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* makes the pinguin a basic animal (#76790) ## About The Pull Request the penguin now is a basic animal and also now he can go and layed penguin eggs to make penguin babys also the baby have a new behavier he will now go and looked for his mom and when he found his mom he will went to her and be happy when he close to his mom or if he mom is died he will went to her body and he will be sad and also i putted this behavier in the baby chicken. also now the pinguen mom will go and looked for her eggs and when she find a egg she will putted it in the middile of her legs and walked with it  ## Why It's Good For The Game the pinguen now is a advance ai ## Changelog the pinguen now have a more advance 🆑 refactor: the penguin is a basic animal add: the penguin now layed eggs add: the penguin and the chicken babys will go look for adult penguin or chicken and be happy when he is near the adult /🆑 * make the pinguen a basic animal --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
200 lines
6.9 KiB
Plaintext
200 lines
6.9 KiB
Plaintext
GLOBAL_LIST_INIT(adventure_loot_generator_index,generate_generator_index())
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/// Creates generator__id => type map.
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/proc/generate_generator_index()
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. = list()
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for(var/type in typesof(/datum/adventure_loot_generator))
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var/datum/adventure_loot_generator/generator = type
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if(!initial(generator.id))
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continue
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.[initial(generator.id)] = type
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/// Adventure loot category identified by ID
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/datum/adventure_loot_generator
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var/id
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/datum/adventure_loot_generator/proc/generate()
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return
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/// Helper to transfer loot while respecting cargo space
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/datum/adventure_loot_generator/proc/transfer_loot(obj/item/exodrone/drone)
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for(var/obj/loot in generate())
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drone.try_transfer(loot)
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/// Uses manintenance loot generators
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/datum/adventure_loot_generator/maintenance
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id = "maint"
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var/amount = 1
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/datum/adventure_loot_generator/maintenance/generate()
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var/list/all_loot = list()
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for(var/i in 1 to amount)
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var/lootspawn = pick_weight(GLOB.maintenance_loot)
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while(islist(lootspawn))
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lootspawn = pick_weight(lootspawn)
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var/atom/movable/loot = new lootspawn()
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all_loot += loot
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return all_loot
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/// Unlocks special cargo crates
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/datum/adventure_loot_generator/cargo
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id = "trade_contract"
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var/static/list/unlockable_packs = list(/datum/supply_pack/exploration/scrapyard,/datum/supply_pack/exploration/catering,/datum/supply_pack/exploration/shrubbery)
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/datum/adventure_loot_generator/cargo/generate()
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var/list/still_locked_packs = list()
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for(var/pack_type in unlockable_packs)
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var/datum/supply_pack/pack_singleton = SSshuttle.supply_packs[pack_type]
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if(!pack_singleton.special_enabled)
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still_locked_packs += pack_type
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if(!length(still_locked_packs)) // Just give out some cash instead.
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var/datum/adventure_loot_generator/simple/cash/replacement = new
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return replacement.generate()
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var/chosen_pack_type = pick(still_locked_packs)
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return new /obj/item/trade_chip(null,chosen_pack_type)
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/// Just picks and instatiates the path from the list
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/datum/adventure_loot_generator/simple
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var/loot_list
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/datum/adventure_loot_generator/simple/generate()
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var/loot_type = pick(loot_list)
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return list(new loot_type())
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/// Unique exploration-only rewards - this is contextless
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/datum/adventure_loot_generator/simple/unique
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id = "unique"
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loot_list = list(/obj/item/clothing/glasses/geist_gazers,/obj/item/clothing/glasses/psych,/obj/item/firelance)
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/// Valuables
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/datum/adventure_loot_generator/simple/cash
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id = "cash"
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loot_list = list(/obj/item/storage/bag/money,/obj/item/antique,/obj/item/stack/spacecash/c1000,/obj/item/holochip/thousand)
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/// Drugs
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/datum/adventure_loot_generator/simple/drugs
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id = "drugs"
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loot_list = list(/obj/item/storage/pill_bottle/happy,/obj/item/storage/pill_bottle/lsd,/obj/item/storage/pill_bottle/penacid,/obj/item/storage/pill_bottle/stimulant)
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/// Rare minerals/materials
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/datum/adventure_loot_generator/simple/materials
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id = "materials"
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loot_list = list(/obj/item/stack/sheet/iron/fifty,/obj/item/stack/sheet/plasteel/twenty)
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/// Assorted weaponry
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/datum/adventure_loot_generator/simple/weapons
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id = "weapons"
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loot_list = list(/obj/item/gun/energy/laser,/obj/item/melee/baton/security/loaded)
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/// Rare fish! Of the syndicate variety
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/datum/adventure_loot_generator/simple/syndicate_fish
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id = "syndicate_fish"
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loot_list = list(/obj/item/storage/fish_case/syndicate)
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/// Pets and pet accesories in carriers
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/datum/adventure_loot_generator/pet
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id = "pets"
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var/carrier_type = /obj/item/pet_carrier/biopod
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var/list/possible_pets = list(
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/mob/living/basic/pet/dog/corgi,
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/mob/living/basic/pet/dog/pug,
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/mob/living/basic/pet/penguin/baby,
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/mob/living/simple_animal/pet/cat/space,
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)
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/datum/adventure_loot_generator/pet/generate()
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var/obj/item/pet_carrier/carrier = new carrier_type()
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var/chosen_pet_type = pick(possible_pets)
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var/mob/living/simple_animal/pet/pet = new chosen_pet_type()
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carrier.add_occupant(pet)
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return carrier
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/obj/item/antique
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name = "antique"
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desc = "Valuable and completly incomprehensible."
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icon = 'icons/obj/exploration.dmi'
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icon_state = "antique"
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/// Supply pack unlocker chip
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/obj/item/trade_chip
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name = "trade contract chip"
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desc = "Uses the station's cargo network to contact a black market supplier, allowing the purchase of a new crate type at cargo console."
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icon = 'icons/obj/exploration.dmi'
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icon_state = "trade_chip"
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/// Supply pack type enabled by this chip
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var/unlocked_pack_type
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/obj/item/trade_chip/Initialize(mapload, pack_type)
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. = ..()
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if(pack_type)
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unlocked_pack_type = pack_type
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var/datum/supply_pack/typed_pack_type = pack_type
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name += "- [initial(typed_pack_type.name)]"
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/obj/item/trade_chip/proc/try_to_unlock_contract(mob/user)
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var/datum/supply_pack/pack_singleton = SSshuttle.supply_packs[unlocked_pack_type]
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if(!unlocked_pack_type || !pack_singleton || !pack_singleton.special)
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to_chat(user,span_danger("This chip is invalid!"))
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return
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pack_singleton.special_enabled = TRUE
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to_chat(user,span_notice("Contract accepted into nanotrasen supply database."))
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qdel(src)
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/// Two handed fire lance. Melts wall after short windup.
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/obj/item/firelance
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name = "fire lance"
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desc = "Melts everything in front of you. Takes a while to start and operate."
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icon = 'icons/obj/exploration.dmi'
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icon_state = "firelance"
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inhand_icon_state = "firelance"
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righthand_file = 'icons/mob/inhands/items/firelance_righthand.dmi'
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lefthand_file = 'icons/mob/inhands/items/firelance_lefthand.dmi'
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var/windup_time = 10 SECONDS
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var/melt_range = 3
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var/charge_per_use = 200
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var/obj/item/stock_parts/cell/cell
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/obj/item/firelance/Initialize(mapload)
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. = ..()
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cell = new /obj/item/stock_parts/cell(src)
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AddComponent(/datum/component/two_handed)
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/obj/item/firelance/attack(mob/living/M, mob/living/user, params)
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if(!user.combat_mode)
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return
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. = ..()
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/obj/item/firelance/get_cell()
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return cell
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/obj/item/firelance/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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. |= AFTERATTACK_PROCESSED_ITEM
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if(!HAS_TRAIT(src,TRAIT_WIELDED))
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to_chat(user,span_notice("You need to wield [src] in two hands before you can fire it."))
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return
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if(LAZYACCESS(user.do_afters, "firelance"))
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return
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if(!cell.use(charge_per_use))
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to_chat(user,span_warning("[src] battery ran dry!"))
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return
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ADD_TRAIT(user, TRAIT_IMMOBILIZED, REF(src))
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to_chat(user,span_notice("You begin to charge [src]"))
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inhand_icon_state = "firelance_charging"
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user.update_held_items()
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if(do_after(user,windup_time,interaction_key="firelance",extra_checks = CALLBACK(src, PROC_REF(windup_checks))))
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var/turf/start_turf = get_turf(user)
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var/turf/last_turf = get_ranged_target_turf(start_turf,user.dir,melt_range)
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start_turf.Beam(last_turf,icon_state="solar_beam",time=1 SECONDS)
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for(var/turf/turf_to_melt in get_line(start_turf,last_turf))
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if(turf_to_melt.density)
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turf_to_melt.Melt()
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inhand_icon_state = initial(inhand_icon_state)
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user.update_held_items()
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REMOVE_TRAIT(user, TRAIT_IMMOBILIZED, REF(src))
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/// Additional windup checks
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/obj/item/firelance/proc/windup_checks()
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return HAS_TRAIT(src,TRAIT_WIELDED)
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