mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-25 09:01:40 +00:00
## 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>
159 lines
6.8 KiB
Plaintext
159 lines
6.8 KiB
Plaintext
/**
|
|
* ### Growth and Differentiation Component: Used to randomly "grow" a creature into a new entity over its lifespan.
|
|
*
|
|
* If we are passed a typepath, we will 100% grow into that type. However, if we are not passed a typepath, we will pick one from a subtype of the parent we were applied to!
|
|
*/
|
|
/datum/component/growth_and_differentiation
|
|
/// What this mob turns into when fully grown.
|
|
var/growth_path
|
|
/// Failover for how much time we have until we fully grow. If passed as null, we eschew setting up the timer.
|
|
/// Remember: We can grow earlier than this if the randomness rolls turn out to be in our favor though!
|
|
var/growth_time
|
|
/// Integer - Probability we grow per SPT_PROB
|
|
var/growth_probability
|
|
/// Integer - The lower bound for the percentage we have to grow before we can differentiate.
|
|
var/lower_growth_value
|
|
/// Integer - The upper bound for the percentage we have to grow before we can differentiate.
|
|
var/upper_growth_value
|
|
/// List of signals we kill on ourselves when we grow.
|
|
var/list/signals_to_kill_on
|
|
/// Optional callback for checks to see if we're okay to grow.
|
|
var/datum/callback/optional_checks
|
|
/// Optional callback in case we wish to override the default grow() behavior. Assume we supersede the change_mob_type() call if we have this set.
|
|
var/datum/callback/optional_grow_behavior
|
|
|
|
/// ID for the failover timer.
|
|
var/timer_id
|
|
/// Percentage we have grown.
|
|
var/percent_grown = 0
|
|
/// Are we ready to grow? This is just in case we fail our checks and need to wait until the next tick.
|
|
/// We only really need this because we have two competing systems, the timer and the probability-based growth. When one succeeds, this component is considered successful in growth,
|
|
/// and will actively try to grow the mob (only barred by optional checks).
|
|
var/ready_to_grow = FALSE
|
|
|
|
/datum/component/growth_and_differentiation/Initialize(
|
|
growth_time,
|
|
growth_path,
|
|
growth_probability,
|
|
lower_growth_value,
|
|
upper_growth_value,
|
|
scale_with_happiness,
|
|
list/signals_to_kill_on,
|
|
datum/callback/optional_checks,
|
|
datum/callback/optional_grow_behavior,
|
|
)
|
|
if(!isliving(parent))
|
|
return COMPONENT_INCOMPATIBLE
|
|
|
|
src.growth_path = growth_path
|
|
src.growth_time = growth_time
|
|
src.growth_probability = growth_probability
|
|
src.lower_growth_value = lower_growth_value
|
|
src.upper_growth_value = upper_growth_value
|
|
src.optional_checks = optional_checks
|
|
src.optional_grow_behavior = optional_grow_behavior
|
|
|
|
if(islist(signals_to_kill_on))
|
|
src.signals_to_kill_on = signals_to_kill_on
|
|
RegisterSignals(parent, src.signals_to_kill_on, PROC_REF(stop_component_processing_entirely))
|
|
|
|
if(scale_with_happiness)
|
|
if(!HAS_TRAIT(parent, TRAIT_MOB_RELAY_HAPPINESS))
|
|
AddComponent(/datum/component/happiness)
|
|
RegisterSignal(parent, COMSIG_MOB_HAPPINESS_CHANGE, PROC_REF(on_happiness_change))
|
|
|
|
// If we haven't started the round, we can't do timer stuff. Let's wait in case we're mapped in or something.
|
|
if(!SSticker.HasRoundStarted() && !isnull(growth_time))
|
|
RegisterSignal(SSticker, COMSIG_TICKER_ROUND_STARTING, PROC_REF(comp_on_round_start))
|
|
return
|
|
|
|
return setup_growth_tracking()
|
|
|
|
/datum/component/growth_and_differentiation/Destroy(force)
|
|
STOP_PROCESSING(SSdcs, src)
|
|
deltimer(timer_id)
|
|
optional_checks = null
|
|
optional_grow_behavior = null
|
|
return ..()
|
|
|
|
/// Wrapper for qdel() so we can pass it in RegisterSignals(). I hate it here too.
|
|
/datum/component/growth_and_differentiation/proc/stop_component_processing_entirely()
|
|
SIGNAL_HANDLER
|
|
qdel(src)
|
|
|
|
/// What we invoke when the round starts so we can set up our timer.
|
|
/datum/component/growth_and_differentiation/proc/comp_on_round_start()
|
|
SIGNAL_HANDLER
|
|
setup_growth_tracking()
|
|
UnregisterSignal(SSticker, COMSIG_TICKER_ROUND_STARTING)
|
|
|
|
/// Sets up the two different systems for growth: the timer and the probability based one. Both can coexist. Return COMPONENT_INCOMPATIBLE if we fail to set up either.
|
|
/datum/component/growth_and_differentiation/proc/setup_growth_tracking()
|
|
var/did_we_add_at_least_one_thing = FALSE
|
|
|
|
if(!isnull(growth_time))
|
|
timer_id = addtimer(CALLBACK(src, PROC_REF(grow), FALSE), growth_time, TIMER_STOPPABLE)
|
|
if(!isnull(timer_id)) // realistically shouldn't happen considering how hardy addtimer() is but you can never be too sure
|
|
did_we_add_at_least_one_thing = TRUE
|
|
|
|
if(!isnull(growth_probability))
|
|
START_PROCESSING(SSdcs, src)
|
|
did_we_add_at_least_one_thing = TRUE
|
|
|
|
if(!did_we_add_at_least_one_thing)
|
|
stack_trace("Growth and Differentiation Component: Neither growth time nor probability were set! This component is useless!")
|
|
return COMPONENT_INCOMPATIBLE // if we're invoked via COMSIG_TICKER_ROUND_STARTING this won't do anything (and shouldn't be invoked since we nullcheck growth_time before adding that signal anyways)
|
|
|
|
return null // just for explicitness's sake, if they ever change Component's Initialize to have more return values make sure this is the one for "Success!"
|
|
|
|
/datum/component/growth_and_differentiation/process(seconds_per_tick) // check the prob we were passed in, and if we're lucky, grow!
|
|
if(ready_to_grow)
|
|
INVOKE_ASYNC(src, PROC_REF(grow), FALSE)
|
|
return
|
|
|
|
if(percent_grown >= 100)
|
|
ready_to_grow = TRUE
|
|
INVOKE_ASYNC(src, PROC_REF(grow), FALSE) // lets not waste any more of SSmobs time this tick.
|
|
return
|
|
|
|
if(SPT_PROB(growth_probability, seconds_per_tick))
|
|
percent_grown += rand(lower_growth_value, upper_growth_value)
|
|
|
|
/datum/component/growth_and_differentiation/proc/on_happiness_change(datum/source, happiness_percentage)
|
|
SIGNAL_HANDLER
|
|
|
|
var/probability_to_add = initial(growth_probability) * happiness_percentage
|
|
growth_probability = min(initial(growth_probability) + probability_to_add, 100)
|
|
|
|
/// Grows the mob into its new form.
|
|
/datum/component/growth_and_differentiation/proc/grow(silent)
|
|
if(!isnull(optional_checks) && !optional_checks.Invoke()) // we failed our checks somehow, but we're still ready to grow. Let's wait until next tick to see if our circumstances have changed.
|
|
ready_to_grow = TRUE
|
|
return
|
|
|
|
var/mob/living/old_mob = parent
|
|
if (old_mob.stat == DEAD)
|
|
qdel(src) // assume that we are priced out of growth once dead
|
|
return
|
|
|
|
STOP_PROCESSING(SSdcs, src)
|
|
|
|
if(!isnull(optional_grow_behavior)) // basically growth_path is OK to be null but only if we have an optional grow behavior.
|
|
optional_grow_behavior.Invoke()
|
|
return
|
|
|
|
if(!ispath(growth_path, /mob/living))
|
|
CRASH("Growth and Differentiation Component: Growth path was not a mob type! If you wanted to do something special, please put it in the optional_grow_behavior callback instead!")
|
|
|
|
var/mob/living/new_mob = growth_path
|
|
|
|
var/new_mob_name = initial(new_mob.name)
|
|
|
|
if(!silent)
|
|
old_mob.visible_message(span_warning("[old_mob] grows into \a [new_mob_name]!"))
|
|
|
|
var/mob/living/transformed_mob = old_mob.change_mob_type(growth_path, old_mob.loc, new_name = new_mob_name, delete_old_mob = TRUE)
|
|
if(initial(new_mob.unique_name))
|
|
transformed_mob.set_name()
|
|
ADD_TRAIT(transformed_mob, TRAIT_MOB_HATCHED, INNATE_TRAIT)
|