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## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
220 lines
8.2 KiB
Plaintext
220 lines
8.2 KiB
Plaintext
/**
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* Udder component; for farm animals to generate milk.
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*
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* Used for cows, goats, gutlunches. neat!
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*/
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/datum/component/udder
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///abstract item for managing reagents (further down in this file)
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var/obj/item/udder/udder
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///optional proc to callback to when the udder is milked
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var/datum/callback/on_milk_callback
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//udder_type and reagent_produced_typepath are typepaths, not reference
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/datum/component/udder/Initialize(udder_type = /obj/item/udder, datum/callback/on_milk_callback, datum/callback/on_generate_callback, reagent_produced_override)
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if(!isliving(parent)) //technically is possible to drop this on carbons... but you wouldn't do that to me, would you?
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return COMPONENT_INCOMPATIBLE
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udder = new udder_type(null)
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udder.add_features(parent, on_generate_callback, reagent_produced_override)
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src.on_milk_callback = on_milk_callback
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/datum/component/udder/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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/datum/component/udder/UnregisterFromParent()
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QDEL_NULL(udder)
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on_milk_callback = null
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UnregisterSignal(parent, list(COMSIG_ATOM_EXAMINE, COMSIG_ATOM_ATTACKBY))
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///signal called on parent being examined
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/datum/component/udder/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/mob/living/milked = parent
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if(milked.stat != CONSCIOUS)
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return //come on now
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var/udder_filled_percentage = PERCENT(udder.reagents.total_volume / udder.reagents.maximum_volume)
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switch(udder_filled_percentage)
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if(0 to 10)
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examine_list += span_notice("[parent]'s [udder] is dry.")
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if(11 to 99)
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examine_list += span_notice("[parent]'s [udder] can be milked if you have something to contain it.")
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if(100)
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examine_list += span_notice("[parent]'s [udder] is round and full, and can be milked if you have something to contain it.")
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///signal called on parent being attacked with an item
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/datum/component/udder/proc/on_attackby(datum/source, obj/item/milking_tool, mob/user)
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SIGNAL_HANDLER
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var/mob/living/milked = parent
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if(milked.stat == CONSCIOUS && istype(milking_tool, /obj/item/reagent_containers/cup))
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udder.milk(milking_tool, user)
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if(on_milk_callback)
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on_milk_callback.Invoke(udder.reagents.total_volume, udder.reagents.maximum_volume)
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return COMPONENT_NO_AFTERATTACK
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/**
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* # udder item
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*
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* Abstract item that is held in nullspace and manages reagents. Created by udder component.
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* While perhaps reagents created by udder component COULD be managed in the mob, it would be somewhat finnicky and I actually like the abstract udders.
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*/
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/obj/item/udder
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name = "udder"
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///typepath of reagent produced by the udder
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var/reagent_produced_typepath = /datum/reagent/consumable/milk
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///how much the udder holds
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var/size = 50
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///the probability that the udder will produce the reagent (0 - 100)
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var/production_probability = 5
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///mob that has the udder component
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var/mob/living/udder_mob
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///optional proc to callback to when the udder generates milk
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var/datum/callback/on_generate_callback
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///do we require some food to generate milk?
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var/require_consume_type
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///how long does each food consumption allow us to make milk
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var/require_consume_timer = 2 MINUTES
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///hunger key we set to look for food
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var/hunger_key = BB_CHECK_HUNGRY
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/obj/item/udder/proc/add_features(parent, callback, reagent_override)
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udder_mob = parent
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on_generate_callback = callback
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create_reagents(size, REAGENT_HOLDER_ALIVE)
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if(reagent_override)
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reagent_produced_typepath = reagent_override
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initial_conditions()
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if(isnull(require_consume_type))
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return
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RegisterSignal(udder_mob, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(on_mob_consume))
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RegisterSignal(udder_mob, COMSIG_ATOM_ATTACKBY, PROC_REF(on_mob_feed))
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udder_mob.ai_controller?.set_blackboard_key(BB_CHECK_HUNGRY, TRUE)
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/obj/item/udder/proc/on_mob_consume(datum/source, atom/feed)
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SIGNAL_HANDLER
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if(!istype(feed, require_consume_type))
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return
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INVOKE_ASYNC(src, PROC_REF(handle_consumption), feed)
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return COMPONENT_HOSTILE_NO_ATTACK
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/obj/item/udder/proc/on_mob_feed(datum/source, atom/used_item, mob/living/user)
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SIGNAL_HANDLER
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if(!istype(used_item, require_consume_type))
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return
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INVOKE_ASYNC(src, PROC_REF(handle_consumption), used_item, user)
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return COMPONENT_NO_AFTERATTACK
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/obj/item/udder/proc/handle_consumption(atom/movable/food, mob/user)
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if(locate(food.type) in src)
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if(user)
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user.balloon_alert(user, "already full!")
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return
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playsound(udder_mob.loc,'sound/items/eatfood.ogg', 50, TRUE)
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udder_mob.visible_message(span_notice("[udder_mob] gobbles up [food]!"), span_notice("You gobble up [food]!"))
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var/atom/movable/final_food = food
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if(isstack(food)) //if stack, only consume 1
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var/obj/item/stack/food_stack = food
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final_food = food_stack.split_stack(udder_mob, 1)
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final_food.forceMove(src)
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/obj/item/udder/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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if(!istype(arrived, require_consume_type))
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return ..()
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udder_mob.ai_controller?.set_blackboard_key(hunger_key, FALSE)
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QDEL_IN(arrived, require_consume_timer)
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return ..()
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/obj/item/udder/Exited(atom/movable/gone, direction)
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. = ..()
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if(!istype(gone, require_consume_type))
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return
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udder_mob.ai_controller?.set_blackboard_key(hunger_key, TRUE)
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/obj/item/udder/Destroy()
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. = ..()
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STOP_PROCESSING(SSobj, src)
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udder_mob = null
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on_generate_callback = null
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/obj/item/udder/process(seconds_per_tick)
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if(udder_mob.stat != DEAD)
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generate() //callback is on generate() itself as sometimes generate does not add new reagents, or is not called via process
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/**
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* Proc called on creation separate from the reagent datum creation to allow for signalled milk generation instead of processing milk generation
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* also useful for changing initial amounts in reagent holder (cows start with milk, gutlunches start empty)
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*/
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/obj/item/udder/proc/initial_conditions()
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reagents.add_reagent(reagent_produced_typepath, 20, added_purity = 1)
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START_PROCESSING(SSobj, src)
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/**
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* Proc called every 2 seconds from SSMobs to add whatever reagent the udder is generating.
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*/
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/obj/item/udder/proc/generate()
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if(!isnull(require_consume_type) && !(locate(require_consume_type) in src))
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return FALSE
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if(!prob(production_probability))
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return FALSE
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reagents.add_reagent(reagent_produced_typepath, rand(5, 10), added_purity = 1)
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if(on_generate_callback)
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on_generate_callback.Invoke(reagents.total_volume, reagents.maximum_volume)
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return TRUE
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/**
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* Proc called from attacking the component parent with the correct item, moves reagents into the glass basically.
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*
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* Arguments:
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* * obj/item/reagent_containers/cup/milk_holder - what we are trying to transfer the reagents to
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* * mob/user - who is trying to do this
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*/
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/obj/item/udder/proc/milk(obj/item/reagent_containers/cup/milk_holder, mob/user)
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if(milk_holder.reagents.total_volume >= milk_holder.volume)
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to_chat(user, span_warning("[milk_holder] is full."))
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return
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var/transferred = reagents.trans_to(milk_holder, rand(5,10))
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if(transferred)
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user.visible_message(span_notice("[user] milks [udder_mob] using \the [milk_holder]."), span_notice("You milk [udder_mob] using \the [milk_holder]."))
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else
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to_chat(user, span_warning("The udder is dry. Wait a bit longer..."))
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/**
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* # gutlunch udder subtype
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*/
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/obj/item/udder/gutlunch
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name = "nutrient sac"
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require_consume_type = /obj/item/stack/ore
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reagent_produced_typepath = /datum/reagent/medicine/mine_salve
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/obj/item/udder/gutlunch/generate()
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. = ..()
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if(!.)
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return
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if(locate(/obj/item/stack/ore/gold) in src)
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reagents.add_reagent(/datum/reagent/consumable/cream, rand(2, 5), added_purity = 1)
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if(locate(/obj/item/stack/ore/bluespace_crystal) in src)
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reagents.add_reagent(/datum/reagent/medicine/salglu_solution, rand(2,5))
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if(on_generate_callback)
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on_generate_callback.Invoke(reagents.total_volume, reagents.maximum_volume)
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/obj/item/udder/raptor
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name = "bird udder"
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/obj/item/udder/raptor/generate()
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if(!prob(production_probability))
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return FALSE
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var/happiness_percentage = udder_mob.ai_controller?.blackboard[BB_BASIC_HAPPINESS]
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if(prob(happiness_percentage))
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reagents.add_reagent(/datum/reagent/consumable/cream, 5, added_purity = 1)
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var/minimum_bound = happiness_percentage > 0.6 ? 10 : 5
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var/upper_bound = minimum_bound + 5
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reagents.add_reagent(reagent_produced_typepath, rand(minimum_bound, upper_bound), added_purity = 1)
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