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for(var/obj/item/bodypart/bodypart as anything in source.bodyparts)
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@@ -109,7 +109,7 @@
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///Its good stats and high mobility makes this a good assasin type creature. It's vulnerabilites against cold, shotguns and
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///Its good stats and high mobility makes this a good assasin type creature. It's vulnerabilites against cold, shotguns and
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/mob/living/simple_animal/hostile/ooze/gelatinous
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/mob/living/simple_animal/hostile/ooze/gelatinous
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name = "Gelatinous Cube"
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name = "Gelatinous Cube"
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desc = "A cubic ooze native to Sholus VII.\nSince the advent of space travel this species has established itself in the waste treatment facilities of several space colonies.\nIt is often considered to be the third most infamous invasive species due to its highly agressive and predatory nature."
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desc = "A cubic ooze native to Sholus VII.\nSince the advent of space travel this species has established itself in the waste treatment facilities of several space colonies.\nIt is often considered to be the third most infamous invasive species due to its highly aggressive and predatory nature."
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speed = 1
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speed = 1
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damage_coeff = list(BRUTE = 1, BURN = 0.6, TOX = 0.5, CLONE = 1.5, STAMINA = 0, OXY = 1)
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damage_coeff = list(BRUTE = 1, BURN = 0.6, TOX = 0.5, CLONE = 1.5, STAMINA = 0, OXY = 1)
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melee_damage_lower = 20
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melee_damage_lower = 20
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@@ -91,7 +91,7 @@
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if(prob(10))
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if(prob(10))
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switch(rand(1,4))
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switch(rand(1,4))
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if(1) //blood rage
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if(1) //blood rage
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magnification.ai_controller.blackboard[BB_MONKEY_AGRESSIVE] = TRUE
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magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
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if(2) //brain death
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if(2) //brain death
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magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
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magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
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if(3) //primal gene (gorilla)
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if(3) //primal gene (gorilla)
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