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874ada4278
## About The Pull Request On the tin. No new fancy AI wheels or anything, just a simple port. ## Why It's Good For The Game Knocks another one off the list, just really light stuff. They're a bit smarter now too, I think the intention was them for them to be pet-like as well (according to the code). Should be really rather easy to give them the pet-like behaviors and elements if someone really wants to in the future, just sorta paving the way for more work to be done to make mobs more intricate/interesting. ## Changelog 🆑 refactor: Giant ants are now more capable of distinguishing friend and foe. /🆑
60 lines
2.1 KiB
Plaintext
60 lines
2.1 KiB
Plaintext
/mob/living/basic/ant
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name = "giant ant"
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desc = "A writhing mass of ants, glued together to make an adorable pet!"
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icon = 'icons/mob/simple/pets.dmi'
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icon_state = "ant"
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icon_living = "ant"
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icon_dead = "ant_dead"
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speak_emote = list("buzzes", "chitters")
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gender = PLURAL // We are Ven-ant
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pass_flags = PASSTABLE
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mob_size = MOB_SIZE_SMALL
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mob_biotypes = MOB_ORGANIC|MOB_BUG
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obj_damage = 5
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melee_damage_lower = 5
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melee_damage_upper = 10
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attack_verb_continuous = "bites"
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attack_verb_simple = "bite"
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attack_sound = 'sound/weapons/bite.ogg'
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attack_vis_effect = ATTACK_EFFECT_BITE
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butcher_results = list(/obj/effect/decal/cleanable/ants = 3) //It's just a bunch of ants glued together into a larger ant
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "gently pushes aside"
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response_disarm_simple = "gently push aside"
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response_harm_continuous = "kicks"
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response_harm_simple = "kick"
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gold_core_spawnable = FRIENDLY_SPAWN
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faction = list(FACTION_NEUTRAL)
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can_be_held = FALSE
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health = 100
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maxHealth = 100
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light_range = 1.5 // Bioluminescence!
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minimum_survivable_temperature = T20C - 100
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maximum_survivable_temperature = T20C + 120
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light_color = "#d43229" // The ants that comprise the giant ant still glow red despite the sludge.
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ai_controller = /datum/ai_controller/basic_controller/ant
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/mob/living/basic/ant/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
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AddElement(/datum/element/pet_bonus, "clacks happily!")
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AddElement(/datum/element/ai_retaliate)
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_CLAW)
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/datum/ai_controller/basic_controller/ant
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blackboard = list(
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BB_TARGETTING_DATUM = new /datum/targetting_datum/basic,
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)
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/find_nearest_thing_which_attacked_me_to_flee,
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/datum/ai_planning_subtree/flee_target,
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/random_speech/ant,
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)
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