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Bubberstation/code/modules/mob/living/basic/basic.dm
NullFag 9dc3351d5f sex!
2023-03-07 17:58:03 +01:00

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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
gender = PLURAL
living_flags = MOVES_ON_ITS_OWN
status_flags = CANPUSH
var/basic_mob_flags = NONE
///Defines how fast the basic mob can move. This is a multiplier
var/speed = 1
///How much stamina the mob recovers per second
var/stamina_recovery = 5
///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
///What kind of objects this mob can smash.
var/environment_smash = ENVIRONMENT_SMASH_NONE
/// 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, CLONE = 1, STAMINA = 0, OXY = 1)
///Minimum force required to deal any damage.
var/force_threshold = 0
///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 = 250
///Maximal body temperature without receiving damage
var/maximum_survivable_temperature = 350
///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_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 basic_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()
if(speak_emote)
speak_emote = string_list(speak_emote)
if(unsuitable_atmos_damage != 0)
//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)
if(unsuitable_cold_damage != 0 && unsuitable_heat_damage != 0)
AddElement(/datum/element/basic_body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
/mob/living/basic/Life(delta_time = SSMOBS_DT, times_fired)
. = ..()
///Automatic stamina re-gain
if(staminaloss > 0)
adjustStaminaLoss(-stamina_recovery * delta_time, FALSE, TRUE)
/mob/living/basic/say_mod(input, list/message_mods = list())
if(length(speak_emote))
verb_say = pick(speak_emote)
return ..()
/mob/living/basic/death(gibbed)
. = ..()
if(basic_mob_flags & DEL_ON_DEATH)
qdel(src)
else
health = 0
look_dead()
/**
* 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 & UNDENSIFY_ON_DEATH)
set_density(FALSE)
/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 & UNDENSIFY_ON_DEATH)
set_density(initial(density))
/mob/living/basic/proc/melee_attack(atom/target, list/modifiers)
face_atom(target)
if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target) & COMPONENT_HOSTILE_NO_ATTACK)
return FALSE //but more importantly return before attack_animal called
var/result = target.attack_basic_mob(src, modifiers)
SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
return result
/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
melee_attack(attack_target, modifiers)
/mob/living/basic/vv_edit_var(vname, vval)
. = ..()
if(vname == 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/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)]% ([health]/[maxHealth])"
. += "Combat Mode: [combat_mode ? "On" : "Off"]"