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Bubberstation/code/modules/mob/living/basic/basic.dm
Jacquerel a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00

310 lines
12 KiB
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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
fire_stack_decay_rate = -5 // Reasonably fast as NPCs will not usually actively extinguish themselves
var/basic_mob_flags = NONE
///Defines how fast the basic mob can move. This is not 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
/// How often can you melee attack?
var/melee_attack_cooldown = 2 SECONDS
/// Variable maintained for compatibility with attack_animal procs until simple animals can be refactored away. Use element instead of setting manually.
var/environment_smash = ENVIRONMENT_SMASH_STRUCTURES
/// 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 = NPC_DEFAULT_MIN_TEMP
///Maximal body temperature without receiving damage
var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
///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)
apply_atmos_requirements()
apply_temperature_requirements()
/// Ensures this mob can take atmospheric damage if it's supposed to
/mob/living/basic/proc/apply_atmos_requirements()
if(unsuitable_atmos_damage == 0)
return
//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)
/// Ensures this mob can take temperature damage if it's supposed to
/mob/living/basic/proc/apply_temperature_requirements()
if(unsuitable_cold_damage == 0 && unsuitable_heat_damage == 0)
return
AddElement(/datum/element/basic_body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
/mob/living/basic/Life(seconds_per_tick = SSMOBS_DT, times_fired)
. = ..()
if(staminaloss > 0)
adjustStaminaLoss(-stamina_recovery * seconds_per_tick, forced = 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)
ghostize(can_reenter_corpse = FALSE)
qdel(src)
else
health = 0
look_dead()
/mob/living/basic/gib()
if(butcher_results || guaranteed_butcher_results)
var/list/butcher_loot = list()
if(butcher_results)
butcher_loot += butcher_results
if(guaranteed_butcher_results)
butcher_loot += guaranteed_butcher_results
var/atom/loot_destination = drop_location()
for(var/path in butcher_loot)
for(var/i in 1 to butcher_loot[path])
new path(loot_destination)
return ..()
/**
* 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 & REMAIN_DENSE_WHILE_DEAD))
ADD_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_DEAD)
/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 & REMAIN_DENSE_WHILE_DEAD))
REMOVE_TRAIT(src, TRAIT_UNDENSE, BASIC_MOB_DEATH_TRAIT)
SEND_SIGNAL(src, COMSIG_BASICMOB_LOOK_ALIVE)
/mob/living/basic/update_sight()
lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
return ..()
/mob/living/basic/examine(mob/user)
. = ..()
if(stat != DEAD)
return
. += span_deadsay("Upon closer examination, [p_they()] appear[p_s()] to be [HAS_MIND_TRAIT(user, TRAIT_NAIVE) ? "asleep" : "dead"].")
/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
face_atom(target)
if (!ignore_cooldown)
changeNext_move(melee_attack_cooldown)
if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & 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)
switch(vname)
if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
RemoveElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage)
. = TRUE
if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
RemoveElement(/datum/element/basic_body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
. = TRUE
. = ..()
switch(vname)
if(NAMEOF(src, habitable_atmos), NAMEOF(src, unsuitable_atmos_damage))
apply_atmos_requirements()
if(NAMEOF(src, minimum_survivable_temperature), NAMEOF(src, maximum_survivable_temperature), NAMEOF(src, unsuitable_cold_damage), NAMEOF(src, unsuitable_heat_damage))
apply_temperature_requirements()
if(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/update_movespeed()
. = ..()
if (cached_multiplicative_slowdown > END_GLIDE_SPEED)
ADD_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
else
REMOVE_TRAIT(src, TRAIT_NO_GLIDE, SPEED_TRAIT)
/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)]%"
. += "Combat Mode: [combat_mode ? "On" : "Off"]"
/mob/living/basic/compare_sentience_type(compare_type)
return sentience_type == compare_type
/// Updates movement speed based on stamina loss
/mob/living/basic/update_stamina()
set_varspeed(initial(speed) + (staminaloss * 0.06))
/mob/living/basic/on_fire_stack(seconds_per_tick, datum/status_effect/fire_handler/fire_stacks/fire_handler)
adjust_bodytemperature((maximum_survivable_temperature + (fire_handler.stacks * 12)) * 0.5 * seconds_per_tick)
/mob/living/basic/update_fire_overlay(stacks, on_fire, last_icon_state, suffix = "")
var/mutable_appearance/fire_overlay = mutable_appearance('icons/mob/effects/onfire.dmi', "generic_fire")
if(on_fire && isnull(last_icon_state))
add_overlay(fire_overlay)
return fire_overlay
else if(!on_fire && !isnull(last_icon_state))
cut_overlay(fire_overlay)
return null
else if(on_fire && !isnull(last_icon_state))
return last_icon_state
return null
/mob/living/basic/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, ignore_animation = TRUE)
. = ..()
if (.)
update_held_items()
/mob/living/basic/update_held_items()
. = ..()
if(isnull(client) || isnull(hud_used) || hud_used.hud_version == HUD_STYLE_NOHUD)
return
var/turf/our_turf = get_turf(src)
for(var/obj/item/held in held_items)
var/index = get_held_index_of_item(held)
SET_PLANE(held, ABOVE_HUD_PLANE, our_turf)
held.screen_loc = ui_hand_position(index)
client.screen |= held
/mob/living/basic/get_body_temp_heat_damage_limit()
return maximum_survivable_temperature
/mob/living/basic/get_body_temp_cold_damage_limit()
return minimum_survivable_temperature