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* mothroaches in the wardrobe (#83695) ## About The Pull Request there is a very small chance vendrobes will have mothroaches inside. this will become apparent as the clothes you buy will come out slightly damaged and eaten. hitting the vendrobe with a weapon (or throwing the weapon at it) will cause the mothroaches to come out and scatter everywhere. mothroaches will now also seek out clothes to eat them ## Why It's Good For The Game gives more character and depth to mothroach AI ## Changelog 🆑 add: vendrobes may have mothroaches inside them add: mothroaches will now seek out clothes to eat them /🆑 * mothroaches in the wardrobe --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
98 lines
3.3 KiB
Plaintext
98 lines
3.3 KiB
Plaintext
/**
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* ## basic eating element!
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*
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* Small behavior for non-carbons to eat certain stuff they interact with
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*/
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/datum/element/basic_eating
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Amount to heal
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var/heal_amt
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/// Amount to hurt
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var/damage_amount
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/// Type of hurt to apply
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var/damage_type
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/// Whether to flavor it as drinking rather than eating.
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var/drinking
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/// Types the animal can eat.
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var/list/food_types
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/datum/element/basic_eating/Attach(datum/target, heal_amt = 0, damage_amount = 0, damage_type = null, drinking = FALSE, food_types = list())
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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ADD_TRAIT(target, TRAIT_MOB_EATER, REF(src))
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src.heal_amt = heal_amt
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src.damage_amount = damage_amount
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src.damage_type = damage_type
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src.drinking = drinking
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src.food_types = food_types
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//this lets players eat
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RegisterSignal(target, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarm_attack))
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//this lets ai eat. yes, i'm serious
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RegisterSignal(target, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(on_pre_attackingtarget))
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/datum/element/basic_eating/Detach(datum/target)
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REMOVE_TRAIT(target, TRAIT_MOB_EATER, REF(src))
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UnregisterSignal(target, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET))
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return ..()
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/datum/element/basic_eating/proc/on_unarm_attack(mob/living/eater, atom/target, proximity, modifiers)
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SIGNAL_HANDLER
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if(!proximity)
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return NONE
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if(try_eating(eater, target))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return NONE
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/datum/element/basic_eating/proc/on_pre_attackingtarget(mob/living/eater, atom/target)
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SIGNAL_HANDLER
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try_eating(eater, target)
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/datum/element/basic_eating/proc/try_eating(mob/living/eater, atom/target)
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if(!is_type_in_list(target, food_types))
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return FALSE
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if(SEND_SIGNAL(eater, COMSIG_MOB_PRE_EAT, target) & COMSIG_MOB_CANCEL_EAT)
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return FALSE
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var/eat_verb
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if(drinking)
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eat_verb = pick("slurp","sip","guzzle","drink","quaff","suck")
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else
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eat_verb = pick("bite","chew","nibble","gnaw","gobble","chomp")
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if (heal_amt > 0)
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var/healed = heal_amt && eater.health < eater.maxHealth
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if(heal_amt)
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eater.heal_overall_damage(heal_amt)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target][healed ? ", restoring some health" : ""]."))
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finish_eating(eater, target)
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return TRUE
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if (damage_amount > 0 && damage_type)
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eater.apply_damage(damage_amount, damage_type)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target], and seems to hurt itself."), span_notice("You [eat_verb] [target], hurting yourself in the process."))
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finish_eating(eater, target)
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return TRUE
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target]."))
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finish_eating(eater, target)
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return TRUE
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/datum/element/basic_eating/proc/finish_eating(mob/living/eater, atom/target)
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set waitfor = FALSE
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SEND_SIGNAL(eater, COMSIG_MOB_ATE)
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if(drinking)
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playsound(eater.loc,'sound/items/drink.ogg', rand(10,50), TRUE)
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else
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playsound(eater.loc,'sound/items/eatfood.ogg', rand(10,50), TRUE)
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var/atom/final_target = target
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if(isstack(target)) //if stack, only consume 1
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var/obj/item/stack/food_stack = target
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final_target = food_stack.split_stack(eater, 1)
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eater.log_message("has eaten [target]!", LOG_ATTACK)
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qdel(final_target)
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