Files
Bubberstation/code/modules/mob/living/basic/pets/sloth.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

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GLOBAL_DATUM(cargo_sloth, /mob/living/basic/sloth)
/mob/living/basic/sloth
name = "sloth"
desc = "An adorable, sleepy creature."
icon = 'icons/mob/simple/pets.dmi'
icon_state = "sloth"
icon_living = "sloth"
icon_dead = "sloth_dead"
speak_emote = list("yawns")
can_be_held = TRUE
held_state = "sloth"
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "gently pushes aside"
response_disarm_simple = "gently push aside"
response_harm_continuous = "kicks"
response_harm_simple = "kick"
attack_verb_continuous = "bites"
attack_verb_simple = "bite"
attack_sound = 'sound/items/weapons/bite.ogg'
attack_vis_effect = ATTACK_EFFECT_BITE
mob_biotypes = MOB_ORGANIC|MOB_BEAST
gold_core_spawnable = FRIENDLY_SPAWN
melee_damage_lower = 18
melee_damage_upper = 18
health = 50
maxHealth = 50
speed = 10 // speed is fucking weird man. they aren't fast though don't worry
butcher_results = list(/obj/item/food/meat/slab = 3)
ai_controller = /datum/ai_controller/basic_controller/sloth
/mob/living/basic/sloth/Initialize(mapload)
. = ..()
AddElement(/datum/element/pet_bonus, "slowly smiles!")
AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_CLAW)
AddElement(/datum/element/ai_retaliate)
AddComponent(/datum/component/tree_climber)
if(!mapload || !isnull(GLOB.cargo_sloth) || !is_station_level(z))
return
// If someone adds non-cargo sloths to maps we'll have a problem but we're fine for now
GLOB.cargo_sloth = src
GLOB.gorilla_start += get_turf(src)
/mob/living/basic/sloth/Destroy()
if(GLOB.cargo_sloth == src)
GLOB.cargo_sloth = null
return ..()
/mob/living/basic/sloth/paperwork
name = "Paperwork"
desc = "Cargo's pet sloth. About as useful as the rest of the techs."
gender = MALE
gold_core_spawnable = NO_SPAWN
/mob/living/basic/sloth/citrus
name = "Citrus"
desc = "Cargo's pet sloth. She's dressed in a horrible sweater."
icon_state = "cool_sloth"
icon_living = "cool_sloth"
icon_dead = "cool_sloth_dead"
gender = FEMALE
butcher_results = list(/obj/item/toy/spinningtoy = 1)
gold_core_spawnable = NO_SPAWN
/// They're really passive in game, so they just wanna get away if you start smacking them. No trees in space from them to use for clawing your eyes out, but they will try if desperate.
/datum/ai_controller/basic_controller/sloth
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
BB_FLEE_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
)
ai_traits = STOP_MOVING_WHEN_PULLED
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
/datum/ai_planning_subtree/target_retaliate/to_flee,
/datum/ai_planning_subtree/flee_target/from_flee_key,
/datum/ai_planning_subtree/climb_trees,
/datum/ai_planning_subtree/random_speech/sloth,
)
/datum/ai_planning_subtree/random_speech/sloth
speech_chance = 1
emote_hear = list("snores.", "yawns.")
emote_see = list("dozes off.", "looks around sleepily.")