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## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑
354 lines
14 KiB
Plaintext
354 lines
14 KiB
Plaintext
///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.
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/mob/living/basic
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name = "basic mob"
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icon = 'icons/mob/simple/animal.dmi'
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abstract_type = /mob/living/basic
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health = 20
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maxHealth = 20
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max_stamina = BASIC_MOB_STAMINA_MATCH_HEALTH
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gender = PLURAL
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living_flags = MOVES_ON_ITS_OWN
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status_flags = CANPUSH | CANSTUN
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fire_stack_decay_rate = -5 // Reasonably fast as NPCs will not usually actively extinguish themselves
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var/basic_mob_flags = NONE
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///Defines how fast the basic mob can move. This is not a multiplier
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var/speed = 1
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///How much stamina the mob recovers per second, if set to >0 stamina loses its normal function of resetting after a set amount of time
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var/stamina_recovery = 0
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///How slow will we get when we lose all our stamina?
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var/max_stamina_slowdown = 3
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///Percentage of max stamina loss we need to lose in order to get stunned
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var/stamina_crit_threshold = 100
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///how much damage this basic mob does to objects, if any.
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var/obj_damage = 0
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///How much armour they ignore, as a flat reduction from the targets armour value.
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var/armour_penetration = 0
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///Damage type of a simple mob's melee attack, should it do damage.
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var/melee_damage_type = BRUTE
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///How much wounding power it has
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var/wound_bonus = CANT_WOUND
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///How much bare wounding power it has
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var/exposed_wound_bonus = 0
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///If the attacks from this are sharp
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var/sharpness = NONE
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/// Sound played when the critter attacks.
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var/attack_sound
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/// Override for the visual attack effect shown on 'do_attack_animation()'.
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var/attack_vis_effect
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///Played when someone punches the creature.
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var/attacked_sound = SFX_PUNCH //This should be an element
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/// How often can you melee attack?
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var/melee_attack_cooldown = 2 SECONDS
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/// Variable maintained for compatibility with attack_animal procs until simple animals can be refactored away. Use element instead of setting manually.
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var/environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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/// 1 for full damage, 0 for none, -1 for 1:1 heal from that source.
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var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 1, OXY = 1)
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///Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
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var/list/speak_emote = list()
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///When someone interacts with the simple animal.
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///Help-intent verb in present continuous tense.
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var/response_help_continuous = "pokes"
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///Help-intent verb in present simple tense.
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var/response_help_simple = "poke"
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///Disarm-intent verb in present continuous tense.
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var/response_disarm_continuous = "shoves"
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///Disarm-intent verb in present simple tense.
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var/response_disarm_simple = "shove"
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///Harm-intent verb in present continuous tense.
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var/response_harm_continuous = "hits"
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///Harm-intent verb in present simple tense.
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var/response_harm_simple = "hit"
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///Basic mob's own attacks verbs,
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///Attacking verb in present continuous tense.
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var/attack_verb_continuous = "attacks"
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///Attacking verb in present simple tense.
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var/attack_verb_simple = "attack"
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///Attacking, but without damage, verb in present continuous tense.
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var/friendly_verb_continuous = "nuzzles"
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///Attacking, but without damage, verb in present simple tense.
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var/friendly_verb_simple = "nuzzle"
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////////THIS SECTION COULD BE ITS OWN ELEMENT
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///Icon to use
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var/icon_living = ""
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///Icon when the animal is dead. Don't use animated icons for this.
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var/icon_dead = ""
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///We only try to show a gibbing animation if this exists.
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var/icon_gib = null
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///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
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var/gold_core_spawnable = NO_SPAWN
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///Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
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var/sentience_type = SENTIENCE_ORGANIC
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///Leaving something at 0 means it's off - has no maximum.
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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)
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///This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
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var/unsuitable_atmos_damage = 1
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///Minimal body temperature without receiving damage
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var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
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///Maximal body temperature without receiving damage
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var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
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///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_cold_damage = 1
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///This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_heat_damage = 1
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/mob/living/basic/Initialize(mapload)
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. = ..()
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if(gender == PLURAL)
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gender = pick(MALE,FEMALE)
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if(!real_name)
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real_name = name
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if(!loc)
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stack_trace("Basic mob being instantiated in nullspace")
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update_basic_mob_varspeed()
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apply_target_randomisation()
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make_stamina_slowable()
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if(speak_emote)
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speak_emote = string_list(speak_emote)
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///We need to wait for SSair to be initialized before we can check atmos/temp requirements.
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if(PERFORM_ALL_TESTS(focus_only/atmos_and_temp_requirements) && mapload && !SSair.initialized)
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RegisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(on_ssair_init))
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return
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apply_atmos_requirements(mapload)
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apply_temperature_requirements(mapload)
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/mob/living/basic/proc/on_ssair_init(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE)
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apply_atmos_requirements(TRUE)
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apply_temperature_requirements(TRUE)
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/// Ensures this mob can take atmospheric damage if it's supposed to
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/mob/living/basic/proc/apply_atmos_requirements(mapload)
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if(unsuitable_atmos_damage == 0 || isnull(habitable_atmos))
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return
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//String assoc list returns a cached list, so this is like a static list to pass into the element below.
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habitable_atmos = string_assoc_list(habitable_atmos)
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AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage, mapload)
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/// Ensures this mob can take temperature damage if it's supposed to
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/mob/living/basic/proc/apply_temperature_requirements(mapload)
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if((unsuitable_cold_damage == 0 && unsuitable_heat_damage == 0) || (minimum_survivable_temperature <= 0 && maximum_survivable_temperature >= INFINITY))
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return
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AddElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage, mapload)
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/// Ensures that this mob can be slowed from taking stamina damage
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/mob/living/basic/proc/make_stamina_slowable()
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if (max_stamina == BASIC_MOB_STAMINA_MATCH_HEALTH)
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max_stamina = maxHealth
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if (damage_coeff[STAMINA] <= 0 || max_stamina <= 0 || max_stamina_slowdown <= 0)
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return
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AddElement(/datum/element/basic_stamina_slowdown, minium_stamina_threshold = max_stamina / 3, maximum_stamina = max_stamina, maximum_slowdown = max_stamina_slowdown)
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/mob/living/basic/proc/apply_target_randomisation()
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if (basic_mob_flags & PRECISE_ATTACK_ZONES)
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return
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AddElement(/datum/element/attack_zone_randomiser)
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/mob/living/basic/Life(seconds_per_tick = SSMOBS_DT, times_fired)
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. = ..()
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if(staminaloss > 0)
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adjustStaminaLoss(-stamina_recovery * seconds_per_tick, forced = TRUE)
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/mob/living/basic/get_default_say_verb()
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return length(speak_emote) ? pick(speak_emote) : ..()
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/mob/living/basic/death(gibbed)
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. = ..()
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if(basic_mob_flags & DEL_ON_DEATH)
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ghostize(can_reenter_corpse = FALSE)
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qdel(src)
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else
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health = 0
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look_dead()
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/mob/living/basic/gib()
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if(butcher_results || guaranteed_butcher_results)
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var/list/butcher_loot = list()
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if(butcher_results)
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butcher_loot += butcher_results
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if(guaranteed_butcher_results)
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butcher_loot += guaranteed_butcher_results
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var/atom/loot_destination = drop_location()
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for(var/path in butcher_loot)
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for(var/i in 1 to butcher_loot[path])
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new path(loot_destination)
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return ..()
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/**
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* Apply the appearance and properties this mob has when it dies
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* This is called by the mob pretending to be dead too so don't put loot drops in here or something
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*/
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/mob/living/basic/proc/look_dead()
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icon_state = icon_dead
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if(basic_mob_flags & FLIP_ON_DEATH)
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transform = transform.Turn(180)
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if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
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ADD_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
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SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_DEAD)
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/mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
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. = ..()
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if(!.)
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return
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look_alive()
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/// Apply the appearance and properties this mob has when it is alive
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/mob/living/basic/proc/look_alive()
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icon_state = icon_living
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if(basic_mob_flags & FLIP_ON_DEATH)
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transform = transform.Turn(180)
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if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
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REMOVE_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
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SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_ALIVE)
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/mob/living/basic/update_sight()
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lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
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return ..()
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/mob/living/basic/examine(mob/user)
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. = ..()
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if(stat != DEAD)
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return
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. += span_deadsay("Upon closer examination, [p_they()] appear[p_s()] to be [HAS_MIND_TRAIT(user, TRAIT_NAIVE) ? "asleep" : "dead"].")
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/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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if(!early_melee_attack(target, modifiers, ignore_cooldown))
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return FALSE
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var/result = target.attack_basic_mob(src, modifiers)
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SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
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if(!ignore_cooldown)
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changeNext_move(melee_attack_cooldown) // Set it again because objects like to fuck with it in attack_basic_mob
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return result
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/mob/living/basic/proc/early_melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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face_atom(target)
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if(!ignore_cooldown)
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changeNext_move(melee_attack_cooldown) // Set cooldown early in case it is cancelled
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if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & COMPONENT_HOSTILE_NO_ATTACK)
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return FALSE //but more importantly return before attack_animal called
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return TRUE
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/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
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melee_attack(attack_target, modifiers)
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/mob/living/basic/vv_edit_var(vname, vval)
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switch(vname)
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if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
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RemoveElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage)
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. = TRUE
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if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
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RemoveElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
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. = TRUE
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. = ..()
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switch(vname)
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if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
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apply_atmos_requirements()
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if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
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apply_temperature_requirements()
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if(NAMEOF(src, speed))
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datum_flags |= DF_VAR_EDITED
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set_varspeed(vval)
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/mob/living/basic/proc/set_varspeed(var_value)
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speed = var_value
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update_basic_mob_varspeed()
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/mob/living/basic/proc/update_basic_mob_varspeed()
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if(speed == 0)
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remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed)
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add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed)
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SEND_SIGNAL(src, POST_BASIC_MOB_UPDATE_VARSPEED)
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/mob/living/basic/update_movespeed()
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. = ..()
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if (cached_multiplicative_slowdown > END_GLIDE_SPEED)
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ADD_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
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else
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REMOVE_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
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/mob/living/basic/relaymove(mob/living/user, direction)
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if(user.incapacitated)
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return
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return relaydrive(user, direction)
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/mob/living/basic/get_status_tab_items()
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. = ..()
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. += "Health: [round((health / maxHealth) * 100)]%"
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. += "Combat Mode: [combat_mode ? "On" : "Off"]"
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/mob/living/basic/compare_sentience_type(compare_type)
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return sentience_type == compare_type
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/mob/living/basic/on_fire_stack(seconds_per_tick, datum/status_effect/fire_handler/fire_stacks/fire_handler)
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adjust_bodytemperature((maximum_survivable_temperature + (fire_handler.stacks * 12)) * 0.5 * seconds_per_tick)
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/mob/living/basic/get_fire_overlay(stacks, on_fire)
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var/fire_icon = "generic_fire"
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if(!GLOB.fire_appearances[fire_icon])
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GLOB.fire_appearances[fire_icon] = mutable_appearance(
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'icons/mob/effects/onfire.dmi',
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fire_icon,
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-HIGHEST_LAYER,
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appearance_flags = RESET_COLOR|KEEP_APART,
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)
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return GLOB.fire_appearances[fire_icon]
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/mob/living/basic/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, ignore_animation = TRUE)
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. = ..()
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if (.)
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update_held_items()
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/mob/living/basic/update_held_items()
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. = ..()
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if(isnull(client) || isnull(hud_used) || hud_used.hud_version == HUD_STYLE_NOHUD)
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return
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var/turf/our_turf = get_turf(src)
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for(var/obj/item/held in held_items)
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var/index = get_held_index_of_item(held)
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SET_PLANE(held, ABOVE_HUD_PLANE, our_turf)
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held.screen_loc = ui_hand_position(index)
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client.screen |= held
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/mob/living/basic/get_body_temp_heat_damage_limit()
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return maximum_survivable_temperature
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/mob/living/basic/get_body_temp_cold_damage_limit()
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return minimum_survivable_temperature
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/mob/living/basic/proc/hop_on_nearby_turf()
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var/dir = pick(GLOB.cardinals)
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Move(get_step(src, dir), dir)
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animate(src, pixel_y = 18, time = 0.4 SECONDS, flags = ANIMATION_RELATIVE, easing = CUBIC_EASING|EASE_OUT)
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animate(pixel_y = -18, time = 0.4 SECONDS, flags = ANIMATION_RELATIVE, easing = CUBIC_EASING|EASE_IN)
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///ovverride to add mob specific cytology mutation effects, returns TRUE if we added a mob specific mutation
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/mob/living/basic/proc/mutate()
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if(SEND_SIGNAL(src, COMSIG_BASICMOB_MUTATED) & MUTATED_NO_FURTHER_MUTATIONS)
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//Tells the vat our mob has been mutated by another source and we don't want to add potentially incompatible mutations such as shiny mutation.
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return TRUE
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else
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return FALSE
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