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## About The Pull Request i think i made these a bit too strong, this hopefully balances them out a bit. they were initially accidentally given alot of armor against ranged attacks, this is now removed. also ive reduced their base hp by a bit. im open to other suggestions and feedback ## Why It's Good For The Game they were stronger than i intended. this keeps their usefulness for battling tendrils, or ore vents but also prevents using them to cheese several megafauna ## Changelog 🆑 balance: you can now polymorph into raptors balance: raptors overall have less health and no longer have armor against ranged attacks /🆑
45 lines
1.4 KiB
Plaintext
45 lines
1.4 KiB
Plaintext
#define HIGH_HAPPINESS_THRESHOLD 0.7
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#define MODERATE_HAPPINESS_THRESHOLD 0.5
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/datum/ai_planning_subtree/express_happiness
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operational_datums = list(/datum/component/happiness)
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///the key storing our happiness value
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var/happiness_key = BB_BASIC_HAPPINESS
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///list of emotions we relay when happy
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var/static/list/happy_emotions = list(
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"celebrates happily!",
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"dances around in excitement!",
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)
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///our moderate emotions
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var/static/list/moderate_emotions = list(
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"looks satisfied.",
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"trots around.",
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)
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///emotions we display when we are sad
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var/static/list/depressed_emotions = list(
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"looks depressed...",
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"turns its back and sulks...",
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"looks towards the floor in dissapointment...",
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)
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/datum/ai_planning_subtree/express_happiness/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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if(!SPT_PROB(5, seconds_per_tick))
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return
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var/happiness_value = controller.blackboard[happiness_key]
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if(isnull(happiness_value))
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return
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var/list/final_list
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switch(happiness_value)
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if(HIGH_HAPPINESS_THRESHOLD to INFINITY)
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final_list = happy_emotions
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if(MODERATE_HAPPINESS_THRESHOLD to HIGH_HAPPINESS_THRESHOLD)
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final_list = moderate_emotions
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else
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final_list = depressed_emotions
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if(!length(final_list))
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return
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controller.queue_behavior(/datum/ai_behavior/perform_emote, pick(final_list))
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#undef HIGH_HAPPINESS_THRESHOLD
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#undef MODERATE_HAPPINESS_THRESHOLD
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