Files
Bubberstation/code/modules/mob/mob_defines.dm
coiax 6f65453257 Mobs start with a random nutrition amount (#34791)
* Mobs start with a random nutrition amount

🆑 coiax
balance: Mobs will now start with a random nutrition amount, between
hungry and mildly well fed.
/🆑

Basically, if everyone starts the round with 400 nutrition, then
everyone will likely get hungry at around the same time if they're
standing around. This means there's a little more variance in our
starting values, which means the kitchen could be more important a
little bit sooner.

* Forgot to save and commit the fix

* Aaaa

* Moved random nutrition to Initialize
2018-01-27 14:55:21 +13:00

109 lines
4.0 KiB
Plaintext

/mob
datum_flags = DF_USE_TAG
density = TRUE
layer = MOB_LAYER
animate_movement = 2
flags_1 = HEAR_1
hud_possible = list(ANTAG_HUD)
pressure_resistance = 8
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
var/datum/mind/mind
var/list/datum/action/actions = list()
var/static/next_mob_id = 0
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/zone_selected = null
var/computer_id = null
var/list/logging = list(INDIVIDUAL_ATTACK_LOG, INDIVIDUAL_SAY_LOG, INDIVIDUAL_EMOTE_LOG, INDIVIDUAL_OOC_LOG)
var/obj/machinery/machine = null
var/next_move = null
var/notransform = null //Carbon
var/eye_blind = 0 //Carbon
var/eye_blurry = 0 //Carbon
var/real_name = null
var/spacewalk = FALSE
var/resting = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
var/name_archive //For admin things like possession
var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
var/drowsyness = 0//Carbon
var/dizziness = 0//Carbon
var/jitteriness = 0//Carbon
var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
var/satiety = 0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/a_intent = INTENT_HELP//Living
var/list/possible_a_intents = null//Living
var/m_intent = MOVE_INTENT_RUN//Living
var/lastKnownIP = null
var/atom/movable/buckled = null//Living
var/atom/movable/buckling
//Hands
var/active_hand_index = 1
var/list/held_items = list(null, null) //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
var/obj/item/storage/s_active = null//Carbon
var/datum/hud/hud_used = null
var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
var/list/mapobjs = list()
var/in_throw_mode = 0
var/job = null//Living
var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
var/move_on_shuttle = 1 // Can move on the shuttle.
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
var/list/obj/user_movement_hooks //Passes movement in client/Move() to these!
var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
//List of active diseases
var/list/viruses = list() // list of all diseases in a mob
var/list/resistances = list()
var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
var/digitalcamo = 0 // Can they be tracked by the AI?
var/digitalinvis = 0 //Are they ivisible to the AI?
var/image/digitaldisguise = null //what does the AI see instead of them?
var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
var/atom/movable/remote_control //Calls relaymove() to whatever it is
var/turf/listed_turf = null //the current turf being examined in the stat panel
var/list/observers = null //The list of people observing this mob.
var/list/progressbars = null //for stacking do_after bars
var/list/mousemove_intercept_objects