## About The Pull Request
adds snails to the game

![image](https://github.com/user-attachments/assets/f1745795-695f-443a-827e-1f1987d4fdb6)

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.

you can also pick them up and put them on your head.

finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

![image](https://github.com/user-attachments/assets/512f0974-d0d1-4f90-a540-c03d1c969328)


## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.

## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
This commit is contained in:
Ben10Omintrix
2025-05-05 15:29:14 +03:00
committed by GitHub
parent ab738a10c3
commit a708c8e8da
18 changed files with 328 additions and 12 deletions
@@ -0,0 +1,104 @@
/mob/living/basic/snail
name = "snail"
desc = "Is petting this thing sanitary?"
icon_state = "snail"
icon_living = "snail"
icon_dead = "snail_dead"
base_icon_state = "snail"
held_state = "snail"
head_icon = 'icons/mob/clothing/head/pets_head.dmi'
icon = 'icons/mob/simple/pets.dmi'
butcher_results = list(/obj/item/food/meat/slab/bugmeat = 1)
mob_biotypes = MOB_ORGANIC
health = 30
maxHealth = 30
speed = 6
verb_say = "gurgles"
verb_ask = "gurgles curiously"
can_be_held = TRUE
verb_exclaim = "gurgles loudly"
verb_yell = "gurgles loudly"
worn_slot_flags = ITEM_SLOT_HEAD
faction = list(FACTION_NEUTRAL, FACTION_MAINT_CREATURES)
ai_controller = /datum/ai_controller/basic_controller/snail
/mob/living/basic/snail/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(COMSIG_ATOM_ENTERED = PROC_REF(on_entered))
AddElement(/datum/element/connect_loc, loc_connections)
var/static/list/eatable_food = list(
/obj/item/food/grown,
/obj/item/food/appleslice,
)
var/static/list/innate_actions = list(
/datum/action/cooldown/mob_cooldown/shell_retreat = BB_SNAIL_RETREAT_ABILITY,
)
grant_actions_by_list(innate_actions)
AddElement(/datum/element/ai_retaliate)
ai_controller.set_blackboard_key(BB_BASIC_FOODS, typecacheof(eatable_food))
AddElement(/datum/element/basic_eating, food_types = eatable_food)
create_reagents(100, REAGENT_HOLDER_ALIVE)
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagents_update))
/mob/living/basic/snail/proc/on_entered(datum/source, obj/effect/decal/cleanable/food/salt/potential_salt)
SIGNAL_HANDLER
if(istype(potential_salt))
on_salt_exposure() //immediately perish
/mob/living/basic/snail/proc/on_reagents_update(datum/source)
SIGNAL_HANDLER
if(reagents.has_reagent(/datum/reagent/consumable/salt))
on_salt_exposure()
/mob/living/basic/snail/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if(!isturf(loc))
return
if(locate(/obj/effect/decal/cleanable/food/salt) in loc.contents)
on_salt_exposure()
/mob/living/basic/snail/proc/on_salt_exposure()
if(stat == DEAD)
return
visible_message(
span_danger("[src] shows a strong reaction after tasting some salt!"),
span_userdanger("You show a strong reaction after tasting some salt."),
)
apply_damage(500) //ouch
/mob/living/basic/snail/mob_pickup(mob/living/user)
var/obj/item/clothing/head/mob_holder/snail/holder = new(get_turf(src), src, held_state, head_icon, held_lh, held_rh, worn_slot_flags)
var/display_message = "[user] [HAS_TRAIT(src, TRAIT_MOVE_FLOATING) ? "scoops up [src]" : "peels [src] off the ground"]!"
user.visible_message(span_warning(display_message))
user.put_in_hands(holder)
/mob/living/basic/snail/update_icon_state()
if(stat != DEAD)
icon_state = HAS_TRAIT(src, TRAIT_SHELL_RETREATED) ? "[base_icon_state]_shell" : "[base_icon_state][(faction.Find(FACTION_RAT)) ? "_maints" : ""]"
return ..()
///snail's custom holder object
/obj/item/clothing/head/mob_holder/snail
/obj/item/clothing/head/mob_holder/snail/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!istype(interacting_with, /obj/machinery/hydroponics))
return NONE
. = ITEM_INTERACT_BLOCKING
if(held_mob.stat == DEAD)
user.balloon_alert(user, "it's dead!")
return
if(locate(type) in interacting_with)
user.balloon_alert(user, "already has snail!")
return
if(!do_after(user, 2 SECONDS, interacting_with))
return
forceMove(interacting_with)
return ITEM_INTERACT_SUCCESS
@@ -0,0 +1,31 @@
/datum/action/cooldown/mob_cooldown/shell_retreat
name = "Shell Retreat"
desc = "Retreat to your shell!"
cooldown_time = 5 SECONDS
click_to_activate = FALSE
button_icon = 'icons/mob/simple/pets.dmi'
button_icon_state = "snail_shell"
/datum/action/cooldown/mob_cooldown/shell_retreat/Activate(atom/target)
. = ..()
HAS_TRAIT(owner, TRAIT_SHELL_RETREATED) ? unretreat_from_shell() : retreat_into_shell()
/datum/action/cooldown/mob_cooldown/shell_retreat/proc/unretreat_from_shell()
SIGNAL_HANDLER
owner.visible_message(
span_danger("[owner] slowly pops its head out of its shell!"),
span_userdanger("You pop your head out of your shell."),
)
REMOVE_TRAIT(owner, TRAIT_SHELL_RETREATED, REF(src))
UnregisterSignal(owner, list(COMSIG_MOVABLE_ATTEMPTED_MOVE, COMSIG_LIVING_DEATH))
owner.update_appearance(UPDATE_ICON_STATE)
/datum/action/cooldown/mob_cooldown/shell_retreat/proc/retreat_into_shell()
owner.visible_message(
span_danger("[owner] quickly escapes into its shell!"),
span_userdanger("You hide in your shell.."),
)
RegisterSignals(owner, list(COMSIG_LIVING_DEATH, COMSIG_MOVABLE_ATTEMPTED_MOVE), PROC_REF(unretreat_from_shell))
ADD_TRAIT(owner, TRAIT_SHELL_RETREATED, REF(src))
owner.update_appearance(UPDATE_ICON_STATE)
@@ -0,0 +1,67 @@
/datum/ai_controller/basic_controller/snail
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
)
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee,
/datum/ai_planning_subtree/use_mob_ability/snail_retreat,
/datum/ai_planning_subtree/find_food,
/datum/ai_planning_subtree/find_and_hunt_target/snail_people,
)
/datum/ai_planning_subtree/find_and_hunt_target/snail_people
target_key = BB_LOW_PRIORITY_HUNTING_TARGET
finding_behavior = /datum/ai_behavior/find_hunt_target/snail_people
hunting_behavior = /datum/ai_behavior/hunt_target/snail_people
hunt_targets = list(
/mob/living/carbon,
)
hunt_range = 5
hunt_chance = 45
/datum/ai_behavior/find_hunt_target/snail_people
action_cooldown = 1 MINUTES
behavior_flags = AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION
/datum/ai_behavior/find_hunt_target/snail_people/valid_dinner(mob/living/source, mob/living/carbon/potential_snail, radius, datum/ai_controller/controller, seconds_per_tick)
if(!istype(potential_snail))
return FALSE
if(potential_snail.stat != CONSCIOUS)
return FALSE
if(!is_species(potential_snail, /datum/species/snail))
return FALSE
return can_see(source, potential_snail, radius)
/datum/ai_behavior/hunt_target/snail_people
always_reset_target = TRUE
/datum/ai_behavior/hunt_target/snail_people/target_caught(mob/living/hunter, atom/hunted)
hunter.manual_emote("Celebrates around [hunted]!")
hunter.SpinAnimation(speed = 1, loops = 3)
/datum/ai_planning_subtree/use_mob_ability/snail_retreat
ability_key = BB_SNAIL_RETREAT_ABILITY
finish_planning = TRUE
/datum/ai_planning_subtree/use_mob_ability/snail_retreat/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
var/shell_retreated = HAS_TRAIT(controller.pawn, TRAIT_SHELL_RETREATED)
var/has_target = controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET)
if((has_target && shell_retreated) || (!has_target && !shell_retreated))
return
return ..()
/datum/ai_controller/basic_controller/snail/trash
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_PET_TARGETING_STRATEGY = /datum/targeting_strategy/basic/not_friends,
)
planning_subtrees = list(
/datum/ai_planning_subtree/pet_planning,
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_melee_attack_subtree,
)