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Bubberstation/code/modules/mob/living/basic/basic.dm
Jacquerel d19b8de989 Most fleshy mobs are vulnerable to stamina and stuns (#90675)
## About The Pull Request

This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.

Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.

## Why It's Good For The Game

A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.

While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.

## Changelog

🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
2025-05-11 05:05:53 +10:00

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///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.
/mob/living/basic
name = "basic mob"
icon = 'icons/mob/simple/animal.dmi'
health = 20
maxHealth = 20
max_stamina = BASIC_MOB_STAMINA_MATCH_HEALTH
gender = PLURAL
living_flags = MOVES_ON_ITS_OWN
status_flags = CANPUSH | CANSTUN
fire_stack_decay_rate = -5 // Reasonably fast as NPCs will not usually actively extinguish themselves
var/basic_mob_flags = NONE
///Defines how fast the basic mob can move. This is not a multiplier
var/speed = 1
///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
var/stamina_recovery = 0
///How slow will we get when we lose all our stamina?
var/max_stamina_slowdown = 3
///Percentage of max stamina loss we need to lose in order to get stunned
var/stamina_crit_threshold = 100
///how much damage this basic mob does to objects, if any.
var/obj_damage = 0
///How much armour they ignore, as a flat reduction from the targets armour value.
var/armour_penetration = 0
///Damage type of a simple mob's melee attack, should it do damage.
var/melee_damage_type = BRUTE
///How much wounding power it has
var/wound_bonus = CANT_WOUND
///How much bare wounding power it has
var/bare_wound_bonus = 0
///If the attacks from this are sharp
var/sharpness = NONE
/// Sound played when the critter attacks.
var/attack_sound
/// Override for the visual attack effect shown on 'do_attack_animation()'.
var/attack_vis_effect
///Played when someone punches the creature.
var/attacked_sound = SFX_PUNCH //This should be an element
/// How often can you melee attack?
var/melee_attack_cooldown = 2 SECONDS
/// Variable maintained for compatibility with attack_animal procs until simple animals can be refactored away. Use element instead of setting manually.
var/environment_smash = ENVIRONMENT_SMASH_STRUCTURES
/// 1 for full damage, 0 for none, -1 for 1:1 heal from that source.
var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 1, OXY = 1)
///Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
var/list/speak_emote = list()
///When someone interacts with the simple animal.
///Help-intent verb in present continuous tense.
var/response_help_continuous = "pokes"
///Help-intent verb in present simple tense.
var/response_help_simple = "poke"
///Disarm-intent verb in present continuous tense.
var/response_disarm_continuous = "shoves"
///Disarm-intent verb in present simple tense.
var/response_disarm_simple = "shove"
///Harm-intent verb in present continuous tense.
var/response_harm_continuous = "hits"
///Harm-intent verb in present simple tense.
var/response_harm_simple = "hit"
///Basic mob's own attacks verbs,
///Attacking verb in present continuous tense.
var/attack_verb_continuous = "attacks"
///Attacking verb in present simple tense.
var/attack_verb_simple = "attack"
///Attacking, but without damage, verb in present continuous tense.
var/friendly_verb_continuous = "nuzzles"
///Attacking, but without damage, verb in present simple tense.
var/friendly_verb_simple = "nuzzle"
////////THIS SECTION COULD BE ITS OWN ELEMENT
///Icon to use
var/icon_living = ""
///Icon when the animal is dead. Don't use animated icons for this.
var/icon_dead = ""
///We only try to show a gibbing animation if this exists.
var/icon_gib = null
///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
var/gold_core_spawnable = NO_SPAWN
///Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
var/sentience_type = SENTIENCE_ORGANIC
///Leaving something at 0 means it's off - has no maximum.
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)
///This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
var/unsuitable_atmos_damage = 1
///Minimal body temperature without receiving damage
var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
///Maximal body temperature without receiving damage
var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
///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.
var/unsuitable_cold_damage = 1
///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.
var/unsuitable_heat_damage = 1
/mob/living/basic/Initialize(mapload)
. = ..()
if(gender == PLURAL)
gender = pick(MALE,FEMALE)
if(!real_name)
real_name = name
if(!loc)
stack_trace("Basic mob being instantiated in nullspace")
update_basic_mob_varspeed()
apply_target_randomisation()
make_stamina_slowable()
if(speak_emote)
speak_emote = string_list(speak_emote)
///We need to wait for SSair to be initialized before we can check atmos/temp requirements.
if(PERFORM_ALL_TESTS(focus_only/atmos_and_temp_requirements) && mapload && !SSair.initialized)
RegisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(on_ssair_init))
return
apply_atmos_requirements(mapload)
apply_temperature_requirements(mapload)
/mob/living/basic/proc/on_ssair_init(datum/source)
SIGNAL_HANDLER
UnregisterSignal(SSair, COMSIG_SUBSYSTEM_POST_INITIALIZE)
apply_atmos_requirements(TRUE)
apply_temperature_requirements(TRUE)
/// Ensures this mob can take atmospheric damage if it's supposed to
/mob/living/basic/proc/apply_atmos_requirements(mapload)
if(unsuitable_atmos_damage == 0 || isnull(habitable_atmos))
return
//String assoc list returns a cached list, so this is like a static list to pass into the element below.
habitable_atmos = string_assoc_list(habitable_atmos)
AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage, mapload)
/// Ensures this mob can take temperature damage if it's supposed to
/mob/living/basic/proc/apply_temperature_requirements(mapload)
if((unsuitable_cold_damage == 0 && unsuitable_heat_damage == 0) || (minimum_survivable_temperature <= 0 && maximum_survivable_temperature >= INFINITY))
return
AddElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage, mapload)
/// Ensures that this mob can be slowed from taking stamina damage
/mob/living/basic/proc/make_stamina_slowable()
if (max_stamina == BASIC_MOB_STAMINA_MATCH_HEALTH)
max_stamina = maxHealth
if (damage_coeff[STAMINA] <= 0 || max_stamina <= 0 || max_stamina_slowdown <= 0)
return
AddElement(/datum/element/basic_stamina_slowdown, minium_stamina_threshold = max_stamina / 3, maximum_stamina = max_stamina, maximum_slowdown = max_stamina_slowdown)
/mob/living/basic/proc/apply_target_randomisation()
if (basic_mob_flags & PRECISE_ATTACK_ZONES)
return
AddElement(/datum/element/attack_zone_randomiser)
/mob/living/basic/Life(seconds_per_tick = SSMOBS_DT, times_fired)
. = ..()
if(staminaloss > 0)
adjustStaminaLoss(-stamina_recovery * seconds_per_tick, forced = TRUE)
/mob/living/basic/get_default_say_verb()
return length(speak_emote) ? pick(speak_emote) : ..()
/mob/living/basic/death(gibbed)
. = ..()
if(basic_mob_flags & DEL_ON_DEATH)
ghostize(can_reenter_corpse = FALSE)
qdel(src)
else
health = 0
look_dead()
/mob/living/basic/gib()
if(butcher_results || guaranteed_butcher_results)
var/list/butcher_loot = list()
if(butcher_results)
butcher_loot += butcher_results
if(guaranteed_butcher_results)
butcher_loot += guaranteed_butcher_results
var/atom/loot_destination = drop_location()
for(var/path in butcher_loot)
for(var/i in 1 to butcher_loot[path])
new path(loot_destination)
return ..()
/**
* Apply the appearance and properties this mob has when it dies
* This is called by the mob pretending to be dead too so don't put loot drops in here or something
*/
/mob/living/basic/proc/look_dead()
icon_state = icon_dead
if(basic_mob_flags & FLIP_ON_DEATH)
transform = transform.Turn(180)
if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
ADD_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_DEAD)
/mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
. = ..()
if(!.)
return
look_alive()
/// Apply the appearance and properties this mob has when it is alive
/mob/living/basic/proc/look_alive()
icon_state = icon_living
if(basic_mob_flags & FLIP_ON_DEATH)
transform = transform.Turn(180)
if(!(basic_mob_flags & REMAIN_DENSE_WHILE_DEAD))
REMOVE_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_ALIVE)
/mob/living/basic/update_sight()
lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
return ..()
/mob/living/basic/examine(mob/user)
. = ..()
if(stat != DEAD)
return
. += span_deadsay("Upon closer examination, [p_they()] appear[p_s()] to be [HAS_MIND_TRAIT(user, TRAIT_NAIVE) ? "asleep" : "dead"].")
/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
if(!early_melee_attack(target, modifiers, ignore_cooldown))
return FALSE
var/result = target.attack_basic_mob(src, modifiers)
SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
if(!ignore_cooldown)
changeNext_move(melee_attack_cooldown) // Set it again because objects like to fuck with it in attack_basic_mob
return result
/mob/living/basic/proc/early_melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
face_atom(target)
if(!ignore_cooldown)
changeNext_move(melee_attack_cooldown) // Set cooldown early in case it is cancelled
if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & COMPONENT_HOSTILE_NO_ATTACK)
return FALSE //but more importantly return before attack_animal called
return TRUE
/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
melee_attack(attack_target, modifiers)
/mob/living/basic/vv_edit_var(vname, vval)
switch(vname)
if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
RemoveElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage)
. = TRUE
if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
RemoveElement(/datum/element/body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
. = TRUE
. = ..()
switch(vname)
if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
apply_atmos_requirements()
if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
apply_temperature_requirements()
if(NAMEOF(src, speed))
datum_flags |= DF_VAR_EDITED
set_varspeed(vval)
/mob/living/basic/proc/set_varspeed(var_value)
speed = var_value
update_basic_mob_varspeed()
/mob/living/basic/proc/update_basic_mob_varspeed()
if(speed == 0)
remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed)
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed)
SEND_SIGNAL(src, POST_BASIC_MOB_UPDATE_VARSPEED)
/mob/living/basic/update_movespeed()
. = ..()
if (cached_multiplicative_slowdown > END_GLIDE_SPEED)
ADD_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
else
REMOVE_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
/mob/living/basic/relaymove(mob/living/user, direction)
if(user.incapacitated)
return
return relaydrive(user, direction)
/mob/living/basic/get_status_tab_items()
. = ..()
. += "Health: [round((health / maxHealth) * 100)]%"
. += "Combat Mode: [combat_mode ? "On" : "Off"]"
/mob/living/basic/compare_sentience_type(compare_type)
return sentience_type == compare_type
/mob/living/basic/on_fire_stack(seconds_per_tick, datum/status_effect/fire_handler/fire_stacks/fire_handler)
adjust_bodytemperature((maximum_survivable_temperature + (fire_handler.stacks * 12)) * 0.5 * seconds_per_tick)
/mob/living/basic/get_fire_overlay(stacks, on_fire)
var/fire_icon = "generic_fire"
if(!GLOB.fire_appearances[fire_icon])
GLOB.fire_appearances[fire_icon] = mutable_appearance(
'icons/mob/effects/onfire.dmi',
fire_icon,
-HIGHEST_LAYER,
appearance_flags = RESET_COLOR|KEEP_APART,
)
return GLOB.fire_appearances[fire_icon]
/mob/living/basic/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, ignore_animation = TRUE)
. = ..()
if (.)
update_held_items()
/mob/living/basic/update_held_items()
. = ..()
if(isnull(client) || isnull(hud_used) || hud_used.hud_version == HUD_STYLE_NOHUD)
return
var/turf/our_turf = get_turf(src)
for(var/obj/item/held in held_items)
var/index = get_held_index_of_item(held)
SET_PLANE(held, ABOVE_HUD_PLANE, our_turf)
held.screen_loc = ui_hand_position(index)
client.screen |= held
/mob/living/basic/get_body_temp_heat_damage_limit()
return maximum_survivable_temperature
/mob/living/basic/get_body_temp_cold_damage_limit()
return minimum_survivable_temperature
/mob/living/basic/proc/hop_on_nearby_turf()
var/dir = pick(GLOB.cardinals)
Move(get_step(src, dir), dir)
animate(src, pixel_y = 18, time = 0.4 SECONDS, flags = ANIMATION_RELATIVE, easing = CUBIC_EASING|EASE_OUT)
animate(pixel_y = -18, time = 0.4 SECONDS, flags = ANIMATION_RELATIVE, easing = CUBIC_EASING|EASE_IN)