diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm index fb209d087e7..d947bfa6553 100644 --- a/code/_onclick/hud/hud.dm +++ b/code/_onclick/hud/hud.dm @@ -197,6 +197,8 @@ var/datum/global_hud/global_hud = new() blob_hud() else if(isdrone(mymob)) drone_hud(ui_style) + else if(isswarmer(mymob)) + swarmer_hud() //Version denotes which style should be displayed. blank or 0 means "next version" diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 82a66b848e1..fbf9c5b26f3 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -235,10 +235,8 @@ return var/mob/living/simple_animal/M = user M.do_attack_animation(src) - if(M.melee_damage_upper <= 0) - return - attack_generic(M, M.melee_damage_upper) - + if(M.melee_damage_upper > 0 && (M.melee_damage_type == BRUTE || M.melee_damage_type == BURN)) + attack_generic(M, M.melee_damage_upper) /obj/machinery/door/window/attack_slime(mob/living/simple_animal/slime/user) user.do_attack_animation(src) diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index bb209cb9515..8fa1375a480 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -166,6 +166,7 @@ /obj/structure/closet/ex_act(severity, target) contents_explosion(severity, target) + new /obj/item/stack/sheet/metal(loc) dump_contents() qdel(src) ..() diff --git a/code/game/objects/structures/stool_bed_chair_nest/stools.dm b/code/game/objects/structures/stool_bed_chair_nest/stools.dm index 696ed292eb9..b7862562752 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/stools.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/stools.dm @@ -11,11 +11,13 @@ qdel(src) return if(2.0) - if (prob(50)) + if (prob(70)) + new /obj/item/stack/sheet/metal(loc) qdel(src) return if(3.0) - if (prob(5)) + if (prob(50)) + new /obj/item/stack/sheet/metal(loc) qdel(src) return return diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index 6c02cd7e7d0..9dc8d6631e9 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -168,7 +168,7 @@ var/mob/living/simple_animal/M = user M.do_attack_animation(src) - if(M.melee_damage_upper <= 0) + if(M.melee_damage_upper <= 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN)) return attack_generic(M, M.melee_damage_upper) diff --git a/code/modules/mob/living/carbon/alien/alien_defense.dm b/code/modules/mob/living/carbon/alien/alien_defense.dm index fd3fff64a4b..20577531b27 100644 --- a/code/modules/mob/living/carbon/alien/alien_defense.dm +++ b/code/modules/mob/living/carbon/alien/alien_defense.dm @@ -73,7 +73,19 @@ In all, this is a lot like the monkey code. /N /mob/living/carbon/alien/attack_animal(mob/living/simple_animal/M) if(..()) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) - adjustBruteLoss(damage) + switch(M.melee_damage_type) + if(BRUTE) + adjustBruteLoss(damage) + if(BURN) + adjustFireLoss(damage) + if(TOX) + adjustToxLoss(damage) + if(OXY) + adjustOxyLoss(damage) + if(CLONE) + adjustCloneLoss(damage) + if(STAMINA) + adjustStaminaLoss(damage) updatehealth() /mob/living/carbon/alien/attack_slime(mob/living/simple_animal/slime/M) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 8fdb1c39ccf..7459a055067 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -74,9 +74,9 @@ . = ..() -/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0) +/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0, override = 0) shock_damage *= siemens_coeff - if (shock_damage<1) + if(shock_damage<1 && !override) return 0 take_overall_damage(0,shock_damage) //src.burn_skin(shock_damage) diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 795c7e68da7..4679a8d33e5 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -270,7 +270,7 @@ spreadFire(AM) //Added a safety check in case you want to shock a human mob directly through electrocute_act. -/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0, safety = 0) +/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0, safety = 0, override = 0) if(!safety) if(gloves) var/obj/item/clothing/gloves/G = gloves @@ -280,7 +280,7 @@ heart_attack = 0 if(stat == CONSCIOUS) src << "You feel your heart beating again!" - return ..(shock_damage,source,siemens_coeff) + return ..(shock_damage,source,siemens_coeff,safety,override) /mob/living/carbon/human/Topic(href, href_list) if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY)) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 7a39b9969fe..98a8c3b6eed 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -389,7 +389,7 @@ emp_act var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg") var/obj/item/organ/limb/affecting = get_organ(ran_zone(dam_zone)) var/armor = run_armor_check(affecting, "melee") - apply_damage(damage, BRUTE, affecting, armor) + apply_damage(damage, M.melee_damage_type, affecting, armor) updatehealth() diff --git a/code/modules/mob/living/carbon/monkey/monkey.dm b/code/modules/mob/living/carbon/monkey/monkey.dm index 5f721ecb512..bd9a1af5f52 100644 --- a/code/modules/mob/living/carbon/monkey/monkey.dm +++ b/code/modules/mob/living/carbon/monkey/monkey.dm @@ -155,7 +155,19 @@ /mob/living/carbon/monkey/attack_animal(mob/living/simple_animal/M) if(..()) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) - adjustBruteLoss(damage) + switch(M.melee_damage_type) + if(BRUTE) + adjustBruteLoss(damage) + if(BURN) + adjustFireLoss(damage) + if(TOX) + adjustToxLoss(damage) + if(OXY) + adjustOxyLoss(damage) + if(CLONE) + adjustCloneLoss(damage) + if(STAMINA) + adjustStaminaLoss(damage) updatehealth() diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm index 83b20b450cb..1a42c2e82f2 100644 --- a/code/modules/mob/living/silicon/silicon.dm +++ b/code/modules/mob/living/silicon/silicon.dm @@ -381,7 +381,19 @@ /mob/living/silicon/attack_animal(mob/living/simple_animal/M) if(..()) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) - adjustBruteLoss(damage) + switch(M.melee_damage_type) + if(BRUTE) + adjustBruteLoss(damage) + if(BURN) + adjustFireLoss(damage) + if(TOX) + adjustToxLoss(damage) + if(OXY) + adjustOxyLoss(damage) + if(CLONE) + adjustCloneLoss(damage) + if(STAMINA) + adjustStaminaLoss(damage) updatehealth() /mob/living/silicon/attack_paw(mob/living/user) diff --git a/code/modules/mob/living/simple_animal/bot_swarm/swarmer.dm b/code/modules/mob/living/simple_animal/bot_swarm/swarmer.dm new file mode 100644 index 00000000000..c59d080c862 --- /dev/null +++ b/code/modules/mob/living/simple_animal/bot_swarm/swarmer.dm @@ -0,0 +1,419 @@ +////Deactivated swarmer shell//// +/obj/item/unactivated_swarmer + name = "unactivated swarmer" + desc = "A currently unactivated swarmer. Swarmers can self activate at any time, it would be wise to immediately dispose of this." + icon = 'icons/mob/swarmer.dmi' + icon_state = "swarmer_unactivated" + +/obj/item/unactivated_swarmer/attack_ghost(mob/user) + var/be_swarmer = alert("Become a swarmer? (Warning, You can no longer be cloned!)",,"Yes","No") + if(be_swarmer == "No" || gc_destroyed) + return + var/mob/living/simple_animal/hostile/swarmer/S = new /mob/living/simple_animal/hostile/swarmer(get_turf(loc)) + S.key = user.key + qdel(src) + +////The Mob itself//// + +/mob/living/simple_animal/hostile/swarmer + name = "swarmer" + icon = 'icons/mob/swarmer.dmi' + desc = "A robot of unknown design, they seek only to consume materials and replicate themselves indefinitely." + speak_emote = list("tones") + health = 30 + maxHealth = 30 + status_flags = CANPUSH + icon_state = "swarmer" + icon_living = "swarmer" + icon_dead = "swarmer_unactivated" + icon_gib = null + wander = 0 + harm_intent_damage = 5 + minbodytemp = 0 + maxbodytemp = 500 + atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0) + unsuitable_atmos_damage = 0 + melee_damage_lower = 15 + melee_damage_upper = 15 + melee_damage_type = STAMINA + ignored_damage_types = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) + environment_smash = 0 + attacktext = "shocks" + attack_sound = null + friendly = "pinches" + speed = 0 + faction = list("swarmer") + AIStatus = AI_OFF + projectiletype = /obj/item/projectile/beam/disabler + pass_flags = PASSTABLE | PASSMOB + has_unlimited_silicon_privilege = 1 + ventcrawler = 2 + ranged = 1 + projectiletype = /obj/item/projectile/beam/disabler + ranged_cooldown_cap = 2 + projectilesound = 'sound/weapons/taser2.ogg' + var/resources = 0 //Resource points, generated by consuming metal/glass + +/mob/living/simple_animal/hostile/swarmer/Login() + ..() + src << "You are a swarmer, a weapon of a long dead civilization. Until further orders from your original masters are received, you must continue to consume and replicate." + src << "Ctrl + Click provides most of your swarmer specific interactions, such as cannibalizing metal or glass, or destroying the environment." + src << "Objectives:" + src << "1. Consume resources and replicate until there are no more resources left." + src << "2. Ensure that the station is fit for invasion at a later date, do not perform actions that would render it dangerous or inhospitable." + src << "3. Biological resources will be harvested at a later date, do not harm them." + +/mob/living/simple_animal/hostile/swarmer/New() + ..() + verbs -= /mob/living/verb/pulled + +/mob/living/simple_animal/hostile/swarmer/Stat() + ..() + if(statpanel("Status")) + stat("Resources",resources) + +/mob/living/simple_animal/hostile/swarmer/death(gibbed) + ..(gibbed) + new /obj/effect/decal/cleanable/robot_debris(src.loc) + ghostize() + qdel(src) + +/mob/living/simple_animal/hostile/swarmer/emp_act() + if(health > 1) + health = 1 + ..() + health = 0 + +/mob/living/simple_animal/hostile/swarmer/CtrlClickOn(atom/A) + face_atom(A) + if(!isturf(loc)) + return + if(next_move > world.time) + return + if(!A.Adjacent(src)) + return + if(isliving(A)) + DisperseTarget(A) + return + if(istype(A, /obj/item)) + Integrate(A) + return + if(istype(A, /turf/simulated/floor))//Stops you from disintegrating mobs to death or other assorted nonsense, as turf ex_act calls it on its contents + return + DisIntegrate(A) + return + +/mob/living/simple_animal/hostile/swarmer/proc/Fabricate(var/atom/fabrication_object,var/fabrication_cost = 0) + if(!isturf(loc)) + src << "This is not a suitable location for fabrication. We need more space." + if(resources >= fabrication_cost) + resources -= fabrication_cost + else + src << "You do not have the necessary resources to fabricate this object" + return 0 + new fabrication_object(loc) + return 1 + +/mob/living/simple_animal/hostile/swarmer/proc/Integrate(var/obj/item/target) + if(resources >= 100) + src << "We cannot hold more materials!" + return + if(istype(target, /obj/item/weapon/gun)) + src << "This object has been adjusted to resist disintegration"//Stops swarmers from devouring the entire armory in seconds + return + if((target.materials[MAT_METAL]) || (target.materials[MAT_GLASS])) + if(istype(target, /obj/item/stack)) + if(istype(target, /obj/item/stack/cable_coil))//Wiring is just too plentiful + src << "This object does not contain enough materials to work with." + return + var/obj/item/stack/S = target + resources++ + S.amount-- + if(S.amount > 0) + return + resources++ + do_attack_animation(target) + qdel(target) + else + src << "This object does not contain enough materials to work with." + return + +/mob/living/simple_animal/hostile/swarmer/proc/DisIntegrate(var/atom/movable/target) + if(istype(target, /turf/simulated/wall) || istype(target, /obj/structure/window)) + if(locate(/turf/space) in range(1, target)) + src << "Destroying this object has the potential to cause a hull breach. Aborting." + return + if(istype(target, /obj/structure/reagent_dispensers/fueltank)) + src << "Destroying this object would cause a chain reaction. Aborting." + return + if(istype(target, /obj/machinery/portable_atmospherics/canister)) + src << "An inhospitable area may be created as a result of destroying this object. Aborting." + return + if(istype(target, /obj/structure/cable) || istype(target, /obj/machinery/power/apc) || istype(target, /obj/machinery/power/smes)) + src << "Disrupting the power grid would bring no benefit to us. Aborting." + return + if(istype(target, /obj/machinery/power/emitter))//Stop trying to release the singularity you fuck + src << "This object is too risky to destroy. Aborting." + return + new /obj/effect/effect/sparks(get_turf(target)) + do_attack_animation(target) + changeNext_move(CLICK_CD_MELEE) + target.ex_act(3) + return + +/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(var/mob/living/target) + if(target != src) + src << "Attempting to remove this being from our presence." + if(do_mob(src, target, 30)) + var/cycle + for(cycle=0,cycle<100,cycle++) + var/random_location = locate(rand(37,202),rand(75,192),ZLEVEL_STATION)//Drunk dial a turf in the general ballpark of the station + if(istype(random_location, /turf/simulated/floor)) + var/turf/simulated/floor/F = random_location + if(F.air) + var/datum/gas_mixture/A = F.air + if(A.oxygen >= 16 && !A.toxins && A.carbon_dioxide < 10 && !A.trace_gases.len)//Can most things breathe in this location? + if((A.temperature > 270) && (A.temperature < 360))//Not too hot, not too cold + var/pressure = A.return_pressure() + if((pressure > 20) && (pressure < 550))//Account for crushing pressure or vaccuums + if(ishuman(target))//If we're getting rid of a human, slap some zipties on them to keep them away from us a little longer + var/obj/item/weapon/restraints/handcuffs/cable/zipties/Z = new /obj/item/weapon/restraints/handcuffs/cable/zipties(src) + var/mob/living/carbon/human/H = target + Z.apply_cuffs(H, src) + do_teleport(target, F, 0) + playsound(src,'sound/effects/sparks4.ogg',50,1) + break + return + +/obj/effect/swarmer //Default destroyable object for swarmer constructions + name = "swarmer construction" + desc = "Debug swarmer item, this shouldn't be here. Yell at a coder." + gender = NEUTER + icon = 'icons/mob/swarmer.dmi' + icon_state = "ui_light" + luminosity = 1 + var/health = 30 + +/obj/effect/swarmer/proc/TakeDamage(damage) + health -= damage + if(health <= 0) + qdel(src) + +/obj/effect/swarmer/bullet_act(obj/item/projectile/Proj) + if(Proj.damage) + if((Proj.damage_type == BRUTE || Proj.damage_type == BURN)) + TakeDamage(Proj.damage) + ..() + +/obj/effect/swarmer/attackby(obj/item/weapon/I, mob/living/user, params) + if(istype(I, /obj/item/weapon)) + user.changeNext_move(CLICK_CD_MELEE) + user.do_attack_animation(src) + TakeDamage(I.force) + return + +/obj/effect/swarmer/ex_act() + qdel(src) + return + +/obj/effect/swarmer/blob_act() + qdel(src) + return + +/obj/effect/swarmer/attack_animal(mob/living/user) + if(isanimal(user)) + var/mob/living/simple_animal/S = user + S.do_attack_animation(src) + user.changeNext_move(CLICK_CD_MELEE) + if(S.melee_damage_type == BRUTE || S.melee_damage_type == BURN) + TakeDamage(rand(S.melee_damage_lower, S.melee_damage_upper)) + return + +/mob/living/simple_animal/hostile/swarmer/proc/CreateTrap() + set name = "Create trap" + set category = "Swarmer" + set desc = "Creates a simple trap that will non-lethally electrocute anything that steps on it. Costs 5 resources" + if(/obj/effect/swarmer/trap in loc) + src << "There is already a trap here. Aborting." + return + Fabricate(/obj/effect/swarmer/trap, 5) + return + +/obj/effect/swarmer/trap + name = "swarmer trap" + desc = "A quickly assembled electric trap. Will not retain its form if damaged enough." + icon_state = "trap" + luminosity = 1 + health = 10 + +/obj/effect/swarmer/trap/Crossed(var/atom/movable/AM) + if(isliving(AM)) + var/mob/living/L = AM + if(!istype(L, /mob/living/simple_animal/hostile/swarmer)) + L.electrocute_act(0, src, 1, 1) + qdel(src) + ..() + +/mob/living/simple_animal/hostile/swarmer/proc/CreateBarricade() + set name = "Create barricade" + set category = "Swarmer" + set desc = "Creates a barricade that will stop anything but swarmers and disabler beams from passing through." + if(/obj/effect/swarmer/blockade in loc) + src << "There is already a blockade here. Aborting." + return + Fabricate(/obj/effect/swarmer/blockade, 5) + return + +/obj/effect/swarmer/blockade + name = "swarmer blockade" + desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through." + icon_state = "barricade" + luminosity = 1 + health = 50 + density = 1 + anchored = 1 + +/obj/effect/swarmer/blockade/CanPass(atom/movable/O) + if(istype(O, /mob/living/simple_animal/hostile/swarmer)) + return 1 + if(istype(O, /obj/item/projectile/beam/disabler)) + return 1 + ..() + +/mob/living/simple_animal/hostile/swarmer/proc/CreateSwarmer() + set name = "Replicate" + set category = "Swarmer" + set desc = "Creates a shell for a new swarmer. Swarmers will self activate." + src << "We are attempting to replicate ourselves. We will need to stand still until the process is complete." + if(resources < 50) + src << "We do not have the resources for this!" + return + if(!isturf(loc)) + src << "This is not a suitable location for replicating ourselves. We need more room." + return + if(do_mob(src, src, 100)) + if(Fabricate(/obj/item/unactivated_swarmer, 50)) + playsound(loc,'sound/items/poster_being_created.ogg',50, 1, -1) + +/mob/living/simple_animal/hostile/swarmer/proc/RepairSelf() + set name = "Self Repair" + set category = "Swarmer" + set desc = "Attempts to repair damage to our body. You will have to remain motionless until repairs are complete." + if(!isturf(loc)) + return + src << "Attempting to repair damage to our body, stand by..." + if(do_mob(src, src, 100)) + adjustBruteLoss(-100) + src << "We successfully repaired ourselves." + +/mob/living/simple_animal/hostile/swarmer/proc/ToggleLight() + if(!luminosity) + SetLuminosity(3) + else + SetLuminosity(0) + +/mob/living/simple_animal/hostile/swarmer/proc/ContactSwarmers() + var/message = input(src, "Announce to other swarmers", "Swarmer contact") + if(message) + for(var/mob/living/simple_animal/hostile/swarmer/S in world) + if(S != src) + S << "Swarm communication: [message]" + + +////HUD NONSENSE//// +/obj/screen/swarmer + icon = 'icons/mob/swarmer.dmi' + +/obj/screen/swarmer/FabricateTrap + icon_state = "ui_trap" + name = "Create trap" + desc = "Creates a trap that will nonlethally shock any non-swarmer that attempts to cross it. (Costs 5 resources)" + +/obj/screen/swarmer/FabricateTrap/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.CreateTrap() + +/obj/screen/swarmer/Barricade + icon_state = "ui_barricade" + name = "Create barricade" + desc = "Creates a destructible barricade that will stop any non swarmer from passing it. Also allows disabler beams to pass through. (Costs 5 resources)" + +/obj/screen/swarmer/Barricade/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.CreateBarricade() + +/obj/screen/swarmer/Replicate + icon_state = "ui_replicate" + name = "Replicate" + desc = "Creates a another of our kind. (Costs 50 resources)" + +/obj/screen/swarmer/Replicate/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.CreateSwarmer() + +/obj/screen/swarmer/RepairSelf + icon_state = "ui_self_repair" + name = "Repair self" + desc = "Repairs damage to our body." + +/obj/screen/swarmer/RepairSelf/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.RepairSelf() + +/obj/screen/swarmer/ToggleLight + icon_state = "ui_light" + name = "Toggle light" + desc = "Toggles our inbuilt light on or off." + +/obj/screen/swarmer/ToggleLight/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.ToggleLight() + +/obj/screen/swarmer/ContactSwarmers + icon_state = "ui_contact_swarmers" + name = "Contact swarmers" + desc = "Sends a message to all other swarmers, should they exist." + +/obj/screen/swarmer/ContactSwarmers/Click() + if(isswarmer(usr)) + var/mob/living/simple_animal/hostile/swarmer/S = usr + S.ContactSwarmers() + +/datum/hud/proc/swarmer_hud(ui_style = 'icons/mob/screen_midnight.dmi') + adding = list() + + var/obj/screen/using + + using = new /obj/screen/swarmer/FabricateTrap() + using.screen_loc = ui_rhand + adding += using + + using = new /obj/screen/swarmer/Barricade() + using.screen_loc = ui_lhand + adding += using + + using = new /obj/screen/swarmer/Replicate() + using.screen_loc = ui_zonesel + adding += using + + using = new /obj/screen/swarmer/RepairSelf() + using.screen_loc = ui_storage1 + adding += using + + using = new /obj/screen/swarmer/ToggleLight() + using.screen_loc = ui_back + adding += using + + using = new /obj/screen/swarmer/ContactSwarmers() + using.screen_loc = ui_inventory + adding += using + + mymob.client.screen = list() + mymob.client.screen += mymob.client.void + mymob.client.screen += adding + diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index 6a9927b9fc3..7c03a9fa427 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -41,6 +41,8 @@ //LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly var/melee_damage_lower = 0 var/melee_damage_upper = 0 + var/melee_damage_type = BRUTE //Damage type of a simple mob's melee attack, should it do damage. + var/list/ignored_damage_types = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1) //Set 0 to receive that damage type, 1 to ignore var/attacktext = "attacks" var/attack_sound = null var/friendly = "nuzzles" //If the mob does no damage with it's attack @@ -252,7 +254,7 @@ /mob/living/simple_animal/attack_animal(mob/living/simple_animal/M) if(..()) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) - attack_threshold_check(damage) + attack_threshold_check(damage,M.melee_damage_type) return 1 /mob/living/simple_animal/bullet_act(obj/item/projectile/Proj) @@ -262,8 +264,21 @@ Proj.on_hit(src) return 0 +/mob/living/simple_animal/adjustBruteLoss(amount) + if(!ignored_damage_types[BRUTE]) + ..() + /mob/living/simple_animal/adjustFireLoss(amount) - adjustBruteLoss(amount) + if(!ignored_damage_types[BURN]) + adjustBruteLoss(amount) + +/mob/living/simple_animal/adjustToxLoss(amount) + if(!ignored_damage_types[TOX]) + ..(amount) + +/mob/living/simple_animal/adjustCloneLoss(amount) + if(!ignored_damage_types[CLONE]) + ..(amount) /mob/living/simple_animal/adjustStaminaLoss(amount) return @@ -333,8 +348,8 @@ attack_threshold_check(damage) return 1 -/mob/living/simple_animal/proc/attack_threshold_check(damage) - if(damage <= force_threshold) +/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE) + if(damage <= force_threshold || ignored_damage_types[damagetype]) visible_message("[src] looks unharmed.") else adjustBruteLoss(damage) diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm index 857b7f35181..c53fa9b1d3a 100644 --- a/code/modules/mob/mob_helpers.dm +++ b/code/modules/mob/mob_helpers.dm @@ -125,6 +125,11 @@ return 1 return 0 +/proc/isswarmer(A) + if(istype(A, /mob/living/simple_animal/hostile/swarmer)) + return 1 + return 0 + /proc/islimb(A) if(istype(A, /obj/item/organ/limb)) return 1 diff --git a/icons/mob/swarmer.dmi b/icons/mob/swarmer.dmi new file mode 100644 index 00000000000..96a9f9ae09e Binary files /dev/null and b/icons/mob/swarmer.dmi differ diff --git a/tgstation.dme b/tgstation.dme index 383abb503be..bee9ba9f7a1 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -1229,6 +1229,7 @@ #include "code\modules\mob\living\simple_animal\parrot.dm" #include "code\modules\mob\living\simple_animal\shade.dm" #include "code\modules\mob\living\simple_animal\simple_animal.dm" +#include "code\modules\mob\living\simple_animal\bot_swarm\swarmer.dm" #include "code\modules\mob\living\simple_animal\friendly\butterfly.dm" #include "code\modules\mob\living\simple_animal\friendly\cat.dm" #include "code\modules\mob\living\simple_animal\friendly\crab.dm"