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* Basic mobs don't become dense upon death (#72554) ## About The Pull Request In #72260 what was previously a var became a flag, which was a sensible change, however this inverted the default behaviour. In virtually all cases we want dead mobs to _stop_ being dense, this added a requirement for the flag to be present for that to happen and then didn't add the flag to any mobs. Rather than add this to every mob I inverted the function of the flag. My reasoning here is that _simple_ mobs seemingly never required this behaviour, basic mobs are probably going to need it rarely if ever, and including it in `basic_mob_flags` by default seems messy and easy to leave off when setting other flags (plus #72524 implies to me we want to avoid adding more default values). Setting this manually on each mob seems kind of silly as a requirement going forward and I can't think of a way we'd unit test for people forgetting. For the same reason I did the same thing with the `STOP_ACTING_WHILE_DEAD` flag I added to the AI controller in a recent PR, the flag should denote unusual behaviour not the default. ## Why It's Good For The Game It looks really odd when you're constantly shuffling places with dead mobs, they're not supposed to do that. It's tedious to add `STOP_ACTING_WHILE_DEAD` to every AI controller when that should be an obvious default assumption. ## Changelog 🆑 fix: Dead basic mobs are no longer "dense" objects and can be stepped on. /🆑 * Basic mobs don't become dense upon death * Removes a flag we didn't need anymore. * Forgot to remove this one Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
/mob/living/basic/kiwi
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name = "kiwi"
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desc = "It's a kiwi!"
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icon = 'modular_skyrat/master_files/icons/mob/newmobs.dmi'
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icon_state = "kiwi"
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icon_living = "kiwi"
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icon_dead = "kiwi_dead"
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maxHealth = 15
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health = 15
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density = FALSE
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mobility_flags = MOBILITY_FLAGS_REST_CAPABLE_DEFAULT
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_size = MOB_SIZE_LARGE
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mob_biotypes = MOB_ORGANIC|MOB_BEAST
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gold_core_spawnable = FRIENDLY_SPAWN
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "moves aside"
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response_disarm_simple = "move aside"
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response_harm_continuous = "smacks"
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response_harm_simple = "smack"
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friendly_verb_continuous = "boops"
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friendly_verb_simple = "boop"
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verb_say = "cheep"
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verb_ask = "cheeps inquisitively"
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verb_exclaim = "cheeps loudly"
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verb_yell = "screeches"
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ai_controller = /datum/ai_controller/basic_controller/kiwi
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/mob/living/basic/kiwi/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/pet_bonus, "cheeps happily!")
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/datum/ai_controller/basic_controller/kiwi
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blackboard = list()
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ai_traits = STOP_MOVING_WHEN_PULLED
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/random_speech/kiwi,
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)
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/datum/ai_planning_subtree/random_speech/kiwi
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speech_chance = 5
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emote_hear = list("makes a loud cheep.", "cheeps happily.")
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emote_see = list("runs around.")
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speak = list("cheep", "cheep cheep!")
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