Files
Bubberstation/code/__DEFINES/basic_mobs.dm
Ben10Omintrix a99a1e6383 slightly redoes how animals hunt for food (#87166)
## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food

## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable

## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
2024-10-15 13:18:37 +13:00

79 lines
2.5 KiB
Plaintext

#define BASIC_MOB_MAX_STAMINALOSS 200
///Basic mob flags
/// Delete mob upon death
#define DEL_ON_DEATH (1<<0)
/// Rotate mob 180 degrees while it is dead
#define FLIP_ON_DEATH (1<<1)
/// Mob remains dense while dead
#define REMAIN_DENSE_WHILE_DEAD (1<<2)
/// Mob can be set on fire
#define FLAMMABLE_MOB (1<<3)
/// Mob never takes damage from unarmed attacks
#define IMMUNE_TO_FISTS (1<<4)
/// Mob is immune to getting wet
#define IMMUNE_TO_GETTING_WET (1<<5)
/// Disables the function of attacking random body zones
#define PRECISE_ATTACK_ZONES (1<<6)
/// Temporary trait applied when an attack forecast animation has completed
#define TRAIT_BASIC_ATTACK_FORECAST "trait_basic_attack_forecast"
#define INTERACTION_BASIC_ATTACK_FORCEAST "interaction_basic_attack_forecast"
/// Above this speed we stop gliding because it looks silly
#define END_GLIDE_SPEED 10
///hunger cooldown for basic mobs
#define EAT_FOOD_COOLDOWN 45 SECONDS
///mook attack status flags
#define MOOK_ATTACK_NEUTRAL 0
#define MOOK_ATTACK_WARMUP 1
#define MOOK_ATTACK_ACTIVE 2
#define MOOK_ATTACK_STRIKE 3
///keeps track of how many gutlunches are born
GLOBAL_VAR_INIT(gutlunch_count, 0)
///Pet customization settings saved for every client
GLOBAL_LIST_EMPTY(customized_pets)
//raptor defines
#define RAPTOR_RED "Red"
#define RAPTOR_GREEN "Green"
#define RAPTOR_PURPLE "Purple"
#define RAPTOR_WHITE "White"
#define RAPTOR_YELLOW "Yellow"
#define RAPTOR_BLACK "Black"
#define RAPTOR_BLUE "Blue"
#define RAPTOR_INHERIT_MAX_ATTACK 5
#define RAPTOR_INHERIT_MAX_HEALTH 30
///this mob suffers depression
#define BB_BASIC_DEPRESSED "basic_depressed"
///this mob will care for its young
#define BB_RAPTOR_MOTHERLY "raptor_motherly"
///this mob will be playful around their owners
#define BB_RAPTOR_PLAYFUL "raptor_playful"
///this mob will flee combat when it feels threatened
#define BB_RAPTOR_COWARD "raptor_coward"
///this mob will go out seeking trouble against its kind
#define BB_RAPTOR_TROUBLE_MAKER "raptor_trouble_maker"
///cooldown till we go out cause trouble again
#define BB_RAPTOR_TROUBLE_COOLDOWN "raptor_trouble_maker_cooldown"
///our raptor baby target we will take care of
#define BB_RAPTOR_BABY "raptor_baby"
///the raptor we will heal up
#define BB_INJURED_RAPTOR "injured_raptor"
///the raptor we will bully
#define BB_RAPTOR_VICTIM "raptor_victim"
///the cooldown for next time we eat
#define BB_RAPTOR_EAT_COOLDOWN "raptor_eat_cooldown"
///our trough target
#define BB_RAPTOR_TROUGH_TARGET "raptor_trough_target"
#define MAX_RAPTOR_POP 64