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Bubberstation/code/modules/mob/living/carbon/monkey/monkey.dm

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/mob/living/carbon/monkey
name = "monkey"
voice_name = "monkey"
verb_say = "chimpers"
initial_language_holder = /datum/language_holder/monkey
icon = 'icons/mob/monkey.dmi'
icon_state = ""
gender = NEUTER
pass_flags = PASSTABLE
ventcrawler = VENTCRAWLER_NUDE
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/monkey = 5, /obj/item/stack/sheet/animalhide/monkey = 1)
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/monkey
gib_type = /obj/effect/decal/cleanable/blood/gibs
unique_name = 1
bodyparts = list(/obj/item/bodypart/chest/monkey, /obj/item/bodypart/head/monkey, /obj/item/bodypart/l_arm/monkey,
/obj/item/bodypart/r_arm/monkey, /obj/item/bodypart/r_leg/monkey, /obj/item/bodypart/l_leg/monkey)
/mob/living/carbon/monkey/Initialize()
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
if(unique_name) //used to exclude pun pun
gender = pick(MALE, FEMALE)
real_name = name
//initialize limbs
create_bodyparts()
create_internal_organs()
. = ..()
create_dna(src)
dna.initialize_dna(random_blood_type())
/mob/living/carbon/monkey/create_internal_organs()
internal_organs += new /obj/item/organ/appendix
internal_organs += new /obj/item/organ/lungs
internal_organs += new /obj/item/organ/heart
internal_organs += new /obj/item/organ/brain
internal_organs += new /obj/item/organ/tongue
internal_organs += new /obj/item/organ/eyes
internal_organs += new /obj/item/organ/ears
internal_organs += new /obj/item/organ/liver
internal_organs += new /obj/item/organ/stomach
..()
/mob/living/carbon/monkey/movement_delay()
if(reagents)
if(reagents.has_reagent("morphine"))
return -1
if(reagents.has_reagent("nuka_cola"))
return -1
. = ..()
var/health_deficiency = (100 - health)
if(health_deficiency >= 45)
. += (health_deficiency / 25)
if (bodytemperature < 283.222)
. += (283.222 - bodytemperature) / 10 * 1.75
return . + config.monkey_delay
/mob/living/carbon/monkey/Stat()
..()
if(statpanel("Status"))
stat(null, "Intent: [a_intent]")
stat(null, "Move Mode: [m_intent]")
if(client && mind)
if(mind.changeling)
stat("Chemical Storage", "[mind.changeling.chem_charges]/[mind.changeling.chem_storage]")
stat("Absorbed DNA", mind.changeling.absorbedcount)
return
/mob/living/carbon/monkey/verb/removeinternal()
set name = "Remove Internals"
set category = "IC"
internal = null
return
/mob/living/carbon/monkey/IsAdvancedToolUser()//Unless its monkey mode monkeys cant use advanced tools
return 0
/mob/living/carbon/monkey/reagent_check(datum/reagent/R) //can metabolize all reagents
return 0
/mob/living/carbon/monkey/canBeHandcuffed()
return 1
/mob/living/carbon/monkey/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null)
if(judgement_criteria & JUDGE_EMAGGED)
return 10 //Everyone is a criminal!
var/threatcount = 0
//Securitrons can't identify monkeys
if( !(judgement_criteria & JUDGE_IGNOREMONKEYS) && (judgement_criteria & JUDGE_IDCHECK) )
threatcount += 4
//Lasertag bullshit
if(lasercolor)
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if(is_holding_item_of_type(/obj/item/gun/energy/laser/redtag))
threatcount += 4
if(lasercolor == "r")
if(is_holding_item_of_type(/obj/item/gun/energy/laser/bluetag))
threatcount += 4
return threatcount
//Check for weapons
if( (judgement_criteria & JUDGE_WEAPONCHECK) && weaponcheck )
for(var/obj/item/I in held_items)
if(weaponcheck.Invoke(I))
threatcount += 4
//mindshield implants imply trustworthyness
if(isloyal())
threatcount -= 1
return threatcount
/mob/living/carbon/monkey/get_permeability_protection()
var/protection = 0
if(head)
protection = 1 - head.permeability_coefficient
if(wear_mask)
protection = max(1 - wear_mask.permeability_coefficient, protection)
protection = protection/7 //the rest of the body isn't covered.
return protection
/mob/living/carbon/monkey/IsVocal()
if(!getorganslot("lungs"))
return 0
return 1
/mob/living/carbon/monkey/can_use_guns(obj/item/G)
return TRUE
/mob/living/carbon/monkey/angry
aggressive = TRUE
/mob/living/carbon/monkey/angry/Initialize()
..()
if(prob(10))
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
equip_to_slot_or_del(helmet,slot_head)
helmet.attack_self(src) // todo encapsulate toggle