///Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours. /mob/living/basic name = "basic mob" icon = 'icons/mob/simple/animal.dmi' health = 20 maxHealth = 20 gender = PLURAL living_flags = MOVES_ON_ITS_OWN status_flags = CANPUSH fire_stack_decay_rate = -5 // Reasonably fast as NPCs will not usually actively extinguish themselves var/basic_mob_flags = NONE ///Defines how fast the basic mob can move. This is a multiplier var/speed = 1 ///How much stamina the mob recovers per second var/stamina_recovery = 5 ///how much damage this basic mob does to objects, if any. var/obj_damage = 0 ///How much armour they ignore, as a flat reduction from the targets armour value. var/armour_penetration = 0 ///Damage type of a simple mob's melee attack, should it do damage. var/melee_damage_type = BRUTE ///How much wounding power it has var/wound_bonus = CANT_WOUND ///How much bare wounding power it has var/bare_wound_bonus = 0 ///If the attacks from this are sharp var/sharpness = NONE /// Sound played when the critter attacks. var/attack_sound /// Override for the visual attack effect shown on 'do_attack_animation()'. var/attack_vis_effect ///Played when someone punches the creature. var/attacked_sound = SFX_PUNCH //This should be an element /// Variable maintained for compatibility with attack_animal procs until simple animals can be refactored away. Use element instead of setting manually. var/environment_smash = ENVIRONMENT_SMASH_STRUCTURES /// 1 for full damage, 0 for none, -1 for 1:1 heal from that source. var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1) ///Minimum force required to deal any damage. var/force_threshold = 0 ///Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized var/list/speak_emote = list() ///When someone interacts with the simple animal. ///Help-intent verb in present continuous tense. var/response_help_continuous = "pokes" ///Help-intent verb in present simple tense. var/response_help_simple = "poke" ///Disarm-intent verb in present continuous tense. var/response_disarm_continuous = "shoves" ///Disarm-intent verb in present simple tense. var/response_disarm_simple = "shove" ///Harm-intent verb in present continuous tense. var/response_harm_continuous = "hits" ///Harm-intent verb in present simple tense. var/response_harm_simple = "hit" ///Basic mob's own attacks verbs, ///Attacking verb in present continuous tense. var/attack_verb_continuous = "attacks" ///Attacking verb in present simple tense. var/attack_verb_simple = "attack" ///Attacking, but without damage, verb in present continuous tense. var/friendly_verb_continuous = "nuzzles" ///Attacking, but without damage, verb in present simple tense. var/friendly_verb_simple = "nuzzle" ////////THIS SECTION COULD BE ITS OWN ELEMENT ///Icon to use var/icon_living = "" ///Icon when the animal is dead. Don't use animated icons for this. var/icon_dead = "" ///We only try to show a gibbing animation if this exists. var/icon_gib = null ///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood. var/gold_core_spawnable = NO_SPAWN ///Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW var/sentience_type = SENTIENCE_ORGANIC ///Leaving something at 0 means it's off - has no maximum. var/list/habitable_atmos = list("min_oxy" = 5, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0) ///This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element. var/unsuitable_atmos_damage = 1 ///Minimal body temperature without receiving damage var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP ///Maximal body temperature without receiving damage var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP ///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_body_temp_sensitive element. var/unsuitable_cold_damage = 1 ///This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the basic_body_temp_sensitive element. var/unsuitable_heat_damage = 1 /mob/living/basic/Initialize(mapload) . = ..() if(gender == PLURAL) gender = pick(MALE,FEMALE) if(!real_name) real_name = name if(!loc) stack_trace("Basic mob being instantiated in nullspace") update_basic_mob_varspeed() if(speak_emote) speak_emote = string_list(speak_emote) if(unsuitable_atmos_damage != 0) //String assoc list returns a cached list, so this is like a static list to pass into the element below. habitable_atmos = string_assoc_list(habitable_atmos) AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage) if(unsuitable_cold_damage != 0 && unsuitable_heat_damage != 0) AddElement(/datum/element/basic_body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage) /mob/living/basic/Life(seconds_per_tick = SSMOBS_DT, times_fired) . = ..() if(staminaloss > 0) adjustStaminaLoss(-stamina_recovery * seconds_per_tick, forced = TRUE) /mob/living/basic/say_mod(input, list/message_mods = list()) if(length(speak_emote)) verb_say = pick(speak_emote) return ..() /mob/living/basic/death(gibbed) . = ..() if(basic_mob_flags & DEL_ON_DEATH) qdel(src) else health = 0 look_dead() /** * Apply the appearance and properties this mob has when it dies * This is called by the mob pretending to be dead too so don't put loot drops in here or something */ /mob/living/basic/proc/look_dead() icon_state = icon_dead if(basic_mob_flags & FLIP_ON_DEATH) transform = transform.Turn(180) if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD)) set_density(FALSE) /mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE) . = ..() if(!.) return look_alive() /// Apply the appearance and properties this mob has when it is alive /mob/living/basic/proc/look_alive() icon_state = icon_living if(basic_mob_flags & FLIP_ON_DEATH) transform = transform.Turn(180) if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD)) set_density(initial(density)) /mob/living/basic/update_sight() lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue) return ..() /mob/living/basic/proc/melee_attack(atom/target, list/modifiers) face_atom(target) if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target) & COMPONENT_HOSTILE_NO_ATTACK) return FALSE //but more importantly return before attack_animal called var/result = target.attack_basic_mob(src, modifiers) SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result) return result /mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers) melee_attack(attack_target, modifiers) /mob/living/basic/vv_edit_var(vname, vval) . = ..() if(vname == NAMEOF(src, speed)) datum_flags |= DF_VAR_EDITED set_varspeed(vval) /mob/living/basic/proc/set_varspeed(var_value) speed = var_value update_basic_mob_varspeed() /mob/living/basic/proc/update_basic_mob_varspeed() if(speed == 0) remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed) add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed) SEND_SIGNAL(src, POST_BASIC_MOB_UPDATE_VARSPEED) /mob/living/basic/relaymove(mob/living/user, direction) if(user.incapacitated()) return return relaydrive(user, direction) /mob/living/basic/get_status_tab_items() . = ..() . += "Health: [round((health / maxHealth) * 100)]%" . += "Combat Mode: [combat_mode ? "On" : "Off"]" /mob/living/basic/compare_sentience_type(compare_type) return sentience_type == compare_type /// Updates movement speed based on stamina loss /mob/living/basic/update_stamina() set_varspeed(initial(speed) + (staminaloss * 0.06)) /mob/living/basic/on_fire_stack(seconds_per_tick, times_fired, datum/status_effect/fire_handler/fire_stacks/fire_handler) adjust_bodytemperature((maximum_survivable_temperature + (fire_handler.stacks * 12)) * 0.5 * seconds_per_tick) /mob/living/basic/update_fire_overlay(stacks, on_fire, last_icon_state, suffix = "") var/mutable_appearance/fire_overlay = mutable_appearance('icons/mob/effects/onfire.dmi', "generic_fire") if(on_fire && isnull(last_icon_state)) add_overlay(fire_overlay) return fire_overlay else if(!on_fire && !isnull(last_icon_state)) cut_overlay(fire_overlay) return null else if(on_fire && !isnull(last_icon_state)) return last_icon_state return null