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* Nanotrasen basic mobs. (#78917) ## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 * Nanotrasen basic mobs. * Modular --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
57 lines
2.3 KiB
Plaintext
57 lines
2.3 KiB
Plaintext
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// Modules
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/datum/map_generator_module/bottom_layer/syndie_floor
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spawnableTurfs = list(/turf/open/floor/mineral/plastitanium/red = 100)
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/datum/map_generator_module/border/syndie_walls
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spawnableAtoms = list()
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spawnableTurfs = list(/turf/closed/wall/r_wall/syndicate = 100)
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/datum/map_generator_module/syndie_furniture
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clusterCheckFlags = CLUSTER_CHECK_ALL
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spawnableTurfs = list()
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spawnableAtoms = list(/obj/structure/table = 20,/obj/structure/chair = 15,/obj/structure/chair/stool = 10, \
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/obj/structure/frame/computer = 15, /obj/item/storage/toolbox/syndicate = 15 ,\
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/obj/structure/closet/syndicate = 25, /obj/machinery/suit_storage_unit/syndicate = 15)
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/datum/map_generator_module/splatter_layer/syndie_mobs
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spawnableAtoms = list(
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/mob/living/basic/trooper/syndicate = 30,
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/mob/living/basic/trooper/syndicate/melee = 20,
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/mob/living/basic/trooper/syndicate/ranged = 20,
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/mob/living/basic/viscerator = 30
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)
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spawnableTurfs = list()
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// Generators
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/datum/map_generator/syndicate/empty //walls and floor only
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modules = list(/datum/map_generator_module/bottom_layer/syndie_floor, \
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/datum/map_generator_module/border/syndie_walls,\
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/datum/map_generator_module/bottom_layer/repressurize)
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buildmode_name = "Pattern: Shuttle Room: Syndicate"
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/datum/map_generator/syndicate/mobsonly
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modules = list(/datum/map_generator_module/bottom_layer/syndie_floor, \
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/datum/map_generator_module/border/syndie_walls,\
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/datum/map_generator_module/splatter_layer/syndie_mobs, \
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/datum/map_generator_module/bottom_layer/repressurize)
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buildmode_name = "Pattern: Shuttle Room: Syndicate: Mobs"
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/datum/map_generator/syndicate/furniture
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modules = list(/datum/map_generator_module/bottom_layer/syndie_floor, \
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/datum/map_generator_module/border/syndie_walls,\
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/datum/map_generator_module/syndie_furniture, \
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/datum/map_generator_module/bottom_layer/repressurize)
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buildmode_name = "Pattern: Shuttle Room: Syndicate: Furniture"
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/datum/map_generator/syndicate/full
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modules = list(/datum/map_generator_module/bottom_layer/syndie_floor, \
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/datum/map_generator_module/border/syndie_walls,\
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/datum/map_generator_module/syndie_furniture, \
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/datum/map_generator_module/splatter_layer/syndie_mobs, \
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/datum/map_generator_module/bottom_layer/repressurize)
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buildmode_name = "Pattern: Shuttle Room: Syndicate: All"
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