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refactors poles and trees into basic mobs (#74812)
## About The Pull Request refactors poles and trees into basic mobs. If trees now see you holding a chainsaw, hatchet, or some wood they will get angry and knock you out for longer. Poles will run around giving some of their charge to APCs they find along the way. i did them both in this PR coz poles were a subtype of trees. ## Why It's Good For The Game refactor ## Changelog 🆑 refactor: refactors trees into basic mobs refactor: refactors poles into basic mobs add: If trees now see you holding a chainsaw, hatchet, or some wood they will get angry and knock you out for longer add: Poles will run around giving some of their charge to APCs they find along the way fix: cells charged by the pole will now have their icon correctly updated to reflect their charge /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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co-authored by
Mothblocks
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commit
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@@ -0,0 +1,19 @@
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/datum/action/cooldown/mob_cooldown/charge_apc
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name = "Charge APCs"
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button_icon = 'icons/obj/power.dmi'
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button_icon_state = "apc0"
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desc = "Give off charge to an APC."
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cooldown_time = 5 SECONDS
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///how much charge are we giving off to an APC?
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var/given_charge = 80
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/datum/action/cooldown/mob_cooldown/charge_apc/Activate(atom/target_atom)
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if(!istype(target_atom,/obj/machinery/power/apc))
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return
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var/obj/machinery/power/apc/target_apc = target_atom
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if(!target_apc.cell)
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return
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new /obj/effect/particle_effect/sparks(target_apc.loc)
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target_apc.cell.give(given_charge)
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StartCooldown()
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return TRUE
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@@ -116,3 +116,7 @@
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speak = list("Gnot a gnelf!", "Gnot a gnoblin!", "Howdy chum!")
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emote_hear = list("snores.", "burps.")
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emote_see = list("blinks.")
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/datum/ai_planning_subtree/random_speech/tree
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speech_chance = 3
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emote_see = list("photosynthesizes angirly.")
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