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## About The Pull Request [Implements the backend required to make targeting datums global](6901ead12e) It's inconsistent with the rest of basic ai for these to have a high degree of state, plus like, such a waste yaknow? [Implements GET_TARGETING_STRATEGY](d79c29134d) Regexes used: new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1) Renamed all instances of targetting to targeting (also targetting datum -> targeting strategy) I've used GET_TARGETING_STRATEGY at the source where the keys are actually used, rather then in the listing. This works out just fine. ## Why It's Good For The Game Not a misspelled name through the whole codebase, very slightly less memory load for basically no downside (slight cpu cost maybe but not a significant one. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
75 lines
2.5 KiB
Plaintext
75 lines
2.5 KiB
Plaintext
/* Foxes.
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*
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* Foxes are cowardly creatures that will hunt any small animals, but only when no one is looking.
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*/
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/mob/living/basic/pet/fox
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name = "fox"
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desc = "They're a fox."
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icon = 'icons/mob/simple/pets.dmi'
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icon_state = "fox"
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icon_living = "fox"
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icon_dead = "fox_dead"
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speak_emote = list("geckers", "barks")
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butcher_results = list(/obj/item/food/meat/slab = 3)
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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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can_be_held = TRUE
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held_state = "fox"
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melee_damage_lower = 5
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melee_damage_upper = 5
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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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ai_controller = /datum/ai_controller/basic_controller/fox
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/mob/living/basic/pet/fox/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/pet_bonus, "pants and yaps happily!")
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AddElement(/datum/element/footstep, footstep_type = FOOTSTEP_MOB_CLAW)
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AddElement(/datum/element/tiny_mob_hunter, MOB_SIZE_SMALL)
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AddElement(/datum/element/ai_retaliate)
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/datum/ai_controller/basic_controller/fox
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blackboard = list(
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BB_ALWAYS_IGNORE_FACTION = TRUE,
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/of_size/ours_or_smaller,
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BB_FLEE_TARGETING_STRATEGY = /datum/targeting_strategy/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/target_retaliate/to_flee,
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/datum/ai_planning_subtree/flee_target/from_flee_key,
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/datum/ai_planning_subtree/simple_find_target/not_while_observed,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/random_speech/fox,
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)
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// An AI controller for more docile foxes.
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/datum/ai_controller/basic_controller/fox/docile
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate/to_flee,
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/datum/ai_planning_subtree/flee_target/from_flee_key,
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/datum/ai_planning_subtree/random_speech/fox,
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)
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// The captain's fox, Renault
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/mob/living/basic/pet/fox/renault
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name = "Renault"
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desc = "Renault, the Captain's trustworthy fox."
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gender = FEMALE
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gold_core_spawnable = NO_SPAWN
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unique_pet = TRUE
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// A more docile subtype that won't attack other animals.
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/mob/living/basic/pet/fox/docile
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ai_controller = /datum/ai_controller/basic_controller/fox/docile
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