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## About The Pull Request status panel for carbons and humans instead of hardcoding stuff, uses signals (borg material storage too) removes combat mode indicator in status tab from xenomorphs which have a button for it, but adds it to simplemobs, since they dont have a visual indicator adds status tab stuff to basic mobs, i think they were missing everything by accident offsets unique status tab stuff for all mobs by a single line the delay between updates is a third of what it was before, mainly to make shuttle timers more accurate (approved by kyler) ## Why It's Good For The Game much cleaner code, makes future implementations easy ## Changelog 🆑 qol: you can see your combat mode status as a simple or basic mob, and you can see your health as a basic mob qol: status panel updates three times as fast /🆑
193 lines
7.2 KiB
Plaintext
193 lines
7.2 KiB
Plaintext
///Simple animals 2.0, This time, let's really try to keep it simple. This basetype should purely be used as a base-level for implementing simplified behaviours for things such as damage and attacks. Everything else should be in components or AI behaviours.
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/mob/living/basic
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name = "basic mob"
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icon = 'icons/mob/simple/animal.dmi'
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health = 20
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maxHealth = 20
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gender = PLURAL
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living_flags = MOVES_ON_ITS_OWN
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status_flags = CANPUSH
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var/basic_mob_flags = NONE
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///Defines how fast the basic mob can move. This is a multiplier
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var/speed = 1
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///How much stamina the mob recovers per second
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var/stamina_recovery = 5
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///how much damage this basic mob does to objects, if any.
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var/obj_damage = 0
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///How much armour they ignore, as a flat reduction from the targets armour value.
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var/armour_penetration = 0
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///Damage type of a simple mob's melee attack, should it do damage.
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var/melee_damage_type = BRUTE
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///How much wounding power it has
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var/wound_bonus = CANT_WOUND
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///How much bare wounding power it has
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var/bare_wound_bonus = 0
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///If the attacks from this are sharp
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var/sharpness = NONE
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/// Sound played when the critter attacks.
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var/attack_sound
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/// Override for the visual attack effect shown on 'do_attack_animation()'.
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var/attack_vis_effect
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///Played when someone punches the creature.
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var/attacked_sound = SFX_PUNCH //This should be an element
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///What kind of objects this mob can smash.
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var/environment_smash = ENVIRONMENT_SMASH_NONE
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/// 1 for full damage , 0 for none , -1 for 1:1 heal from that source.
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var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
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///Verbs used for speaking e.g. "Says" or "Chitters". This can be elementized
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var/list/speak_emote = list()
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///When someone interacts with the simple animal.
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///Help-intent verb in present continuous tense.
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var/response_help_continuous = "pokes"
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///Help-intent verb in present simple tense.
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var/response_help_simple = "poke"
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///Disarm-intent verb in present continuous tense.
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var/response_disarm_continuous = "shoves"
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///Disarm-intent verb in present simple tense.
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var/response_disarm_simple = "shove"
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///Harm-intent verb in present continuous tense.
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var/response_harm_continuous = "hits"
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///Harm-intent verb in present simple tense.
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var/response_harm_simple = "hit"
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///Basic mob's own attacks verbs,
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///Attacking verb in present continuous tense.
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var/attack_verb_continuous = "attacks"
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///Attacking verb in present simple tense.
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var/attack_verb_simple = "attack"
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///Attacking, but without damage, verb in present continuous tense.
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var/friendly_verb_continuous = "nuzzles"
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///Attacking, but without damage, verb in present simple tense.
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var/friendly_verb_simple = "nuzzle"
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////////THIS SECTION COULD BE ITS OWN ELEMENT
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///Icon to use
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var/icon_living = ""
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///Icon when the animal is dead. Don't use animated icons for this.
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var/icon_dead = ""
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///We only try to show a gibbing animation if this exists.
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var/icon_gib = null
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///Flip the sprite upside down on death. Mostly here for things lacking custom dead sprites.
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var/flip_on_death = FALSE
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///Removes density upon death, restores the original state if alive.
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var/become_passable_on_death = TRUE
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///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
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var/gold_core_spawnable = NO_SPAWN
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///Sentience type, for slime potions. SHOULD BE AN ELEMENT BUT I DONT CARE ABOUT IT FOR NOW
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var/sentience_type = SENTIENCE_ORGANIC
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///Leaving something at 0 means it's off - has no maximum.
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var/list/habitable_atmos = list("min_oxy" = 5, "max_oxy" = 0, "min_plas" = 0, "max_plas" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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///This damage is taken when atmos doesn't fit all the requirements above. Set to 0 to avoid adding the atmos_requirements element.
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var/unsuitable_atmos_damage = 1
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///Minimal body temperature without receiving damage
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var/minimum_survivable_temperature = 250
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///Maximal body temperature without receiving damage
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var/maximum_survivable_temperature = 350
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///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_body_temp_sensitive element.
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var/unsuitable_cold_damage = 1
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///This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the basic_body_temp_sensitive element.
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var/unsuitable_heat_damage = 1
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/mob/living/basic/Initialize(mapload)
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. = ..()
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if(gender == PLURAL)
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gender = pick(MALE,FEMALE)
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if(!real_name)
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real_name = name
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if(!loc)
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stack_trace("Basic mob being instantiated in nullspace")
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update_basic_mob_varspeed()
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if(speak_emote)
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speak_emote = string_list(speak_emote)
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if(unsuitable_atmos_damage != 0)
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//String assoc list returns a cached list, so this is like a static list to pass into the element below.
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habitable_atmos = string_assoc_list(habitable_atmos)
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AddElement(/datum/element/atmos_requirements, habitable_atmos, unsuitable_atmos_damage)
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if(unsuitable_cold_damage != 0 && unsuitable_heat_damage != 0)
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AddElement(/datum/element/basic_body_temp_sensitive, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
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/mob/living/basic/Life(delta_time = SSMOBS_DT, times_fired)
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. = ..()
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///Automatic stamina re-gain
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if(staminaloss > 0)
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adjustStaminaLoss(-stamina_recovery * delta_time, FALSE, TRUE)
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/mob/living/basic/say_mod(input, list/message_mods = list())
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if(length(speak_emote))
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verb_say = pick(speak_emote)
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return ..()
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/mob/living/basic/death(gibbed)
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. = ..()
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if(basic_mob_flags & DEL_ON_DEATH)
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qdel(src)
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else
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health = 0
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icon_state = icon_dead
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if(flip_on_death)
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transform = transform.Turn(180)
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if (become_passable_on_death)
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set_density(FALSE)
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/mob/living/basic/revive(full_heal_flags = NONE, excess_healing = 0, force_grab_ghost = FALSE)
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. = ..()
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if (!.)
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return
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icon_state = icon_living
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if (flip_on_death)
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transform = transform.Turn(180)
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if (become_passable_on_death)
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set_density(initial(density))
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/mob/living/basic/proc/melee_attack(atom/target)
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src.face_atom(target)
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if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target) & COMPONENT_HOSTILE_NO_ATTACK)
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return FALSE //but more importantly return before attack_animal called
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var/result = target.attack_basic_mob(src)
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SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
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return result
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/mob/living/basic/vv_edit_var(vname, vval)
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. = ..()
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if(vname == NAMEOF(src, speed))
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datum_flags |= DF_VAR_EDITED
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set_varspeed(vval)
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/mob/living/basic/proc/set_varspeed(var_value)
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speed = var_value
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update_basic_mob_varspeed()
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/mob/living/basic/proc/update_basic_mob_varspeed()
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if(speed == 0)
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remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed)
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add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed)
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SEND_SIGNAL(src, POST_BASIC_MOB_UPDATE_VARSPEED)
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/mob/living/basic/relaymove(mob/living/user, direction)
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if(user.incapacitated())
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return
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return relaydrive(user, direction)
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/mob/living/basic/get_status_tab_items()
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. = ..()
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. += "Health: [round((health / maxHealth) * 100)]%"
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. += "Combat Mode: [combat_mode ? "On" : "Off"]"
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