mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Merges AI Branch into Master
This commit is contained in:
@@ -22,9 +22,6 @@ mob/proc/airflow_stun()
|
||||
mob/living/silicon/airflow_stun()
|
||||
return
|
||||
|
||||
mob/living/simple_animal/slime/airflow_stun()
|
||||
return
|
||||
|
||||
mob/living/carbon/human/airflow_stun()
|
||||
if(shoes && (shoes.item_flags & NOSLIP))
|
||||
to_chat(src, "<span class='notice'>Air suddenly rushes past you!</span>")
|
||||
|
||||
@@ -58,7 +58,10 @@ What is the naming convention for planes or layers?
|
||||
#define ATMOS_LAYER 2.4 // Pipe-like atmos machinery that goes on the floor, like filters.
|
||||
#define ABOVE_UTILITY 2.5 // Above stuff like pipes and wires
|
||||
#define TURF_PLANE -45 // Turfs themselves, most flooring
|
||||
#define ABOVE_TURF_LAYER 2.1 // Snow and wallmounted/floormounted equipment
|
||||
#define WATER_FLOOR_LAYER 2.0 // The 'bottom' of water tiles.
|
||||
#define UNDERWATER_LAYER 2.5 // Anything on this layer will render under the water layer.
|
||||
#define WATER_LAYER 3.0 // Layer for water overlays.
|
||||
#define ABOVE_TURF_LAYER 3.1 // Snow and wallmounted/floormounted equipment
|
||||
#define DECAL_PLANE -44 // Permanent decals
|
||||
#define DIRTY_PLANE -43 // Nonpermanent decals
|
||||
#define BLOOD_PLANE -42 // Blood is really dirty, but we can do special stuff if we separate it
|
||||
|
||||
@@ -27,6 +27,9 @@
|
||||
#define BORGXRAY 0x4
|
||||
#define BORGMATERIAL 8
|
||||
|
||||
#define STANCE_ATTACK 11 // Backwards compatability
|
||||
#define STANCE_ATTACKING 12 // Ditto
|
||||
/*
|
||||
#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
|
||||
#define STANCE_ALERT 2 // Bears
|
||||
#define STANCE_ATTACK 3 // Attempting to get into attack position
|
||||
@@ -34,6 +37,20 @@
|
||||
#define STANCE_TIRED 5 // Bears
|
||||
#define STANCE_FOLLOW 6 // Following somone
|
||||
#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
|
||||
*/
|
||||
#define STANCE_SLEEP 0 // Doing (almost) nothing, to save on CPU because nobody is around to notice or the mob died.
|
||||
#define STANCE_IDLE 1 // The more or less default state. Wanders around, looks for baddies, and spouts one-liners.
|
||||
#define STANCE_ALERT 2 // A baddie is visible but not too close, and essentially we tell them to go away or die.
|
||||
#define STANCE_APPROACH 3 // Attempting to get into range to attack them.
|
||||
#define STANCE_FIGHT 4 // Actually fighting, with melee or ranged.
|
||||
#define STANCE_BLINDFIGHT 5 // Fighting something that cannot be seen by the mob, from invisibility or out of sight.
|
||||
#define STANCE_REPOSITION 6 // Relocating to a better position while in combat. Also used when moving away from a danger like grenades.
|
||||
#define STANCE_MOVE 7 // Similar to above but for out of combat. If a baddie is seen, they'll cancel and fight them.
|
||||
#define STANCE_FOLLOW 8 // Following somone, without trying to murder them.
|
||||
#define STANCE_FLEE 9 // Run away from the target because they're too spooky/we're dying/some other reason.
|
||||
#define STANCE_DISABLED 10 // Used when the holder is afflicted with certain status effects, such as stuns or confusion.
|
||||
|
||||
#define STANCES_COMBAT list(STANCE_ALERT, STANCE_APPROACH, STANCE_FIGHT, STANCE_BLINDFIGHT, STANCE_REPOSITION)
|
||||
|
||||
#define LEFT 0x1
|
||||
#define RIGHT 0x2
|
||||
@@ -279,11 +296,34 @@
|
||||
#define SA_ROBOTIC 3
|
||||
#define SA_HUMANOID 4
|
||||
|
||||
// More refined version of SA_* ""intelligence"" seperators.
|
||||
// Now includes bitflags, so to target two classes you just do 'MOB_CLASS_ANIMAL|MOB_CLASS_HUMANOID'
|
||||
#define MOB_CLASS_NONE 0 // Default value, and used to invert for _ALL.
|
||||
|
||||
#define MOB_CLASS_PLANT 1 // Unused at the moment.
|
||||
#define MOB_CLASS_ANIMAL 2 // Animals and beasts like spiders, saviks, and bears.
|
||||
#define MOB_CLASS_HUMANOID 4 // Non-robotic humanoids, including /simple_mob and /carbon/humans and their alien variants.
|
||||
#define MOB_CLASS_SYNTHETIC 8 // Silicons, mechanical simple mobs, FBPs, and anything else that would pass is_synthetic()
|
||||
#define MOB_CLASS_SLIME 16 // Everyone's favorite xenobiology specimen (and maybe prometheans?).
|
||||
#define MOB_CLASS_ABERRATION 32 // Weird shit.
|
||||
#define MOB_CLASS_DEMONIC 64 // Cult stuff.
|
||||
#define MOB_CLASS_BOSS 128 // Future megafauna hopefully someday.
|
||||
#define MOB_CLASS_ILLUSION 256 // Fake mobs, e.g. Technomancer illusions.
|
||||
#define MOB_CLASS_PHOTONIC 512 // Holographic mobs like holocarp, similar to _ILLUSION, but that make no attempt to hide their true nature.
|
||||
|
||||
#define MOB_CLASS_ALL (~MOB_CLASS_NONE)
|
||||
|
||||
// For slime commanding. Higher numbers allow for more actions.
|
||||
#define SLIME_COMMAND_OBEY 1 // When disciplined.
|
||||
#define SLIME_COMMAND_FACTION 2 // When in the same 'faction'.
|
||||
#define SLIME_COMMAND_FRIEND 3 // When befriended with a slime friendship agent.
|
||||
|
||||
// Threshold for mobs being able to damage things like airlocks or reinforced glass windows.
|
||||
// If the damage is below this, nothing will happen besides a message saying that the attack was ineffective.
|
||||
// Generally, this was not a define but was commonly set to 10, however 10 may be too low now since simple_mobs now attack twice as fast,
|
||||
// at half damage compared to the old mob system, meaning mobs who could hurt structures may not be able to now, so now it is 5.
|
||||
#define STRUCTURE_MIN_DAMAGE_THRESHOLD 5
|
||||
|
||||
//Vision flags, for dealing with plane visibility
|
||||
#define VIS_FULLBRIGHT 1
|
||||
#define VIS_LIGHTING 2
|
||||
|
||||
@@ -60,6 +60,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
|
||||
#define INIT_ORDER_OVERLAY -6
|
||||
#define INIT_ORDER_XENOARCH -20
|
||||
#define INIT_ORDER_CIRCUIT -21
|
||||
#define INIT_ORDER_AI -22
|
||||
|
||||
|
||||
// Subsystem fire priority, from lowest to highest priority
|
||||
@@ -67,6 +68,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
|
||||
#define FIRE_PRIORITY_SHUTTLES 5
|
||||
#define FIRE_PRIORITY_ORBIT 8
|
||||
#define FIRE_PRIORITY_VOTE 9
|
||||
#define FIRE_PRIORITY_AI 10
|
||||
#define FIRE_PRIORITY_GARBAGE 15
|
||||
#define FIRE_PRIORITY_AIRFLOW 30
|
||||
#define FIRE_PRIORITY_AIR 35
|
||||
|
||||
@@ -501,7 +501,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
|
||||
moblist.Add(M)
|
||||
for(var/mob/new_player/M in sortmob)
|
||||
moblist.Add(M)
|
||||
for(var/mob/living/simple_animal/M in sortmob)
|
||||
for(var/mob/living/simple_mob/M in sortmob)
|
||||
moblist.Add(M)
|
||||
// for(var/mob/living/silicon/hivebot/M in sortmob)
|
||||
// mob_list.Add(M)
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
#define isalien(A) istype(A, /mob/living/carbon/alien)
|
||||
|
||||
#define isanimal(A) istype(A, /mob/living/simple_animal)
|
||||
#define isanimal(A) istype(A, /mob/living/simple_mob)
|
||||
|
||||
#define isairlock(A) istype(A, /obj/machinery/door/airlock)
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
|
||||
#define iscarbon(A) istype(A, /mob/living/carbon)
|
||||
|
||||
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
|
||||
#define iscorgi(A) istype(A, /mob/living/simple_mob/animal/passive/dog/corgi)
|
||||
|
||||
#define isEye(A) istype(A, /mob/observer/eye)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
#define isliving(A) istype(A, /mob/living)
|
||||
|
||||
#define ismouse(A) istype(A, /mob/living/simple_animal/mouse)
|
||||
#define ismouse(A) istype(A, /mob/living/simple_mob/animal/passive/mouse)
|
||||
|
||||
#define isnewplayer(A) istype(A, /mob/new_player)
|
||||
|
||||
@@ -42,11 +42,11 @@
|
||||
|
||||
#define isvoice(A) istype(A, /mob/living/voice)
|
||||
|
||||
#define isslime(A) istype(A, /mob/living/simple_animal/slime)
|
||||
#define isslime(A) istype(A, /mob/living/simple_mob/slime)
|
||||
|
||||
#define isbot(A) istype(A, /mob/living/bot)
|
||||
|
||||
#define isxeno(A) istype(A, /mob/living/simple_animal/xeno)
|
||||
#define isxeno(A) istype(A, /mob/living/simple_mob/animal/space/alien)
|
||||
|
||||
#define isopenspace(A) istype(A, /turf/simulated/open)
|
||||
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
/obj/screen/fullscreen/flash
|
||||
icon = 'icons/mob/screen1.dmi'
|
||||
screen_loc = "WEST,SOUTH to EAST,NORTH"
|
||||
icon_state = "flash"
|
||||
icon_state = "flash_static"
|
||||
|
||||
/obj/screen/fullscreen/flash/noise
|
||||
icon_state = "noise"
|
||||
|
||||
@@ -316,8 +316,6 @@ datum/hud/New(mob/owner)
|
||||
mymob.instantiate_hud(src)
|
||||
else if(isalien(mymob))
|
||||
larva_hud()
|
||||
else if(isslime(mymob))
|
||||
slime_hud()
|
||||
else if(isAI(mymob))
|
||||
ai_hud()
|
||||
else if(isobserver(mymob))
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
|
||||
mymob.client.screen += list(blobpwrdisplay, blobhealthdisplay)
|
||||
mymob.client.screen += mymob.client.void
|
||||
|
||||
/*
|
||||
/datum/hud/proc/slime_hud(ui_style = 'icons/mob/screen1_Midnight.dmi')
|
||||
|
||||
src.adding = list()
|
||||
@@ -92,10 +92,7 @@
|
||||
mymob.client.screen += mymob.client.void
|
||||
|
||||
return
|
||||
|
||||
|
||||
/mob/living/simple_animal/construct/instantiate_hud(var/datum/hud/HUD)
|
||||
..(HUD)
|
||||
*/
|
||||
|
||||
// HUD.construct_hud() //Archaic.
|
||||
/*
|
||||
|
||||
@@ -60,7 +60,7 @@ avoid code duplication. This includes items that may sometimes act as a standard
|
||||
// Same as above but actually does useful things.
|
||||
// W is the item being used in the attack, if any. modifier is if the attack should be longer or shorter than usual, for whatever reason.
|
||||
/mob/living/get_attack_speed(var/obj/item/W)
|
||||
var/speed = DEFAULT_ATTACK_COOLDOWN
|
||||
var/speed = base_attack_cooldown
|
||||
if(W && istype(W))
|
||||
speed = W.attackspeed
|
||||
for(var/datum/modifier/M in modifiers)
|
||||
|
||||
@@ -68,58 +68,3 @@
|
||||
*/
|
||||
/mob/new_player/ClickOn()
|
||||
return
|
||||
|
||||
/*
|
||||
Animals
|
||||
*/
|
||||
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
|
||||
if(!(. = ..()))
|
||||
return
|
||||
|
||||
setClickCooldown(get_attack_speed())
|
||||
|
||||
if(has_hands && istype(A,/obj) && a_intent != I_HURT)
|
||||
var/obj/O = A
|
||||
return O.attack_hand(src)
|
||||
|
||||
switch(a_intent)
|
||||
if(I_HELP)
|
||||
if(isliving(A))
|
||||
custom_emote(1,"[pick(friendly)] [A]!")
|
||||
|
||||
if(I_HURT)
|
||||
if(prob(spattack_prob))
|
||||
if(spattack_min_range <= 1)
|
||||
SpecialAtkTarget()
|
||||
|
||||
|
||||
else if(melee_damage_upper == 0 && istype(A,/mob/living))
|
||||
custom_emote(1,"[pick(friendly)] [A]!")
|
||||
|
||||
|
||||
else
|
||||
DoPunch(A)
|
||||
|
||||
if(I_GRAB)
|
||||
if(has_hands)
|
||||
A.attack_hand(src)
|
||||
|
||||
if(I_DISARM)
|
||||
if(has_hands)
|
||||
A.attack_hand(src)
|
||||
|
||||
/mob/living/simple_animal/RangedAttack(var/atom/A)
|
||||
setClickCooldown(get_attack_speed())
|
||||
var/distance = get_dist(src, A)
|
||||
|
||||
if(prob(spattack_prob) && (distance >= spattack_min_range) && (distance <= spattack_max_range))
|
||||
target_mob = A
|
||||
SpecialAtkTarget()
|
||||
target_mob = null
|
||||
return
|
||||
|
||||
if(ranged && distance <= shoot_range)
|
||||
target_mob = A
|
||||
ShootTarget(A)
|
||||
target_mob = null
|
||||
|
||||
|
||||
36
code/controllers/subsystems/ai.dm
Normal file
36
code/controllers/subsystems/ai.dm
Normal file
@@ -0,0 +1,36 @@
|
||||
SUBSYSTEM_DEF(ai)
|
||||
name = "AI"
|
||||
init_order = INIT_ORDER_AI
|
||||
priority = FIRE_PRIORITY_AI
|
||||
wait = 5 // This gets run twice a second, however this is technically two loops in one, with the second loop being run every four iterations.
|
||||
flags = SS_NO_INIT|SS_TICKER
|
||||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
||||
|
||||
var/list/processing = list()
|
||||
var/list/currentrun = list()
|
||||
|
||||
/datum/controller/subsystem/ai/stat_entry(msg_prefix)
|
||||
var/list/msg = list(msg_prefix)
|
||||
msg += "P:[processing.len]"
|
||||
..(msg.Join())
|
||||
|
||||
/datum/controller/subsystem/ai/fire(resumed = 0)
|
||||
if (!resumed)
|
||||
src.currentrun = processing.Copy()
|
||||
|
||||
//cache for sanic speed (lists are references anyways)
|
||||
var/list/currentrun = src.currentrun
|
||||
|
||||
while(currentrun.len)
|
||||
// var/mob/living/L = currentrun[currentrun.len]
|
||||
var/datum/ai_holder/A = currentrun[currentrun.len]
|
||||
--currentrun.len
|
||||
if(!A || QDELETED(A)) // Doesn't exist or won't exist soon.
|
||||
continue
|
||||
if(times_fired % 4 == 0 && A.holder.stat != DEAD)
|
||||
A.handle_strategicals()
|
||||
if(A.holder.stat != DEAD) // The /TG/ version checks stat twice, presumably in-case processing somehow got the mob killed in that instant.
|
||||
A.handle_tactics()
|
||||
|
||||
if(MC_TICK_CHECK)
|
||||
return
|
||||
@@ -106,6 +106,13 @@
|
||||
check_bans = list("AI", "Cyborg", "Syndicate")
|
||||
cutoff_number = 1
|
||||
|
||||
/datum/ghost_query/borer
|
||||
role_name = "Cortical Borer"
|
||||
question = "A cortical borer has just been created on the facility. Would you like to play as them?"
|
||||
be_special_flag = BE_ALIEN
|
||||
check_bans = list("Syndicate", "Borer")
|
||||
cutoff_number = 1
|
||||
|
||||
// Surface stuff.
|
||||
/datum/ghost_query/lost_drone
|
||||
role_name = "Lost Drone"
|
||||
|
||||
@@ -502,7 +502,7 @@
|
||||
if(!mind.assigned_role) mind.assigned_role = USELESS_JOB //defualt //VOREStation Edit - Visitor not Assistant
|
||||
|
||||
//slime
|
||||
/mob/living/simple_animal/slime/mind_initialize()
|
||||
/mob/living/simple_mob/slime/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "slime"
|
||||
|
||||
@@ -527,29 +527,30 @@
|
||||
mind.special_role = ""
|
||||
|
||||
//Animals
|
||||
/mob/living/simple_animal/mind_initialize()
|
||||
/mob/living/simple_mob/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Animal"
|
||||
mind.assigned_role = "Simple Mob"
|
||||
|
||||
/mob/living/simple_animal/corgi/mind_initialize()
|
||||
/mob/living/simple_mob/animal/passive/dog/corgi/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Corgi"
|
||||
|
||||
/mob/living/simple_animal/shade/mind_initialize()
|
||||
/mob/living/simple_mob/construct/shade/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Shade"
|
||||
mind.special_role = "Cultist"
|
||||
|
||||
/mob/living/simple_animal/construct/builder/mind_initialize()
|
||||
/mob/living/simple_mob/construct/artificer/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Artificer"
|
||||
mind.special_role = "Cultist"
|
||||
|
||||
/mob/living/simple_animal/construct/wraith/mind_initialize()
|
||||
/mob/living/simple_mob/construct/wraith/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Wraith"
|
||||
mind.special_role = "Cultist"
|
||||
|
||||
/mob/living/simple_animal/construct/armoured/mind_initialize()
|
||||
/mob/living/simple_mob/construct/juggernaut/mind_initialize()
|
||||
. = ..()
|
||||
mind.assigned_role = "Juggernaut"
|
||||
mind.special_role = "Cultist"
|
||||
|
||||
@@ -5,7 +5,7 @@ var/datum/antagonist/borer/borers
|
||||
role_type = BE_ALIEN
|
||||
role_text = "Cortical Borer"
|
||||
role_text_plural = "Cortical Borers"
|
||||
mob_path = /mob/living/simple_animal/borer
|
||||
mob_path = /mob/living/simple_mob/animal/borer
|
||||
bantype = "Borer"
|
||||
welcome_text = "Use your Infest power to crawl into the ear of a host and fuse with their brain. You can only take control temporarily, and at risk of hurting your host, so be clever and careful; your host is encouraged to help you however they can. Talk to your fellow borers with :x."
|
||||
antag_indicator = "brainworm"
|
||||
@@ -40,7 +40,7 @@ var/datum/antagonist/borer/borers
|
||||
player.objectives += new /datum/objective/escape()
|
||||
|
||||
/datum/antagonist/borer/place_mob(var/mob/living/mob)
|
||||
var/mob/living/simple_animal/borer/borer = mob
|
||||
var/mob/living/simple_mob/animal/borer/borer = mob
|
||||
if(istype(borer))
|
||||
var/mob/living/carbon/human/host
|
||||
for(var/mob/living/carbon/human/H in mob_list)
|
||||
|
||||
@@ -111,12 +111,12 @@ var/datum/antagonist/cultist/cult
|
||||
. = ..()
|
||||
if(.)
|
||||
player << "You catch a glimpse of the Realm of Nar-Sie, the Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of That Which Waits. Assist your new compatriots in their dark dealings. Their goals are yours, and yours are theirs. You serve the Dark One above all else. Bring It back."
|
||||
if(player.current && !istype(player.current, /mob/living/simple_animal/construct))
|
||||
if(player.current && !istype(player.current, /mob/living/simple_mob/construct))
|
||||
player.current.add_language(LANGUAGE_CULT)
|
||||
|
||||
/datum/antagonist/cultist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
|
||||
. = ..()
|
||||
if(. && player.current && !istype(player.current, /mob/living/simple_animal/construct))
|
||||
if(. && player.current && !istype(player.current, /mob/living/simple_mob/construct))
|
||||
player.current.remove_language(LANGUAGE_CULT)
|
||||
|
||||
/datum/antagonist/cultist/can_become_antag(var/datum/mind/player)
|
||||
|
||||
@@ -476,14 +476,14 @@ proc/findNullRod(var/atom/target)
|
||||
|
||||
/obj/item/weapon/spell/construct/run_checks()
|
||||
if(owner)
|
||||
if((iscultist(owner) || istype(owner, /mob/living/simple_animal/construct)) && (world.time >= (last_castcheck + cooldown))) //Are they a cultist or a construct, and has the cooldown time passed?
|
||||
if((iscultist(owner) || istype(owner, /mob/living/simple_mob/construct)) && (world.time >= (last_castcheck + cooldown))) //Are they a cultist or a construct, and has the cooldown time passed?
|
||||
last_castcheck = world.time
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/spell/construct/pay_energy(var/amount)
|
||||
if(owner)
|
||||
if(istype(owner, /mob/living/simple_animal/construct))
|
||||
if(istype(owner, /mob/living/simple_mob/construct))
|
||||
return 1
|
||||
if(iscultist(owner) && pay_blood(amount))
|
||||
return 1
|
||||
@@ -607,7 +607,7 @@ proc/findNullRod(var/atom/target)
|
||||
name = "sphere of agony"
|
||||
desc = "Call forth a portal to a dimension of naught but pain at your target."
|
||||
|
||||
spawner_type = /obj/effect/temporary_effect/pulsar/agonizing_sphere
|
||||
spawner_type = /obj/effect/temporary_effect/pulse/agonizing_sphere
|
||||
|
||||
/obj/item/weapon/spell/construct/spawner/agonizing_sphere/on_ranged_cast(atom/hit_atom, mob/user)
|
||||
if(within_range(hit_atom) && pay_energy(10))
|
||||
@@ -619,7 +619,7 @@ proc/findNullRod(var/atom/target)
|
||||
var/mob/living/L = hit_atom
|
||||
L.add_modifier(/datum/modifier/agonize, 10 SECONDS)
|
||||
|
||||
/obj/effect/temporary_effect/pulsar/agonizing_sphere
|
||||
/obj/effect/temporary_effect/pulse/agonizing_sphere
|
||||
name = "agonizing sphere"
|
||||
desc = "A portal to some hellish place. Its screams wrack your body with pain.."
|
||||
icon_state = "red_static_sphere"
|
||||
@@ -628,19 +628,15 @@ proc/findNullRod(var/atom/target)
|
||||
light_power = 5
|
||||
light_color = "#FF0000"
|
||||
pulses_remaining = 10
|
||||
pulse_delay = 1 SECOND
|
||||
|
||||
/obj/effect/temporary_effect/pulsar/agonizing_sphere/pulse_loop()
|
||||
while(pulses_remaining)
|
||||
sleep(1 SECONDS)
|
||||
spawn()
|
||||
/obj/effect/temporary_effect/pulse/agonizing_sphere/on_pulse()
|
||||
for(var/mob/living/L in view(4,src))
|
||||
if(!iscultist(L) && !istype(L, /mob/living/simple_animal/construct))
|
||||
if(!iscultist(L) && !istype(L, /mob/living/simple_mob/construct))
|
||||
L.add_modifier(/datum/modifier/agonize, 2 SECONDS)
|
||||
if(L.isSynthetic())
|
||||
to_chat(L, "<span class='cult'>Your chassis warps as the [src] pulses!</span>")
|
||||
L.adjustFireLoss(4)
|
||||
pulses_remaining--
|
||||
qdel(src)
|
||||
|
||||
//Artificer Heal
|
||||
|
||||
@@ -659,7 +655,7 @@ proc/findNullRod(var/atom/target)
|
||||
L.add_modifier(/datum/modifier/mend_occult, 150)
|
||||
qdel(src)
|
||||
|
||||
//Juggernaut + Behemoth Slam
|
||||
//Juggernaut Slam
|
||||
/obj/item/weapon/spell/construct/slam
|
||||
name = "slam"
|
||||
desc = "Empower your FIST, to send an opponent flying."
|
||||
@@ -672,8 +668,8 @@ proc/findNullRod(var/atom/target)
|
||||
|
||||
/obj/item/weapon/spell/construct/slam/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
|
||||
var/attack_message = "slams"
|
||||
if(istype(user, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/S = user
|
||||
if(istype(user, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/S = user
|
||||
attack_message = pick(S.attacktext)
|
||||
if(isliving(hit_atom))
|
||||
var/mob/living/L = hit_atom
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/cultblade/attack(mob/living/M, mob/living/user, var/target_zone)
|
||||
if(iscultist(user) && !istype(user, /mob/living/simple_animal/construct))
|
||||
if(iscultist(user) && !istype(user, /mob/living/simple_mob/construct))
|
||||
return ..()
|
||||
|
||||
var/zone = (user.hand ? "l_arm":"r_arm")
|
||||
@@ -25,7 +25,7 @@
|
||||
//random amount of damage between half of the blade's force and the full force of the blade.
|
||||
user.apply_damage(rand(force/2, force), BRUTE, zone, 0, sharp=1, edge=1)
|
||||
user.Weaken(5)
|
||||
else if(!istype(user, /mob/living/simple_animal/construct))
|
||||
else if(!istype(user, /mob/living/simple_mob/construct))
|
||||
to_chat(user, "<span class='danger'>An inexplicable force rips through you, tearing the sword from your grasp!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='critical'>The blade hisses, forcing itself from your manipulators. \The [src] will only allow mortals to wield it against foes, not kin.</span>")
|
||||
@@ -39,10 +39,10 @@
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/melee/cultblade/pickup(mob/living/user as mob)
|
||||
if(!iscultist(user) && !istype(user, /mob/living/simple_animal/construct))
|
||||
if(!iscultist(user) && !istype(user, /mob/living/simple_mob/construct))
|
||||
to_chat(user, "<span class='warning'>An overwhelming feeling of dread comes over you as you pick up the cultist's sword. It would be wise to be rid of this blade quickly.</span>")
|
||||
user.make_dizzy(120)
|
||||
if(istype(user, /mob/living/simple_animal/construct))
|
||||
if(istype(user, /mob/living/simple_mob/construct))
|
||||
to_chat(user, "<span class='warning'>\The [src] hisses, as it is discontent with your acquisition of it. It would be wise to return it to a worthy mortal quickly.</span>")
|
||||
|
||||
/obj/item/clothing/head/culthood
|
||||
|
||||
@@ -108,18 +108,25 @@
|
||||
light_range=5
|
||||
light_color="#ff0000"
|
||||
spawnable=list(
|
||||
<<<<<<< HEAD
|
||||
/mob/living/simple_animal/hostile/scarybat,
|
||||
/mob/living/simple_animal/hostile/creature/vore,
|
||||
/mob/living/simple_animal/hostile/faithless
|
||||
) // Vorestation Edit
|
||||
=======
|
||||
/mob/living/simple_mob/animal/space/bats,
|
||||
/mob/living/simple_mob/creature,
|
||||
/mob/living/simple_mob/faithless
|
||||
)
|
||||
>>>>>>> 3155d58... Merge pull request #5735 from Neerti/hopefully_last_master_sync
|
||||
|
||||
/obj/effect/gateway/active/cult
|
||||
light_range=5
|
||||
light_color="#ff0000"
|
||||
spawnable=list(
|
||||
/mob/living/simple_animal/hostile/scarybat/cult,
|
||||
/mob/living/simple_animal/hostile/creature/cult,
|
||||
/mob/living/simple_animal/hostile/faithless/cult
|
||||
/mob/living/simple_mob/animal/space/bats/cult,
|
||||
/mob/living/simple_mob/creature/cult,
|
||||
/mob/living/simple_mob/faithless/cult
|
||||
)
|
||||
|
||||
/obj/effect/gateway/active/cult/cultify()
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
/mob/living/cultify()
|
||||
if(iscultist(src) && client)
|
||||
var/mob/living/simple_animal/construct/harvester/C = new(get_turf(src))
|
||||
var/mob/living/simple_mob/construct/harvester/C = new(get_turf(src))
|
||||
mind.transfer_to(C)
|
||||
C << "<span class='sinister'>The Geometer of Blood is overjoyed to be reunited with its followers, and accepts your body in sacrifice. As reward, you have been gifted with the shell of an Harvester.<br>Your tendrils can use and draw runes without need for a tome, your eyes can see beings through walls, and your mind can open any door. Use these assets to serve Nar-Sie and bring him any remaining living human in the world.<br>You can teleport yourself back to Nar-Sie along with any being under yourself at any time using your \"Harvest\" spell.</span>"
|
||||
dust()
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
/obj/item/device/soulstone/cultify()
|
||||
return
|
||||
/////////////////////////
|
||||
// Soulstone
|
||||
/////////////////////////
|
||||
|
||||
/obj/item/device/soulstone
|
||||
name = "Soul Stone Shard"
|
||||
@@ -13,6 +14,9 @@
|
||||
var/imprinted = "empty"
|
||||
var/possible_constructs = list("Juggernaut","Wraith","Artificer","Harvester")
|
||||
|
||||
/obj/item/device/soulstone/cultify()
|
||||
return
|
||||
|
||||
//////////////////////////////Capturing////////////////////////////////////////////////////////
|
||||
|
||||
/obj/item/device/soulstone/attack(mob/living/carbon/human/M as mob, mob/user as mob)
|
||||
@@ -40,7 +44,7 @@
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = "<TT><B>Soul Stone</B><BR>"
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
for(var/mob/living/simple_mob/construct/shade/A in src)
|
||||
dat += "Captured Soul: [A.name]<br>"
|
||||
dat += {"<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A>"}
|
||||
dat += "<br>"
|
||||
@@ -69,7 +73,7 @@
|
||||
return
|
||||
|
||||
if ("Summon")
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
for(var/mob/living/simple_mob/construct/shade/A in src)
|
||||
A.status_flags &= ~GODMODE
|
||||
A.canmove = 1
|
||||
A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
|
||||
@@ -128,7 +132,7 @@
|
||||
flick("dust-h", animation)
|
||||
qdel(animation)
|
||||
|
||||
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
|
||||
var/mob/living/simple_mob/construct/shade/S = new /mob/living/simple_mob/construct/shade( T.loc )
|
||||
S.forceMove(src) //put shade in stone
|
||||
S.status_flags |= GODMODE //So they won't die inside the stone somehow
|
||||
S.canmove = 0//Can't move out of the soul stone
|
||||
@@ -152,7 +156,7 @@
|
||||
src.imprinted = "[S.name]"
|
||||
qdel(T)
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_shade(var/mob/living/simple_animal/shade/T,var/mob/U)
|
||||
/obj/item/device/soulstone/proc/transfer_shade(var/mob/living/simple_mob/construct/shade/T,var/mob/U)
|
||||
if(!istype(T))
|
||||
return;
|
||||
if (T.stat == DEAD)
|
||||
@@ -175,14 +179,14 @@
|
||||
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone.")
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_construct(var/obj/structure/constructshell/T,var/mob/U)
|
||||
var/mob/living/simple_animal/shade/A = locate() in src
|
||||
var/mob/living/simple_mob/construct/shade/A = locate() in src
|
||||
if(!A)
|
||||
to_chat(U,"<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!")
|
||||
return;
|
||||
var/construct_class = input(U, "Please choose which type of construct you wish to create.") as null|anything in possible_constructs
|
||||
switch(construct_class)
|
||||
if("Juggernaut")
|
||||
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
|
||||
var/mob/living/simple_mob/construct/juggernaut/Z = new /mob/living/simple_mob/construct/juggernaut (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
@@ -192,7 +196,7 @@
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Wraith")
|
||||
var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
|
||||
var/mob/living/simple_mob/construct/wraith/Z = new /mob/living/simple_mob/construct/wraith (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
@@ -202,7 +206,7 @@
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Artificer")
|
||||
var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
|
||||
var/mob/living/simple_mob/construct/artificer/Z = new /mob/living/simple_mob/construct/artificer (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
@@ -212,7 +216,7 @@
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Harvester")
|
||||
var/mob/living/simple_animal/construct/harvester/Z = new /mob/living/simple_animal/construct/harvester (get_turf(T.loc))
|
||||
var/mob/living/simple_mob/construct/harvester/Z = new /mob/living/simple_mob/construct/harvester (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
@@ -222,7 +226,7 @@
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Behemoth")
|
||||
var/mob/living/simple_animal/construct/behemoth/Z = new /mob/living/simple_animal/construct/behemoth (get_turf(T.loc))
|
||||
var/mob/living/simple_mob/construct/juggernaut/behemoth/Z = new /mob/living/simple_mob/construct/juggernaut/behemoth (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
@@ -206,7 +206,7 @@ var/hadevent = 0
|
||||
/proc/carp_migration() // -- Darem
|
||||
for(var/obj/effect/landmark/C in landmarks_list)
|
||||
if(C.name == "carpspawn")
|
||||
new /mob/living/simple_animal/hostile/carp(C.loc)
|
||||
new /mob/living/simple_mob/animal/space/carp(C.loc)
|
||||
//sleep(100)
|
||||
spawn(rand(300, 600)) //Delayed announcements to keep the crew on their toes.
|
||||
command_announcement.Announce("Unknown biological entities have been detected near \the [station_name()], please stand-by.", "Lifesign Alert", new_sound = 'sound/AI/commandreport.ogg')
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
/proc/ChristmasEvent()
|
||||
for(var/obj/structure/flora/tree/pine/xmas in world)
|
||||
var/mob/living/simple_animal/hostile/tree/evil_tree = new /mob/living/simple_animal/hostile/tree(xmas.loc)
|
||||
var/mob/living/simple_mob/animal/space/tree/evil_tree = new /mob/living/simple_mob/animal/space/tree(xmas.loc)
|
||||
evil_tree.icon_state = xmas.icon_state
|
||||
evil_tree.icon_living = evil_tree.icon_state
|
||||
evil_tree.icon_dead = evil_tree.icon_state
|
||||
|
||||
@@ -808,7 +808,7 @@ datum/objective/heist/salvage
|
||||
|
||||
/datum/objective/borer_survive/check_completion()
|
||||
if(owner)
|
||||
var/mob/living/simple_animal/borer/B = owner
|
||||
var/mob/living/simple_mob/animal/borer/B = owner
|
||||
if(istype(B) && B.stat < 2 && B.host && B.host.stat < 2) return 1
|
||||
return 0
|
||||
|
||||
@@ -817,7 +817,7 @@ datum/objective/heist/salvage
|
||||
|
||||
/datum/objective/borer_reproduce/check_completion()
|
||||
if(owner && owner.current)
|
||||
var/mob/living/simple_animal/borer/B = owner.current
|
||||
var/mob/living/simple_mob/animal/borer/B = owner.current
|
||||
if(istype(B) && B.has_reproduced) return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -1,258 +0,0 @@
|
||||
//An AI-controlled 'companion' for the Technomancer. It's tough, strong, and can also use spells.
|
||||
/mob/living/simple_animal/technomancer_golem
|
||||
name = "G.O.L.E.M."
|
||||
desc = "A rather unusual looking synthetic."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "technomancer_golem"
|
||||
health = 250
|
||||
maxHealth = 250
|
||||
stop_automated_movement = 1
|
||||
wander = 0
|
||||
response_help = "pets"
|
||||
response_disarm = "pushes away"
|
||||
response_harm = "punches"
|
||||
harm_intent_damage = 3
|
||||
|
||||
heat_damage_per_tick = 0
|
||||
cold_damage_per_tick = 0
|
||||
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
unsuitable_atoms_damage = 0
|
||||
speed = 0
|
||||
|
||||
melee_damage_lower = 30 // It has a built in esword.
|
||||
melee_damage_upper = 30
|
||||
attack_sound = 'sound/weapons/blade1.ogg'
|
||||
attacktext = list("slashed")
|
||||
friendly = "hugs"
|
||||
resistance = 0
|
||||
melee_miss_chance = 0
|
||||
|
||||
var/obj/item/weapon/technomancer_core/golem/core = null
|
||||
var/obj/item/weapon/spell/active_spell = null // Shield and ranged spells
|
||||
var/mob/living/master = null
|
||||
|
||||
var/list/known_spells = list(
|
||||
"beam" = /obj/item/weapon/spell/projectile/beam,
|
||||
"chain lightning" = /obj/item/weapon/spell/projectile/chain_lightning,
|
||||
"force missile" = /obj/item/weapon/spell/projectile/force_missile,
|
||||
"ionic bolt" = /obj/item/weapon/spell/projectile/ionic_bolt,
|
||||
"lightning" = /obj/item/weapon/spell/projectile/lightning,
|
||||
"blink" = /obj/item/weapon/spell/blink,
|
||||
"dispel" = /obj/item/weapon/spell/dispel,
|
||||
"oxygenate" = /obj/item/weapon/spell/oxygenate,
|
||||
"mend life" = /obj/item/weapon/spell/modifier/mend_life,
|
||||
"mend synthetic" = /obj/item/weapon/spell/modifier/mend_synthetic,
|
||||
"mend organs" = /obj/item/weapon/spell/mend_organs,
|
||||
"purify" = /obj/item/weapon/spell/modifier/purify,
|
||||
"resurrect" = /obj/item/weapon/spell/resurrect,
|
||||
"passwall" = /obj/item/weapon/spell/passwall,
|
||||
"repel missiles" = /obj/item/weapon/spell/modifier/repel_missiles,
|
||||
"corona" = /obj/item/weapon/spell/modifier/corona,
|
||||
"haste" = /obj/item/weapon/spell/modifier/haste
|
||||
)
|
||||
|
||||
// Holds the overlays, when idle or attacking.
|
||||
var/image/sword_image = null
|
||||
var/image/spell_image = null
|
||||
// These contain icon_states for each frame of an attack animation, which is swapped in and out manually, because BYOND.
|
||||
// They are assoc lists, to hold the frame duration and the frame icon_state in one list.
|
||||
var/list/spell_pre_attack_states = list(
|
||||
"golem_spell_attack_1" = 1,
|
||||
"golem_spell_attack_2" = 2,
|
||||
"golem_spell_attack_3" = 2
|
||||
)
|
||||
var/list/spell_post_attack_states = list(
|
||||
"golem_spell_attack_4" = 2,
|
||||
"golem_spell_attack_5" = 3,
|
||||
"golem_spell_attack_6" = 3
|
||||
)
|
||||
var/list/sword_pre_attack_states = list(
|
||||
"golem_sword_attack_1" = 1,
|
||||
"golem_sword_attack_2" = 5
|
||||
)
|
||||
var/list/sword_post_attack_states = list(
|
||||
"golem_sword_attack_3" = 1,
|
||||
"golem_sword_attack_4" = 3
|
||||
)
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/New()
|
||||
..()
|
||||
core = new(src)
|
||||
sword_image = image(icon, src, "golem_sword")
|
||||
spell_image = image(icon, src, "golem_spell")
|
||||
update_icon()
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/Destroy()
|
||||
qdel(core)
|
||||
qdel(sword_image)
|
||||
qdel(spell_image)
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/unref_spell()
|
||||
active_spell = null
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/hostile/hivebot/death()
|
||||
..()
|
||||
visible_message("\The [src] disintegrates!")
|
||||
new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
qdel(src)
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/update_icon()
|
||||
overlays.Cut()
|
||||
overlays += sword_image
|
||||
overlays += spell_image
|
||||
update_modifier_visuals()
|
||||
|
||||
// Unfortunately, BYOND does not let you flick() images or other overlays, so we need to do this in a terrible way.
|
||||
/atom/proc/manual_flick(var/list/frames, var/image/I, var/reset_to = null)
|
||||
// Swap in and out each frame manually.
|
||||
for(var/frame in frames)
|
||||
overlays -= I
|
||||
I.icon_state = frame
|
||||
overlays += I
|
||||
sleep(frames[frame])
|
||||
if(reset_to)
|
||||
// One more time to reset it to what it was before.
|
||||
overlays -= I
|
||||
I.icon_state = reset_to
|
||||
overlays += I
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/spellcast_pre_animation()
|
||||
setClickCooldown(5)
|
||||
manual_flick(spell_pre_attack_states, spell_image, reset_to = "golem_spell_attack_3")
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/spellcast_post_animation()
|
||||
setClickCooldown(8)
|
||||
manual_flick(spell_post_attack_states, spell_image, reset_to = "golem_spell")
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/sword_pre_animation()
|
||||
setClickCooldown(6)
|
||||
manual_flick(sword_pre_attack_states, sword_image)
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/sword_post_animation()
|
||||
setClickCooldown(3)
|
||||
manual_flick(sword_post_attack_states, sword_image, reset_to = "golem_sword")
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/DoPunch(var/atom/A)
|
||||
sword_pre_animation()
|
||||
. = ..() // This does the actual attack and will check adjacency again.
|
||||
sword_post_animation()
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/isSynthetic()
|
||||
return TRUE // So Mend Synthetic will work on them.
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/speech_bubble_appearance()
|
||||
return "synthetic_evil"
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/place_spell_in_hand(var/path)
|
||||
if(!path || !ispath(path))
|
||||
return 0
|
||||
|
||||
if(active_spell)
|
||||
qdel(active_spell) // Get rid of our old spell.
|
||||
|
||||
var/obj/item/weapon/spell/S = new path(src)
|
||||
active_spell = S
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/verb/test_giving_spells()
|
||||
var/choice = input(usr, "What spell?", "Give spell") as null|anything in known_spells
|
||||
if(choice)
|
||||
place_spell_in_hand(known_spells[choice])
|
||||
else
|
||||
qdel(active_spell)
|
||||
|
||||
// Used to cast spells.
|
||||
/mob/living/simple_animal/technomancer_golem/RangedAttack(var/atom/A, var/params)
|
||||
if(active_spell)
|
||||
spellcast_pre_animation()
|
||||
if(active_spell.cast_methods & CAST_RANGED)
|
||||
active_spell.on_ranged_cast(A, src)
|
||||
spellcast_post_animation()
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/UnarmedAttack(var/atom/A, var/proximity)
|
||||
if(proximity)
|
||||
if(active_spell)
|
||||
spellcast_pre_animation()
|
||||
if(!Adjacent(A)) // Need to check again since they might've moved while 'warming up'.
|
||||
spellcast_post_animation()
|
||||
return
|
||||
var/effective_cooldown = round(active_spell.cooldown * core.cooldown_modifier, 5)
|
||||
if(active_spell.cast_methods & CAST_MELEE)
|
||||
active_spell.on_melee_cast(A, src)
|
||||
else if(active_spell.cast_methods & CAST_RANGED)
|
||||
active_spell.on_ranged_cast(A, src)
|
||||
spellcast_post_animation()
|
||||
src.setClickCooldown(effective_cooldown)
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/get_technomancer_core()
|
||||
return core
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/bind_to_mob(mob/user)
|
||||
if(!user || master)
|
||||
return
|
||||
master = user
|
||||
name = "[master]'s [initial(name)]"
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/examine(mob/user)
|
||||
..()
|
||||
if(user.mind && technomancers.is_antagonist(user.mind))
|
||||
user << "Your pride and joy. It's a very special synthetic robot, capable of using functions similar to you, and you built it \
|
||||
yourself! It'll always stand by your side, ready to help you out. You have no idea what GOLEM stands for, however..."
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/Life()
|
||||
..()
|
||||
handle_ai()
|
||||
|
||||
// This is where the real spaghetti begins.
|
||||
/mob/living/simple_animal/technomancer_golem/proc/handle_ai()
|
||||
if(!master)
|
||||
return
|
||||
if(get_dist(src, master) > 6 || src.z != master.z)
|
||||
targeted_blink(master)
|
||||
|
||||
// Give our allies buffs and heals.
|
||||
for(var/mob/living/L in view(src))
|
||||
if(L in friends)
|
||||
support_friend(L)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/support_friend(var/mob/living/L)
|
||||
if(L.getBruteLoss() >= 10 || L.getFireLoss() >= 10)
|
||||
if(L.isSynthetic() && !L.has_modifier_of_type(/datum/modifier/technomancer/mend_synthetic))
|
||||
place_spell_in_hand(known_spells["mend synthetic"])
|
||||
targeted_blink(L)
|
||||
UnarmedAttack(L, 1)
|
||||
else if(!L.has_modifier_of_type(/datum/modifier/technomancer/mend_life))
|
||||
place_spell_in_hand(known_spells["mend life"])
|
||||
targeted_blink(L)
|
||||
UnarmedAttack(L, 1)
|
||||
return
|
||||
|
||||
|
||||
// Give them repel missiles if they lack it.
|
||||
if(!L.has_modifier_of_type(/datum/modifier/technomancer/repel_missiles))
|
||||
place_spell_in_hand(known_spells["repel missiles"])
|
||||
RangedAttack(L)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/technomancer_golem/proc/targeted_blink(var/atom/target)
|
||||
var/datum/effect/effect/system/spark_spread/spark_system = new()
|
||||
spark_system.set_up(5, 0, get_turf(src))
|
||||
spark_system.start()
|
||||
src.visible_message("<span class='notice'>\The [src] vanishes!</span>")
|
||||
src.forceMove(get_turf(target))
|
||||
return
|
||||
@@ -130,7 +130,7 @@
|
||||
for(var/mob/living/L in summoned_mobs)
|
||||
summoned_mobs -= L
|
||||
qdel(L)
|
||||
for(var/mob/living/simple_animal/ward/ward in wards_in_use)
|
||||
for(var/mob/living/ward in wards_in_use)
|
||||
wards_in_use -= ward
|
||||
qdel(ward)
|
||||
|
||||
|
||||
@@ -1,12 +1,17 @@
|
||||
//Returns 1 if the turf is dense, or if there's dense objects on it, unless told to ignore them.
|
||||
/turf/proc/check_density(var/ignore_objs = 0)
|
||||
//Returns 1 if the turf is dense, or if there's dense objects/mobs on it, unless told to ignore them.
|
||||
/turf/proc/check_density(var/ignore_objs = FALSE, var/ignore_mobs = FALSE)
|
||||
if(density)
|
||||
return 1
|
||||
if(!ignore_objs)
|
||||
return TRUE
|
||||
if(!ignore_objs || !ignore_mobs)
|
||||
for(var/atom/movable/stuff in contents)
|
||||
if(stuff.density)
|
||||
return 1
|
||||
return 0
|
||||
if(ignore_objs && isobj(stuff))
|
||||
continue
|
||||
else if(ignore_mobs && isliving(stuff)) // Ghosts aren't dense but keeping this limited to living type will probably save headaches in the future.
|
||||
continue
|
||||
else
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
// Used to distinguish friend from foe.
|
||||
/obj/item/weapon/spell/proc/is_ally(var/mob/living/L)
|
||||
@@ -14,9 +19,9 @@
|
||||
return 1
|
||||
if(L.mind && technomancers.is_antagonist(L.mind)) // This should be done better since we might want opposing technomancers later.
|
||||
return 1
|
||||
if(istype(L, /mob/living/simple_animal/hostile)) // Mind controlled simple mobs count as allies too.
|
||||
var/mob/living/simple_animal/SA = L
|
||||
if(owner in SA.friends)
|
||||
if(istype(L, /mob/living/simple_mob)) // Mind controlled simple mobs count as allies too.
|
||||
var/mob/living/simple_mob/SM = L
|
||||
if(owner in SM.friends)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -16,12 +16,12 @@
|
||||
/obj/item/weapon/spell/abjuration/on_ranged_cast(atom/hit_atom, mob/user)
|
||||
if(istype(hit_atom, /mob/living) && pay_energy(500) && within_range(hit_atom))
|
||||
var/mob/living/L = hit_atom
|
||||
var/mob/living/simple_animal/SA = null
|
||||
var/mob/living/simple_mob/SM = null
|
||||
|
||||
//Bit of a roundabout typecheck, in order to test for two variables from two different mob types in one line.
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
SA = L
|
||||
if(L.summoned || (SA && SA.supernatural) )
|
||||
if(istype(L, /mob/living/simple_mob))
|
||||
SM = L
|
||||
if(L.summoned || (SM && SM.supernatural) )
|
||||
if(L.client) // Player-controlled mobs are immune to being killed by this.
|
||||
user << "<span class='warning'>\The [L] resists your attempt to banish it!</span>"
|
||||
L << "<span class='warning'>\The [user] tried to teleport you far away, but failed.</span>"
|
||||
@@ -29,8 +29,8 @@
|
||||
else
|
||||
visible_message("<span class='notice'>\The [L] vanishes!</span>")
|
||||
qdel(L)
|
||||
else if(istype(L, /mob/living/simple_animal/construct))
|
||||
var/mob/living/simple_animal/construct/evil = L
|
||||
else if(istype(L, /mob/living/simple_mob/construct))
|
||||
var/mob/living/simple_mob/construct/evil = L
|
||||
evil << "<span class='danger'>\The [user]'s abjuration purges your form!</span>"
|
||||
evil.purge = 3
|
||||
adjust_instability(5)
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
aspect = ASPECT_BIOMED //Not sure if this should be something else.
|
||||
var/image/control_overlay = null
|
||||
var/list/controlled_mobs = list()
|
||||
<<<<<<< HEAD
|
||||
var/list/allowed_mobs = list(
|
||||
/mob/living/bot,
|
||||
/mob/living/simple_animal/cat,
|
||||
@@ -45,67 +46,70 @@
|
||||
/mob/living/simple_animal/hostile/savik,
|
||||
/mob/living/simple_animal/hostile/shantak
|
||||
)
|
||||
=======
|
||||
var/allowed_mob_classes = MOB_CLASS_ANIMAL|MOB_CLASS_SYNTHETIC
|
||||
>>>>>>> 3155d58... Merge pull request #5735 from Neerti/hopefully_last_master_sync
|
||||
|
||||
//This unfortunately is gonna be rather messy due to the various mobtypes involved.
|
||||
/obj/item/weapon/spell/control/proc/select(var/mob/living/L)
|
||||
if(!(is_type_in_list(L, allowed_mobs)))
|
||||
return 0
|
||||
if(!(L.mob_class & allowed_mob_classes))
|
||||
return FALSE
|
||||
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SA = L
|
||||
SA.ai_inactive = 1
|
||||
SA.friends |= src.owner
|
||||
SA.stance = STANCE_IDLE
|
||||
if(!L.has_AI())
|
||||
return FALSE
|
||||
|
||||
L.overlays |= control_overlay
|
||||
var/datum/ai_holder/AI = L.ai_holder
|
||||
AI.hostile = FALSE // The Technomancer chooses the target, not the AI.
|
||||
AI.retaliate = TRUE
|
||||
AI.wander = FALSE
|
||||
AI.forget_everything()
|
||||
|
||||
if(istype(L, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/SM = L
|
||||
SM.friends |= src.owner
|
||||
|
||||
L.add_overlay(control_overlay, TRUE)
|
||||
controlled_mobs |= L
|
||||
|
||||
/obj/item/weapon/spell/control/proc/deselect(var/mob/living/L)
|
||||
if(!(L in controlled_mobs))
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SA = L
|
||||
SA.ai_inactive = 1
|
||||
if(istype(SA, /mob/living/simple_animal/hostile))
|
||||
var/mob/living/simple_animal/hostile/SAH = SA
|
||||
SAH.friends.Remove(owner)
|
||||
if(L.has_AI())
|
||||
var/datum/ai_holder/AI = L.ai_holder
|
||||
AI.hostile = initial(AI.hostile)
|
||||
AI.retaliate = initial(AI.retaliate)
|
||||
AI.wander = initial(AI.wander)
|
||||
AI.forget_everything()
|
||||
|
||||
L.overlays.Remove(control_overlay)
|
||||
if(istype(L, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/SM = L
|
||||
SM.friends -= owner
|
||||
|
||||
L.cut_overlay(control_overlay, TRUE)
|
||||
controlled_mobs.Remove(L)
|
||||
|
||||
/obj/item/weapon/spell/control/proc/move_all(turf/T)
|
||||
for(var/mob/living/living in controlled_mobs)
|
||||
if(living.stat)
|
||||
deselect(living)
|
||||
for(var/mob/living/L in controlled_mobs)
|
||||
if(!L.has_AI() || L.stat)
|
||||
deselect(L)
|
||||
continue
|
||||
if(istype(living, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SA = living
|
||||
SA.target_mob = null
|
||||
SA.stance = STANCE_IDLE
|
||||
walk_towards(SA,T,SA.speed)
|
||||
else
|
||||
walk_towards(living,T,5)
|
||||
L.ai_holder.give_destination(T, 0, TRUE)
|
||||
|
||||
/obj/item/weapon/spell/control/proc/attack_all(mob/target)
|
||||
for(var/mob/living/L in controlled_mobs)
|
||||
if(L.stat)
|
||||
if(!L.has_AI() || L.stat)
|
||||
deselect(L)
|
||||
continue
|
||||
if(istype(L, /mob/living/simple_animal/hostile))
|
||||
var/mob/living/simple_animal/hostile/SAH
|
||||
SAH.target_mob = target
|
||||
else if(istype(L, /mob/living/bot))
|
||||
var/mob/living/bot/B = L
|
||||
B.UnarmedAttack(L)
|
||||
L.ai_holder.give_target(target)
|
||||
|
||||
/obj/item/weapon/spell/control/New()
|
||||
/obj/item/weapon/spell/control/initialize()
|
||||
control_overlay = image('icons/obj/spells.dmi',"controlled")
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/spell/control/Destroy()
|
||||
for(var/mob/living/simple_animal/hostile/SM in controlled_mobs)
|
||||
deselect(SM)
|
||||
for(var/mob/living/L in controlled_mobs)
|
||||
deselect(L)
|
||||
controlled_mobs = list()
|
||||
return ..()
|
||||
|
||||
@@ -127,11 +131,14 @@
|
||||
trying to use it on yourself, perhaps you're an exception? Regardless, nothing happens.</span>"
|
||||
return 0
|
||||
|
||||
if(is_type_in_list(L, allowed_mobs))
|
||||
if(L.mob_class & allowed_mob_classes)
|
||||
if(!(L in controlled_mobs)) //Selecting
|
||||
if(L.client)
|
||||
user << "<span class='danger'>\The [L] seems to resist you!</span>"
|
||||
return 0
|
||||
if(!L.has_AI())
|
||||
to_chat(user, span("warning", "\The [L] seems too dim for this to work on them."))
|
||||
return FALSE
|
||||
if(pay_energy(500))
|
||||
select(L)
|
||||
user << "<span class='notice'>\The [L] is now under your (limited) control.</span>"
|
||||
|
||||
@@ -75,9 +75,9 @@
|
||||
|
||||
for(var/mob/living/L in view(owner))
|
||||
// Spiders, carp... bears.
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SM = L
|
||||
if(!is_ally(SM) && SM.hostile)
|
||||
if(istype(L, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/SM = L
|
||||
if(!is_ally(SM) && SM.has_AI() && SM.ai_holder.hostile)
|
||||
hostile_mobs++
|
||||
if(SM.summoned || SM.supernatural) // Our creations might be trying to kill us.
|
||||
potential_spells |= /obj/item/weapon/spell/abjuration
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
aspect = ASPECT_LIGHT
|
||||
cast_methods = CAST_RANGED | CAST_USE
|
||||
var/atom/movable/copied = null
|
||||
var/mob/living/simple_animal/illusion/illusion = null
|
||||
var/mob/living/simple_mob/illusion/illusion = null
|
||||
|
||||
/obj/item/weapon/spell/illusion/on_ranged_cast(atom/hit_atom, mob/user)
|
||||
if(istype(hit_atom, /atom/movable))
|
||||
@@ -33,17 +33,13 @@
|
||||
if(pay_energy(500))
|
||||
illusion = new(T)
|
||||
illusion.copy_appearance(copied)
|
||||
if(ishuman(copied))
|
||||
var/mob/living/carbon/human/H = copied
|
||||
// This is to try to have the illusion move at the same rate the real mob world.
|
||||
illusion.step_delay = max(H.movement_delay() + 4, 3)
|
||||
user << "<span class='notice'>An illusion of \the [copied] is made on \the [T].</span>"
|
||||
user << 'sound/effects/pop.ogg'
|
||||
return 1
|
||||
else
|
||||
if(pay_energy(100))
|
||||
spawn(1)
|
||||
illusion.walk_loop(T)
|
||||
var/datum/ai_holder/AI = illusion.ai_holder
|
||||
AI.give_destination(T)
|
||||
|
||||
/obj/item/weapon/spell/illusion/on_use_cast(mob/user)
|
||||
if(illusion)
|
||||
@@ -76,116 +72,3 @@
|
||||
temp_image.transform = M
|
||||
// temp_image.pixel_y = 8
|
||||
src.overlays.Add(temp_image)
|
||||
|
||||
|
||||
/mob/living/simple_animal/illusion
|
||||
name = "illusion" // gets overwritten
|
||||
desc = "If you can read me, the game broke. Please report this to a coder."
|
||||
resistance = 1000 // holograms are tough
|
||||
wander = 0
|
||||
response_help = "pushes a hand through"
|
||||
response_disarm = "tried to disarm"
|
||||
response_harm = "tried to punch"
|
||||
var/atom/movable/copying = null
|
||||
universal_speak = 1
|
||||
var/realistic = 0
|
||||
var/list/path = list() //Used for AStar pathfinding.
|
||||
var/walking = 0
|
||||
var/step_delay = 10
|
||||
|
||||
/mob/living/simple_animal/illusion/update_icon() // We don't want the appearance changing AT ALL unless by copy_appearance().
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/illusion/proc/copy_appearance(var/atom/movable/thing_to_copy)
|
||||
if(!thing_to_copy)
|
||||
return 0
|
||||
name = thing_to_copy.name
|
||||
desc = thing_to_copy.desc
|
||||
gender = thing_to_copy.gender
|
||||
appearance = thing_to_copy.appearance
|
||||
copying = thing_to_copy
|
||||
return 1
|
||||
|
||||
// We use special movement code for illusions, because BYOND's default pathfinding will use diagonal movement if it results
|
||||
// in the shortest path. As players are incapable of moving in diagonals, we must do this or else illusions will not be convincing.
|
||||
/mob/living/simple_animal/illusion/proc/calculate_path(var/turf/targeted_loc)
|
||||
if(!path.len || !path)
|
||||
spawn(0)
|
||||
path = AStar(loc, targeted_loc, /turf/proc/CardinalTurfs, /turf/proc/Distance, 0, 10, id = null)
|
||||
if(!path)
|
||||
path = list()
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/illusion/proc/walk_path(var/turf/targeted_loc)
|
||||
if(path && path.len)
|
||||
step_to(src, path[1])
|
||||
path -= path[1]
|
||||
return
|
||||
else
|
||||
if(targeted_loc)
|
||||
calculate_path(targeted_loc)
|
||||
|
||||
/mob/living/simple_animal/illusion/proc/walk_loop(var/turf/targeted_loc)
|
||||
if(walking) //Already busy moving somewhere else.
|
||||
return 0
|
||||
walking = 1
|
||||
calculate_path(targeted_loc)
|
||||
if(!targeted_loc)
|
||||
walking = 0
|
||||
return 0
|
||||
if(path.len == 0)
|
||||
calculate_path(targeted_loc)
|
||||
while(loc != targeted_loc)
|
||||
walk_path(targeted_loc)
|
||||
sleep(step_delay)
|
||||
walking = 0
|
||||
return 1
|
||||
|
||||
// Because we can't perfectly duplicate some examine() output, we directly examine the AM it is copying. It's messy but
|
||||
// this is to prevent easy checks from the opposing force.
|
||||
/mob/living/simple_animal/illusion/examine(mob/user)
|
||||
if(copying)
|
||||
copying.examine(user)
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/illusion/bullet_act(var/obj/item/projectile/P)
|
||||
if(!P)
|
||||
return
|
||||
|
||||
if(realistic)
|
||||
return ..()
|
||||
|
||||
return PROJECTILE_FORCE_MISS
|
||||
|
||||
/mob/living/simple_animal/illusion/attack_hand(mob/living/carbon/human/M)
|
||||
if(!realistic)
|
||||
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
|
||||
visible_message("<span class='warning'>[M]'s hand goes through \the [src]!</span>")
|
||||
return
|
||||
else
|
||||
switch(M.a_intent)
|
||||
|
||||
if(I_HELP)
|
||||
var/datum/gender/T = gender_datums[src.get_visible_gender()]
|
||||
M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
|
||||
"<span class='notice'>You hug [src] to make [T.him] feel better!</span>") // slightly redundant as at the moment most mobs still use the normal gender var, but it works and future-proofs it
|
||||
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
|
||||
if(I_DISARM)
|
||||
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
|
||||
visible_message("<span class='danger'>[M] attempted to disarm [src]!</span>")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
if(I_GRAB)
|
||||
..()
|
||||
|
||||
if(I_HURT)
|
||||
adjustBruteLoss(harm_intent_damage)
|
||||
M.visible_message("<font color='red'>[M] [response_harm] \the [src]</font>")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/illusion/ex_act()
|
||||
return
|
||||
|
||||
@@ -15,11 +15,13 @@
|
||||
|
||||
/obj/item/weapon/spell/modifier/on_melee_cast(atom/hit_atom, mob/user)
|
||||
if(istype(hit_atom, /mob/living))
|
||||
on_add_modifier(hit_atom)
|
||||
return on_add_modifier(hit_atom)
|
||||
return FALSE
|
||||
|
||||
/obj/item/weapon/spell/modifier/on_ranged_cast(atom/hit_atom, mob/user)
|
||||
if(istype(hit_atom, /mob/living))
|
||||
on_add_modifier(hit_atom)
|
||||
return on_add_modifier(hit_atom)
|
||||
return FALSE
|
||||
|
||||
|
||||
/obj/item/weapon/spell/modifier/proc/on_add_modifier(var/mob/living/L)
|
||||
@@ -32,6 +34,7 @@
|
||||
MT.spell_power = calculate_spell_power(1)
|
||||
log_and_message_admins("has casted [src] on [L].")
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
// Technomancer specific subtype which keeps track of spell power and gets targeted specificially by Dispel.
|
||||
/datum/modifier/technomancer
|
||||
|
||||
@@ -30,13 +30,13 @@
|
||||
this point.</span>"
|
||||
return 0
|
||||
user << "<span class='notice'>You stab \the [L] with a hidden integrated hypo, attempting to bring them back...</span>"
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SM = L
|
||||
if(istype(L, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/SM = L
|
||||
SM.health = SM.getMaxHealth() / 3
|
||||
SM.stat = CONSCIOUS
|
||||
dead_mob_list -= SM
|
||||
living_mob_list += SM
|
||||
SM.icon_state = SM.icon_living
|
||||
SM.update_icon()
|
||||
adjust_instability(15)
|
||||
else if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
icon_state = "radiance"
|
||||
cast_methods = CAST_RANGED | CAST_THROW
|
||||
aspect = ASPECT_EMP
|
||||
spawner_type = /obj/effect/temporary_effect/pulsar
|
||||
spawner_type = /obj/effect/temporary_effect/pulse/pulsar
|
||||
|
||||
/obj/item/weapon/spell/spawner/pulsar/New()
|
||||
..()
|
||||
@@ -25,7 +25,29 @@
|
||||
/obj/item/weapon/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user)
|
||||
empulse(hit_atom, 1, 1, 1, 1, log=1)
|
||||
|
||||
/obj/effect/temporary_effect/pulsar
|
||||
// Does something every so often. Deletes itself when pulses_remaining hits zero.
|
||||
/obj/effect/temporary_effect/pulse
|
||||
var/pulses_remaining = 3
|
||||
var/pulse_delay = 2 SECONDS
|
||||
|
||||
/obj/effect/temporary_effect/pulse/initialize()
|
||||
spawn(0)
|
||||
pulse_loop()
|
||||
return ..()
|
||||
|
||||
/obj/effect/temporary_effect/pulse/proc/pulse_loop()
|
||||
while(pulses_remaining)
|
||||
sleep(pulse_delay)
|
||||
on_pulse()
|
||||
pulses_remaining--
|
||||
qdel(src)
|
||||
|
||||
// Override for specific effects.
|
||||
/obj/effect/temporary_effect/pulse/proc/on_pulse()
|
||||
|
||||
|
||||
|
||||
/obj/effect/temporary_effect/pulse/pulsar
|
||||
name = "pulsar"
|
||||
desc = "Not a real pulsar, but still emits loads of EMP."
|
||||
icon_state = "shield2"
|
||||
@@ -33,17 +55,14 @@
|
||||
light_range = 4
|
||||
light_power = 5
|
||||
light_color = "#2ECCFA"
|
||||
var/pulses_remaining = 3
|
||||
pulses_remaining = 3
|
||||
|
||||
/obj/effect/temporary_effect/pulsar/New()
|
||||
..()
|
||||
spawn(0)
|
||||
pulse_loop()
|
||||
|
||||
/obj/effect/temporary_effect/pulsar/proc/pulse_loop()
|
||||
while(pulses_remaining)
|
||||
sleep(2 SECONDS)
|
||||
/obj/effect/temporary_effect/pulse/pulsar/on_pulse()
|
||||
empulse(src, 1, 1, 2, 2, log = 1)
|
||||
pulses_remaining--
|
||||
qdel(src)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
desc = "Chitter chitter."
|
||||
summoned_mob_type = null
|
||||
summon_options = list(
|
||||
<<<<<<< HEAD
|
||||
"Mouse" = /mob/living/simple_animal/mouse,
|
||||
"Lizard" = /mob/living/simple_animal/lizard,
|
||||
"Chicken" = /mob/living/simple_animal/chicken,
|
||||
@@ -34,16 +35,34 @@
|
||||
"CARP" = /mob/living/simple_animal/hostile/carp,
|
||||
"BEAR" = /mob/living/simple_animal/hostile/bear
|
||||
) // Vorestation edits to add vore versions.
|
||||
=======
|
||||
"Mouse" = /mob/living/simple_mob/animal/passive/mouse,
|
||||
"Lizard" = /mob/living/simple_mob/animal/passive/lizard,
|
||||
"Chicken" = /mob/living/simple_mob/animal/passive/chicken,
|
||||
"Chick" = /mob/living/simple_mob/animal/passive/chick,
|
||||
"Crab" = /mob/living/simple_mob/animal/passive/crab,
|
||||
"Parrot" = /mob/living/simple_mob/animal/passive/bird/parrot,
|
||||
"Goat" = /mob/living/simple_mob/animal/goat,
|
||||
"Cat" = /mob/living/simple_mob/animal/passive/cat,
|
||||
"Kitten" = /mob/living/simple_mob/animal/passive/cat/kitten,
|
||||
"Corgi" = /mob/living/simple_mob/animal/passive/dog/corgi,
|
||||
"Corgi Pup" = /mob/living/simple_mob/animal/passive/dog/corgi/puppy,
|
||||
"BAT" = /mob/living/simple_mob/animal/space/bats,
|
||||
"SPIDER" = /mob/living/simple_mob/animal/giant_spider,
|
||||
"SPIDER HUNTER" = /mob/living/simple_mob/animal/giant_spider/hunter,
|
||||
"SPIDER NURSE" = /mob/living/simple_mob/animal/giant_spider/nurse,
|
||||
"CARP" = /mob/living/simple_mob/animal/space/carp,
|
||||
"BEAR" = /mob/living/simple_mob/animal/space/bear
|
||||
)
|
||||
>>>>>>> 3155d58... Merge pull request #5735 from Neerti/hopefully_last_master_sync
|
||||
cooldown = 30
|
||||
instability_cost = 10
|
||||
energy_cost = 1000
|
||||
|
||||
/obj/item/weapon/spell/summon/summon_creature/on_summon(var/mob/living/simple_animal/summoned)
|
||||
/obj/item/weapon/spell/summon/summon_creature/on_summon(var/mob/living/simple_mob/summoned)
|
||||
if(check_for_scepter())
|
||||
// summoned.faction = "technomancer"
|
||||
if(istype(summoned, /mob/living/simple_animal/hostile))
|
||||
var/mob/living/simple_animal/SA = summoned
|
||||
SA.friends.Add(owner)
|
||||
summoned.friends += owner
|
||||
|
||||
// Makes their new pal big and strong, if they have spell power.
|
||||
summoned.maxHealth = calculate_spell_power(summoned.maxHealth)
|
||||
@@ -51,15 +70,12 @@
|
||||
summoned.melee_damage_lower = calculate_spell_power(summoned.melee_damage_lower)
|
||||
summoned.melee_damage_upper = calculate_spell_power(summoned.melee_damage_upper)
|
||||
// This makes the summon slower, so the crew has a chance to flee from massive monsters.
|
||||
summoned.move_to_delay = calculate_spell_power(round(summoned.move_to_delay))
|
||||
summoned.movement_cooldown = calculate_spell_power(round(summoned.movement_cooldown))
|
||||
|
||||
var/new_size = calculate_spell_power(1)
|
||||
if(new_size != 1)
|
||||
var/matrix/M = matrix()
|
||||
M.Scale(new_size)
|
||||
M.Translate(0, 16*(new_size-1))
|
||||
summoned.transform = M
|
||||
adjust_scale(new_size)
|
||||
|
||||
|
||||
// Now we hurt their new pal, because being forcefully abducted by teleportation can't be healthy.
|
||||
summoned.health = round(summoned.getMaxHealth() * 0.7)
|
||||
summoned.adjustBruteLoss(summoned.getMaxHealth() * 0.3) // Lose 30% of max health on arrival (but could be healed back up).
|
||||
@@ -1,9 +1,8 @@
|
||||
/datum/technomancer/spell/summon_ward
|
||||
name = "Summon Ward"
|
||||
desc = "Teleports a prefabricated 'ward' drone to the target location, which will alert you and your allies when it sees entities \
|
||||
moving around it, or when it is attacked. They can see for up to five meters."
|
||||
enhancement_desc = "Wards can detect invisibile entities, and are more specific in relaying information about what it sees. \
|
||||
Invisible entities that are spotted by it will be decloaked."
|
||||
name = "Summon Monitor Ward"
|
||||
desc = "Teleports a prefabricated 'ward' drone to the target location, which will alert you when it sees entities \
|
||||
moving around it, or when it is attacked. They can see for up to five meters. It can also see invisible entities, and \
|
||||
forcefully decloak them if close enough."
|
||||
cost = 25
|
||||
obj_path = /obj/item/weapon/spell/summon/summon_ward
|
||||
category = UTILITY_SPELLS
|
||||
@@ -12,116 +11,10 @@
|
||||
name = "summon ward"
|
||||
desc = "Finally, someone you can depend on to watch your back."
|
||||
cast_methods = CAST_RANGED
|
||||
summoned_mob_type = /mob/living/simple_animal/ward
|
||||
summoned_mob_type = /mob/living/simple_mob/mechanical/ward/monitor
|
||||
cooldown = 10
|
||||
instability_cost = 5
|
||||
energy_cost = 500
|
||||
|
||||
/obj/item/weapon/spell/summon/summon_ward/on_summon(var/mob/living/simple_animal/ward/ward)
|
||||
ward.creator = owner
|
||||
if(check_for_scepter())
|
||||
ward.true_sight = 1
|
||||
ward.see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
|
||||
/mob/living/simple_animal/ward
|
||||
name = "ward"
|
||||
desc = "It's a little flying drone that seems to be watching you..."
|
||||
icon = 'icons/mob/critter.dmi'
|
||||
icon_state = "ward"
|
||||
resistance = 5
|
||||
wander = 0
|
||||
response_help = "pets the"
|
||||
response_disarm = "swats away"
|
||||
response_harm = "punches"
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
maxbodytemp = 0
|
||||
unsuitable_atoms_damage = 0
|
||||
heat_damage_per_tick = 0
|
||||
cold_damage_per_tick = 0
|
||||
|
||||
var/true_sight = 0 // If true, detects more than what the Technomancer normally can't.
|
||||
var/mob/living/carbon/human/creator = null
|
||||
var/list/seen_mobs = list()
|
||||
|
||||
/mob/living/simple_animal/ward/death()
|
||||
if(creator)
|
||||
creator << "<span class='danger'>Your ward inside [get_area(src)] was killed!</span>"
|
||||
..()
|
||||
qdel(src)
|
||||
|
||||
/mob/living/simple_animal/ward/proc/expire()
|
||||
if(creator && src)
|
||||
creator << "<span class='warning'>Your ward inside [get_area(src)] expired.</span>"
|
||||
qdel(src)
|
||||
|
||||
/mob/living/simple_animal/ward/Life()
|
||||
..()
|
||||
detect_mobs()
|
||||
update_icon()
|
||||
|
||||
/mob/living/simple_animal/ward/proc/detect_mobs()
|
||||
var/list/things_in_sight = view(5,src)
|
||||
var/list/newly_seen_mobs = list()
|
||||
for(var/mob/living/L in things_in_sight)
|
||||
if(L == creator) // I really wish is_ally() was usable here.
|
||||
continue
|
||||
|
||||
if(istype(L, /mob/living/simple_animal/ward))
|
||||
continue
|
||||
|
||||
if(istype(L, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SA = L
|
||||
if(creator in SA.friends)
|
||||
continue
|
||||
|
||||
if(!true_sight)
|
||||
var/turf/T = get_turf(L)
|
||||
var/light_amount = T.get_lumcount()
|
||||
if(light_amount <= 0.5)
|
||||
continue // Too dark to see.
|
||||
|
||||
if(L.alpha <= 127)
|
||||
continue // Too transparent, as a mercy to camo lings.
|
||||
|
||||
else
|
||||
L.break_cloak()
|
||||
|
||||
// Warn the Technomancer when it sees a new mob.
|
||||
if(!(L in seen_mobs))
|
||||
seen_mobs.Add(L)
|
||||
newly_seen_mobs.Add(L)
|
||||
if(creator)
|
||||
if(true_sight)
|
||||
creator << "<span class='notice'>Your ward at [get_area(src)] detected [english_list(newly_seen_mobs)].</span>"
|
||||
else
|
||||
creator << "<span class='notice'>Your ward at [get_area(src)] detected something.</span>"
|
||||
|
||||
// Now get rid of old mobs that left vision.
|
||||
for(var/mob/living/L in seen_mobs)
|
||||
if(!(L in things_in_sight))
|
||||
seen_mobs.Remove(L)
|
||||
|
||||
|
||||
/mob/living/simple_animal/ward/update_icon()
|
||||
if(seen_mobs.len)
|
||||
icon_state = "ward_spotted"
|
||||
set_light(3, 3, l_color = "FF0000")
|
||||
else
|
||||
icon_state = "ward"
|
||||
set_light(3, 3, l_color = "00FF00")
|
||||
if(true_sight)
|
||||
overlays.Cut()
|
||||
var/image/I = image('icons/mob/critter.dmi',"ward_truesight")
|
||||
overlays.Add(I)
|
||||
|
||||
/mob/living/simple_animal/ward/invisible_detect
|
||||
true_sight = 1
|
||||
see_invisible = SEE_INVISIBLE_LEVEL_TWO
|
||||
/obj/item/weapon/spell/summon/summon_ward/on_summon(var/mob/living/simple_mob/mechanical/ward/monitor/my_ward)
|
||||
my_ward.owner = owner
|
||||
|
||||
@@ -49,9 +49,8 @@
|
||||
if(occupant)
|
||||
to_chat(user, "<span class='notice'>\The [src] is already occupied!</span>")
|
||||
return
|
||||
for(var/mob/living/simple_animal/slime/M in range(1, H.affecting))
|
||||
if(M.victim == H.affecting)
|
||||
to_chat(user, "<span class='danger'>[H.affecting.name] has a slime attached to them, deal with that first.</span>")
|
||||
if(H.affecting.has_buckled_mobs())
|
||||
to_chat(user, span("warning", "\The [H.affecting] has other entities attached to it. Remove them first."))
|
||||
return
|
||||
var/mob/M = H.affecting
|
||||
if(M.abiotic())
|
||||
@@ -86,10 +85,9 @@
|
||||
if(O.abiotic())
|
||||
to_chat(user, "<span class='notice'>Subject cannot have abiotic items on.</span>")
|
||||
return 0
|
||||
for(var/mob/living/simple_animal/slime/M in range(1, O))
|
||||
if(M.victim == O)
|
||||
to_chat(user, "<span class='danger'>[O] has a slime attached to them, deal with that first.</span>")
|
||||
return 0
|
||||
if(O.has_buckled_mobs())
|
||||
to_chat(user, span("warning", "\The [O] has other entities attached to it. Remove them first."))
|
||||
return
|
||||
|
||||
if(O == user)
|
||||
visible_message("[user] climbs into \the [src].")
|
||||
|
||||
@@ -143,7 +143,7 @@
|
||||
|
||||
/obj/machinery/camera/attack_generic(mob/user as mob)
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
var/mob/living/simple_mob/S = user
|
||||
set_status(0)
|
||||
S.do_attack_animation(src)
|
||||
S.setClickCooldown(user.get_attack_speed())
|
||||
|
||||
@@ -201,7 +201,7 @@ var/prison_shuttle_timeleft = 0
|
||||
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
|
||||
bug.gib()
|
||||
|
||||
for(var/mob/living/simple_animal/pest in end_location) // And for the other kind of bug...
|
||||
for(var/mob/living/simple_mob/pest in end_location) // And for the other kind of bug...
|
||||
pest.gib()
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
|
||||
@@ -81,7 +81,7 @@ var/specops_shuttle_timeleft = 0
|
||||
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
|
||||
bug.gib()
|
||||
|
||||
for(var/mob/living/simple_animal/pest in end_location) // And for the other kind of bug...
|
||||
for(var/mob/living/simple_mob/pest in end_location) // And for the other kind of bug...
|
||||
pest.gib()
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
|
||||
@@ -166,7 +166,7 @@ var/syndicate_elite_shuttle_timeleft = 0
|
||||
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
|
||||
bug.gib()
|
||||
|
||||
for(var/mob/living/simple_animal/pest in end_location) // And for the other kind of bug...
|
||||
for(var/mob/living/simple_mob/pest in end_location) // And for the other kind of bug...
|
||||
pest.gib()
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
|
||||
@@ -207,7 +207,7 @@
|
||||
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
|
||||
qdel(B)
|
||||
|
||||
for(var/mob/living/simple_animal/hostile/carp/C in linkedholodeck)
|
||||
for(var/mob/living/simple_mob/animal/space/carp/C in linkedholodeck)
|
||||
qdel(C)
|
||||
|
||||
holographic_items = A.copy_contents_to(linkedholodeck , 1)
|
||||
@@ -228,7 +228,7 @@
|
||||
T.temperature = 5000
|
||||
T.hotspot_expose(50000,50000,1)
|
||||
if(L.name=="Holocarp Spawn")
|
||||
new /mob/living/simple_animal/hostile/carp(L.loc)
|
||||
new /mob/living/simple_mob/animal/space/carp(L.loc)
|
||||
|
||||
|
||||
/datum/file/program/holodeck/proc/emergencyShutdown()
|
||||
|
||||
@@ -199,9 +199,8 @@
|
||||
return
|
||||
if(occupant)
|
||||
to_chat(user,"<span class='warning'>\The [src] is already occupied by [occupant].</span>")
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,grab.affecting))
|
||||
if(M.victim == grab.affecting)
|
||||
to_chat(usr, "[grab.affecting.name] will not fit into the cryo because they have a slime latched onto their head.")
|
||||
if(grab.affecting.has_buckled_mobs())
|
||||
to_chat(user, span("warning", "\The [grab.affecting] has other entities attached to it. Remove them first."))
|
||||
return
|
||||
var/mob/M = grab.affecting
|
||||
qdel(grab)
|
||||
@@ -349,14 +348,14 @@
|
||||
set name = "Move Inside"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,usr))
|
||||
if(M.victim == usr)
|
||||
to_chat(usr, "You're too busy getting your life sucked out of you.")
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
if(L.has_buckled_mobs())
|
||||
to_chat(L, span("warning", "You have other entities attached to yourself. Remove them first."))
|
||||
return
|
||||
if(usr.stat != 0)
|
||||
return
|
||||
put_mob(usr)
|
||||
if(L.stat != CONSCIOUS)
|
||||
return
|
||||
put_mob(L)
|
||||
|
||||
/atom/proc/return_air_for_internal_lifeform(var/mob/living/lifeform)
|
||||
return return_air()
|
||||
|
||||
@@ -567,9 +567,10 @@
|
||||
to_chat(usr, "<span class='notice'><B>\The [src] is in use.</B></span>")
|
||||
return
|
||||
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,usr))
|
||||
if(M.victim == usr)
|
||||
to_chat(usr, "You're too busy getting your life sucked out of you.")
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
if(L.has_buckled_mobs())
|
||||
to_chat(L, span("warning", "You have other entities attached to yourself. Remove them first."))
|
||||
return
|
||||
|
||||
visible_message("[usr] [on_enter_visible_message] [src].", 3)
|
||||
|
||||
@@ -46,11 +46,12 @@
|
||||
var/bolt_up_sound = 'sound/machines/boltsup.ogg'
|
||||
var/bolt_down_sound = 'sound/machines/boltsdown.ogg'
|
||||
|
||||
/obj/machinery/door/airlock/attack_generic(var/mob/user, var/damage)
|
||||
/obj/machinery/door/airlock/attack_generic(var/mob/living/user, var/damage)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
if(damage >= 10)
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
if(src.locked || src.welded)
|
||||
visible_message("<span class='danger'>\The [user] begins breaking into \the [src] internals!</span>")
|
||||
user.set_AI_busy(TRUE) // If the mob doesn't have an AI attached, this won't do anything.
|
||||
if(do_after(user,10 SECONDS,src))
|
||||
src.locked = 0
|
||||
src.welded = 0
|
||||
@@ -58,6 +59,7 @@
|
||||
open(1)
|
||||
if(prob(25))
|
||||
src.shock(user, 100)
|
||||
user.set_AI_busy(FALSE)
|
||||
else if(src.density)
|
||||
visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
|
||||
open(1)
|
||||
@@ -508,9 +510,6 @@ About the new airlock wires panel:
|
||||
return
|
||||
..(user)
|
||||
|
||||
/obj/machinery/door/airlock/bumpopen(mob/living/simple_animal/user as mob)
|
||||
..(user)
|
||||
|
||||
/obj/machinery/door/airlock/proc/isElectrified()
|
||||
if(src.electrified_until != 0)
|
||||
return 1
|
||||
|
||||
@@ -39,8 +39,8 @@
|
||||
|
||||
/obj/machinery/door/attack_generic(var/mob/user, var/damage)
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
if(damage >= 10)
|
||||
var/mob/living/simple_mob/S = user
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
visible_message("<span class='danger'>\The [user] smashes into the [src]!</span>")
|
||||
playsound(src, S.attack_sound, 75, 1)
|
||||
take_damage(damage)
|
||||
|
||||
@@ -216,22 +216,26 @@
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/machinery/door/firedoor/attack_generic(var/mob/user, var/damage)
|
||||
/obj/machinery/door/firedoor/attack_generic(var/mob/living/user, var/damage)
|
||||
if(stat & (BROKEN|NOPOWER))
|
||||
if(damage >= 10)
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
var/time_to_force = (2 + (2 * blocked)) * 5
|
||||
if(src.density)
|
||||
visible_message("<span class='danger'>\The [user] starts forcing \the [src] open!</span>")
|
||||
user.set_AI_busy(TRUE) // If the mob doesn't have an AI attached, this won't do anything.
|
||||
if(do_after(user, time_to_force, src))
|
||||
visible_message("<span class='danger'>\The [user] forces \the [src] open!</span>")
|
||||
src.blocked = 0
|
||||
open(1)
|
||||
user.set_AI_busy(FALSE)
|
||||
else
|
||||
time_to_force = (time_to_force / 2)
|
||||
visible_message("<span class='danger'>\The [user] starts forcing \the [src] closed!</span>")
|
||||
user.set_AI_busy(TRUE) // If the mob doesn't have an AI attached, this won't do anything.
|
||||
if(do_after(user, time_to_force, src))
|
||||
visible_message("<span class='danger'>\The [user] forces \the [src] closed!</span>")
|
||||
close(1)
|
||||
user.set_AI_busy(FALSE)
|
||||
else
|
||||
visible_message("<span class='notice'>\The [user] strains fruitlessly to force \the [src] [density ? "open" : "closed"].</span>")
|
||||
return
|
||||
|
||||
@@ -406,16 +406,16 @@ var/list/turret_icons
|
||||
attacked = 0
|
||||
..()
|
||||
|
||||
/obj/machinery/porta_turret/attack_generic(mob/user as mob, var/damage)
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
if(damage >= 10)
|
||||
/obj/machinery/porta_turret/attack_generic(mob/living/L, damage)
|
||||
if(isanimal(L))
|
||||
var/mob/living/simple_mob/S = L
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
var/incoming_damage = round(damage - (damage / 5)) //Turrets are slightly armored, assumedly.
|
||||
visible_message("<span class='danger'>\The [S] [pick(S.attacktext)] \the [src]!</span>")
|
||||
take_damage(incoming_damage)
|
||||
S.do_attack_animation(src)
|
||||
return 1
|
||||
visible_message("<span class='notice'>\The [user] bonks \the [src]'s casing!</span>")
|
||||
visible_message("<span class='notice'>\The [L] bonks \the [src]'s casing!</span>")
|
||||
return ..()
|
||||
|
||||
/obj/machinery/porta_turret/emag_act(var/remaining_charges, var/mob/user)
|
||||
|
||||
@@ -69,7 +69,7 @@
|
||||
for(var/obj/machinery/teleport/hub/H in range(1))
|
||||
var/amount = rand(2,5)
|
||||
for(var/i=0;i<amount;i++)
|
||||
new /mob/living/simple_animal/hostile/carp(get_turf(H))
|
||||
new /mob/living/simple_mob/animal/space/carp(get_turf(H))
|
||||
//
|
||||
else
|
||||
for(var/mob/O in hearers(src, null))
|
||||
|
||||
@@ -40,9 +40,8 @@
|
||||
if(occupant)
|
||||
occupant_message("The sleeper is already occupied")
|
||||
return
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,target))
|
||||
if(M.victim == target)
|
||||
occupant_message("[target] will not fit into the sleeper because they have a slime latched onto their head.")
|
||||
if(target.has_buckled_mobs())
|
||||
occupant_message(span("warning", "\The [target] has other entities attached to it. Remove them first."))
|
||||
return
|
||||
occupant_message("You start putting [target] into [src].")
|
||||
chassis.visible_message("[chassis] starts putting [target] into the [src].")
|
||||
|
||||
@@ -1203,9 +1203,10 @@
|
||||
usr << "<span class='danger'>Kinda hard to climb in while handcuffed don't you think?</span>"
|
||||
return
|
||||
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,usr))
|
||||
if(M.victim == usr)
|
||||
usr << "<span class='danger'>You're too busy getting your life sucked out of you.</span>"
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
if(L.has_buckled_mobs())
|
||||
to_chat(L, span("warning", "You have other entities attached to yourself. Remove them first."))
|
||||
return
|
||||
|
||||
//search for a valid passenger compartment
|
||||
|
||||
@@ -1142,10 +1142,12 @@
|
||||
to_chat(usr,"<span class='warning'>Access denied</span>")
|
||||
src.log_append_to_last("Permission denied.")
|
||||
return
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,usr))
|
||||
if(M.victim == usr)
|
||||
to_chat(usr,"You're too busy getting your life sucked out of you.")
|
||||
if(isliving(usr))
|
||||
var/mob/living/L = usr
|
||||
if(L.has_buckled_mobs())
|
||||
to_chat(L, span("warning", "You have other entities attached to yourself. Remove them first."))
|
||||
return
|
||||
|
||||
// usr << "You start climbing into [src.name]"
|
||||
|
||||
visible_message("<span class='notice'>\The [usr] starts to climb into [src.name]</span>")
|
||||
|
||||
@@ -99,6 +99,14 @@
|
||||
name = "Dark Gygax wreckage"
|
||||
icon_state = "darkgygax-broken"
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/gygax/adv
|
||||
name = "Advanced Dark Gygax wreckage"
|
||||
icon_state = "darkgygax_adv-broken"
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/gygax/medgax
|
||||
name = "Medgax wreckage"
|
||||
icon_state = "medgax-broken"
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/marauder
|
||||
name = "Marauder wreckage"
|
||||
icon_state = "marauder-broken"
|
||||
@@ -198,6 +206,9 @@
|
||||
parts -= part
|
||||
return
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/odysseus/murdysseus
|
||||
icon_state = "murdysseus-broken"
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/hoverpod
|
||||
name = "Hover pod wreckage"
|
||||
icon_state = "engineering_pod-broken"
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
else if(foundVirus)
|
||||
holder.icon_state = "hudill"
|
||||
else if(patient.has_brain_worms())
|
||||
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
|
||||
var/mob/living/simple_mob/animal/borer/B = patient.has_brain_worms()
|
||||
if(B.controlling)
|
||||
holder.icon_state = "hudbrainworm"
|
||||
else
|
||||
|
||||
@@ -99,3 +99,13 @@
|
||||
mouse_opacity = FALSE
|
||||
anchored = TRUE
|
||||
plane = ABOVE_PLANE
|
||||
|
||||
// Similar to the tesla ball but doesn't actually do anything and is purely visual.
|
||||
/obj/effect/overlay/energy_ball
|
||||
name = "energy ball"
|
||||
desc = "An energy ball."
|
||||
icon = 'icons/obj/tesla_engine/energy_ball.dmi'
|
||||
icon_state = "energy_ball"
|
||||
plane = PLANE_LIGHTING_ABOVE
|
||||
pixel_x = -32
|
||||
pixel_y = -32
|
||||
|
||||
@@ -56,13 +56,15 @@
|
||||
|
||||
/obj/effect/spider/stickyweb
|
||||
icon_state = "stickyweb1"
|
||||
New()
|
||||
|
||||
/obj/effect/spider/stickyweb/initialize()
|
||||
if(prob(50))
|
||||
icon_state = "stickyweb2"
|
||||
return ..()
|
||||
|
||||
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(air_group || (height==0)) return 1
|
||||
if(istype(mover, /mob/living/simple_animal/hostile/giant_spider))
|
||||
if(istype(mover, /mob/living/simple_mob/animal/giant_spider))
|
||||
return 1
|
||||
else if(istype(mover, /mob/living))
|
||||
if(prob(50))
|
||||
@@ -80,10 +82,12 @@
|
||||
var/spiders_min = 6
|
||||
var/spiders_max = 24
|
||||
var/spider_type = /obj/effect/spider/spiderling
|
||||
New()
|
||||
|
||||
/obj/effect/spider/eggcluster/initialize()
|
||||
pixel_x = rand(3,-3)
|
||||
pixel_y = rand(3,-3)
|
||||
processing_objects |= src
|
||||
return ..()
|
||||
|
||||
/obj/effect/spider/eggcluster/New(var/location, var/atom/parent)
|
||||
get_light_and_color(parent)
|
||||
@@ -129,10 +133,10 @@
|
||||
var/amount_grown = -1
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/entry_vent
|
||||
var/travelling_in_vent = 0
|
||||
var/list/grow_as = list(/mob/living/simple_animal/hostile/giant_spider, /mob/living/simple_animal/hostile/giant_spider/nurse, /mob/living/simple_animal/hostile/giant_spider/hunter)
|
||||
var/list/grow_as = list(/mob/living/simple_mob/animal/giant_spider, /mob/living/simple_mob/animal/giant_spider/nurse, /mob/living/simple_mob/animal/giant_spider/hunter)
|
||||
|
||||
/obj/effect/spider/spiderling/frost
|
||||
grow_as = list(/mob/living/simple_animal/hostile/giant_spider/frost)
|
||||
grow_as = list(/mob/living/simple_mob/animal/giant_spider/frost)
|
||||
|
||||
/obj/effect/spider/spiderling/New(var/location, var/atom/parent)
|
||||
pixel_x = rand(6,-6)
|
||||
|
||||
@@ -107,7 +107,7 @@
|
||||
return 0
|
||||
|
||||
if(!user.IsAdvancedToolUser() && isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
var/mob/living/simple_mob/S = user
|
||||
if(!S.IsHumanoidToolUser(src))
|
||||
return 0
|
||||
|
||||
|
||||
@@ -166,7 +166,7 @@
|
||||
outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
|
||||
|
||||
//cats!
|
||||
for(var/mob/living/simple_animal/cat/C in viewers(1,targloc))
|
||||
for(var/mob/living/simple_mob/animal/passive/cat/C in viewers(1,targloc))
|
||||
if (!(C.stat || C.buckled))
|
||||
if(prob(50) && !(C.client))
|
||||
C.visible_message("<span class='warning'>[C] pounces on the light!</span>", "<span class='warning'>You pounce on the light!</span>")
|
||||
|
||||
@@ -451,15 +451,15 @@ HALOGEN COUNTER - Radcount on mobs
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
|
||||
|
||||
/obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob)
|
||||
if(!isslime(M))
|
||||
to_chat(user, "<B>This device can only scan slimes!</B>")
|
||||
if(!istype(M, /mob/living/simple_mob/slime/xenobio))
|
||||
to_chat(user, "<B>This device can only scan lab-grown slimes!</B>")
|
||||
return
|
||||
var/mob/living/simple_animal/slime/S = M
|
||||
var/mob/living/simple_mob/slime/xenobio/S = M
|
||||
user.show_message("Slime scan results:<br>[S.slime_color] [S.is_adult ? "adult" : "baby"] slime<br>Health: [S.health]<br>Mutation Probability: [S.mutation_chance]")
|
||||
|
||||
var/list/mutations = list()
|
||||
for(var/potential_color in S.slime_mutation)
|
||||
var/mob/living/simple_animal/slime/slime = potential_color
|
||||
var/mob/living/simple_mob/slime/xenobio/slime = potential_color
|
||||
mutations.Add(initial(slime.slime_color))
|
||||
user.show_message("Potental to mutate into [english_list(mutations)] colors.<br>Extract potential: [S.cores]<br>Nutrition: [S.nutrition]/[S.get_max_nutrition()]")
|
||||
|
||||
@@ -469,12 +469,14 @@ HALOGEN COUNTER - Radcount on mobs
|
||||
user.show_message("<span class='warning'>Warning: Subject is hungry.</span>")
|
||||
user.show_message("Electric change strength: [S.power_charge]")
|
||||
|
||||
if(S.resentment)
|
||||
if(S.has_AI())
|
||||
var/datum/ai_holder/simple_mob/xenobio_slime/AI = S.ai_holder
|
||||
if(AI.resentment)
|
||||
user.show_message("<span class='warning'>Warning: Subject is harboring resentment.</span>")
|
||||
if(S.docile)
|
||||
user.show_message("Subject has been pacified.")
|
||||
if(S.rabid)
|
||||
if(AI.rabid)
|
||||
user.show_message("<span class='danger'>Subject is enraged and extremely dangerous!</span>")
|
||||
if(S.harmless)
|
||||
user.show_message("Subject has been pacified.")
|
||||
if(S.unity)
|
||||
user.show_message("Subject is friendly to other slime colors.")
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
matter = list("glass" = 200)
|
||||
flags = NOBLUDGEON
|
||||
var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/mouse)
|
||||
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse)
|
||||
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
|
||||
|
||||
/obj/item/glass_jar/New()
|
||||
|
||||
@@ -47,14 +47,3 @@
|
||||
processing_objects -= src
|
||||
return ..()
|
||||
|
||||
|
||||
//Crashed Cargo Shuttle PoI
|
||||
|
||||
/obj/structure/largecrate/animal/crashedshuttle
|
||||
name = "SCP"
|
||||
|
||||
/obj/structure/largecrate/animal/crashedshuttle/initialize()
|
||||
starts_with = list(pick(/mob/living/simple_animal/hostile/statue, /obj/item/cursed_marble, /obj/item/weapon/deadringer)) // Starts_with has to be a list
|
||||
name = pick("Spicy Crust Pizzeria", "Soap and Care Products", "Sally's Computer Parts", "Steve's Chocolate Pastries", "Smith & Christian's Plastics","Standard Containers & Packaging Co.", "Sanitary Chemical Purgation (LTD)")
|
||||
name += " delivery crate"
|
||||
return ..()
|
||||
|
||||
@@ -275,13 +275,6 @@
|
||||
add_flashes(W,user)
|
||||
else
|
||||
add_flashes(W,user)
|
||||
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
|
||||
to_chat(user, "<span class='notice'>You install some manipulators and modify the head, creating a functional spider-bot!</span>")
|
||||
new /mob/living/simple_animal/spiderbot(get_turf(loc))
|
||||
user.drop_item()
|
||||
qdel(W)
|
||||
qdel(src)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/item/robot_parts/head/proc/add_flashes(obj/item/W as obj, mob/user as mob) //Made into a seperate proc to avoid copypasta
|
||||
|
||||
2
code/game/objects/items/weapons/AI_modules.dm
Executable file → Normal file
2
code/game/objects/items/weapons/AI_modules.dm
Executable file → Normal file
@@ -23,7 +23,7 @@ AI MODULES
|
||||
|
||||
/obj/item/weapon/aiModule/proc/install(var/atom/movable/AM, var/mob/living/user)
|
||||
if(!user.IsAdvancedToolUser() && isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
var/mob/living/simple_mob/S = user
|
||||
if(!S.IsHumanoidToolUser(src))
|
||||
return 0
|
||||
|
||||
|
||||
@@ -31,19 +31,25 @@
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks
|
||||
name = "manhack delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/viscerator
|
||||
spawner_type = /mob/living/simple_mob/mechanical/viscerator
|
||||
deliveryamt = 5
|
||||
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks/mercenary
|
||||
spawner_type = /mob/living/simple_mob/mechanical/viscerator/mercenary
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/manhacks/raider
|
||||
spawner_type = /mob/living/simple_mob/mechanical/viscerator/raider
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/spesscarp
|
||||
name = "carp delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/carp
|
||||
spawner_type = /mob/living/simple_mob/animal/space/carp
|
||||
deliveryamt = 5
|
||||
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
|
||||
|
||||
/obj/item/weapon/grenade/spawnergrenade/spider
|
||||
name = "spider delivery grenade"
|
||||
spawner_type = /mob/living/simple_animal/hostile/giant_spider/hunter
|
||||
spawner_type = /mob/living/simple_mob/animal/giant_spider/hunter
|
||||
deliveryamt = 3
|
||||
origin_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 4, TECH_ILLEGAL = 4)
|
||||
|
||||
|
||||
@@ -79,9 +79,8 @@
|
||||
var/obj/item/weapon/grab/grab = G
|
||||
if(!ismob(grab.affecting))
|
||||
return
|
||||
for(var/mob/living/simple_animal/slime/M in range(1,grab.affecting))
|
||||
if(M.victim == grab.affecting)
|
||||
usr << "[grab.affecting.name] will not fit into the [src.name] because they have a slime latched onto their head."
|
||||
if(grab.affecting.has_buckled_mobs())
|
||||
to_chat(user, span("warning", "\The [grab.affecting] has other entities attached to them. Remove them first."))
|
||||
return
|
||||
var/mob/M = grab.affecting
|
||||
if(put_mob(M))
|
||||
|
||||
@@ -233,11 +233,10 @@
|
||||
playsound(get_turf(target), 'sound/weapons/blade1.ogg', 100, 1)
|
||||
|
||||
// Make lesser robots really mad at us.
|
||||
if(istype(target, /mob/living/simple_animal))
|
||||
var/mob/living/simple_animal/SA = target
|
||||
if(SA.intelligence_level == SA_ROBOTIC)
|
||||
SA.taunt(user)
|
||||
SA.adjustFireLoss(force * 6) // 30 Burn, for 50 total.
|
||||
if(target.mob_class & MOB_CLASS_SYNTHETIC)
|
||||
if(target.has_AI())
|
||||
target.taunt(user)
|
||||
target.adjustFireLoss(force * 6) // 30 Burn, for 50 total.
|
||||
|
||||
/*
|
||||
*Energy Blade
|
||||
|
||||
@@ -292,7 +292,7 @@ var/list/tape_roll_applications = list()
|
||||
add_fingerprint(M)
|
||||
if (!allowed(M)) //only select few learn art of not crumpling the tape
|
||||
M << "<span class='warning'>You are not supposed to go past [src]...</span>"
|
||||
if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_animal)))
|
||||
if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_mob)))
|
||||
return 0
|
||||
crumple()
|
||||
return ..(mover)
|
||||
|
||||
@@ -269,9 +269,8 @@
|
||||
|
||||
/obj/item/weapon/melee/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
|
||||
..(target, user, hit_zone)
|
||||
if(istype(target, /mob/living/simple_animal) && status)
|
||||
var/mob/living/simple_animal/SA = target
|
||||
SA.taunt(user)
|
||||
if(status && target.has_AI())
|
||||
target.taunt(user)
|
||||
|
||||
// Borg version, for the lost module.
|
||||
/obj/item/weapon/melee/baton/shocker/robot
|
||||
|
||||
@@ -1,3 +1,7 @@
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
|
||||
>>>>>>> 3155d58... Merge pull request #5735 from Neerti/hopefully_last_master_sync
|
||||
#define WELDER_FUEL_BURN_INTERVAL 13
|
||||
/*
|
||||
* Welding Tool
|
||||
@@ -317,7 +321,10 @@
|
||||
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
|
||||
if(!E)
|
||||
return
|
||||
<<<<<<< HEAD
|
||||
if(H.nif && H.nif.flag_check(NIF_V_UVFILTER,NIF_FLAGS_VISION)) return //VOREStation Add - NIF
|
||||
=======
|
||||
>>>>>>> 3155d58... Merge pull request #5735 from Neerti/hopefully_last_master_sync
|
||||
switch(safety)
|
||||
if(1)
|
||||
to_chat(usr, "<span class='warning'>Your eyes sting a little.</span>")
|
||||
|
||||
@@ -18,44 +18,47 @@
|
||||
var/mob_retaliate = 0
|
||||
|
||||
/obj/random/mob/item_to_spawn()
|
||||
return pick(prob(10);/mob/living/simple_animal/lizard,
|
||||
prob(6);/mob/living/simple_animal/retaliate/diyaab,
|
||||
prob(10);/mob/living/simple_animal/cat/fluff,
|
||||
prob(6);/mob/living/simple_animal/cat/kitten,
|
||||
prob(10);/mob/living/simple_animal/corgi,
|
||||
prob(6);/mob/living/simple_animal/corgi/puppy,
|
||||
prob(10);/mob/living/simple_animal/crab,
|
||||
prob(10);/mob/living/simple_animal/chicken,
|
||||
prob(6);/mob/living/simple_animal/chick,
|
||||
prob(10);/mob/living/simple_animal/cow,
|
||||
prob(6);/mob/living/simple_animal/retaliate/goat,
|
||||
prob(10);/mob/living/simple_animal/penguin,
|
||||
prob(10);/mob/living/simple_animal/mouse,
|
||||
prob(10);/mob/living/simple_animal/yithian,
|
||||
prob(10);/mob/living/simple_animal/tindalos,
|
||||
prob(10);/mob/living/simple_animal/corgi/tamaskan,
|
||||
prob(3);/mob/living/simple_animal/parrot,
|
||||
prob(1);/mob/living/simple_animal/giant_crab)
|
||||
return pick(prob(10);/mob/living/simple_mob/animal/passive/lizard,
|
||||
prob(6);/mob/living/simple_mob/animal/sif/diyaab,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/cat,
|
||||
prob(6);/mob/living/simple_mob/animal/passive/cat,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/dog/corgi,
|
||||
prob(6);/mob/living/simple_mob/animal/passive/dog/corgi/puppy,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/crab,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/chicken,
|
||||
prob(6);/mob/living/simple_mob/animal/passive/chick,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/cow,
|
||||
prob(6);/mob/living/simple_mob/animal/goat,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/penguin,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/mouse,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/yithian,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/tindalos,
|
||||
prob(10);/mob/living/simple_mob/animal/passive/dog/tamaskan,
|
||||
prob(3);/mob/living/simple_mob/animal/passive/bird/parrot,
|
||||
prob(1);/mob/living/simple_mob/animal/passive/crab)
|
||||
|
||||
/obj/random/mob/spawn_item() //These should only ever have simple mobs.
|
||||
var/build_path = item_to_spawn()
|
||||
|
||||
var/mob/living/simple_animal/M = new build_path(src.loc)
|
||||
M.ai_inactive = 1 //Don't fight eachother while we're still setting up!
|
||||
if(mob_faction)
|
||||
M.faction = mob_faction
|
||||
M.returns_home = mob_returns_home
|
||||
M.wander = mob_wander
|
||||
M.wander_distance = mob_wander_distance
|
||||
var/mob/living/simple_mob/M = new build_path(src.loc)
|
||||
if(!istype(M))
|
||||
return
|
||||
if(M.has_AI())
|
||||
var/datum/ai_holder/AI = M.ai_holder
|
||||
AI.go_sleep() //Don't fight eachother while we're still setting up!
|
||||
AI.returns_home = mob_returns_home
|
||||
AI.wander = mob_wander
|
||||
AI.max_home_distance = mob_wander_distance
|
||||
if(overwrite_hostility)
|
||||
M.hostile = mob_hostile
|
||||
M.retaliate = mob_retaliate
|
||||
M.ai_inactive = 0 //Now you can kill eachother if your faction didn't override.
|
||||
AI.hostile = mob_hostile
|
||||
AI.retaliate = mob_retaliate
|
||||
AI.go_wake() //Now you can kill eachother if your faction didn't override.
|
||||
|
||||
if(pixel_x || pixel_y)
|
||||
M.pixel_x = pixel_x
|
||||
M.pixel_y = pixel_y
|
||||
|
||||
|
||||
/obj/random/mob/sif
|
||||
name = "Random Sif Animal"
|
||||
desc = "This is a random cold weather animal."
|
||||
@@ -65,14 +68,14 @@
|
||||
mob_wander_distance = 10
|
||||
|
||||
/obj/random/mob/sif/item_to_spawn()
|
||||
return pick(prob(30);/mob/living/simple_animal/retaliate/diyaab,
|
||||
prob(15);/mob/living/simple_animal/crab,
|
||||
prob(15);/mob/living/simple_animal/penguin,
|
||||
prob(15);/mob/living/simple_animal/mouse,
|
||||
prob(15);/mob/living/simple_animal/corgi/tamaskan,
|
||||
prob(2);/mob/living/simple_animal/hostile/giant_spider/frost,
|
||||
prob(1);/mob/living/simple_animal/hostile/goose,
|
||||
prob(20);/mob/living/simple_animal/giant_crab)
|
||||
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/crab,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/penguin,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/mouse,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/dog/tamaskan,
|
||||
prob(2);/mob/living/simple_mob/animal/giant_spider/frost,
|
||||
prob(1);/mob/living/simple_mob/animal/space/goose,
|
||||
prob(20);/mob/living/simple_mob/animal/passive/crab)
|
||||
|
||||
|
||||
/obj/random/mob/sif/peaceful
|
||||
@@ -84,12 +87,12 @@
|
||||
mob_wander_distance = 12
|
||||
|
||||
/obj/random/mob/sif/peaceful/item_to_spawn()
|
||||
return pick(prob(30);/mob/living/simple_animal/retaliate/diyaab,
|
||||
prob(15);/mob/living/simple_animal/crab,
|
||||
prob(15);/mob/living/simple_animal/penguin,
|
||||
prob(15);/mob/living/simple_animal/mouse,
|
||||
prob(15);/mob/living/simple_animal/corgi/tamaskan,
|
||||
prob(20);/mob/living/simple_animal/giant_crab)
|
||||
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/crab,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/penguin,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/mouse,
|
||||
prob(15);/mob/living/simple_mob/animal/passive/dog/tamaskan,
|
||||
prob(20);/mob/living/simple_mob/animal/sif/hooligan_crab)
|
||||
|
||||
/obj/random/mob/sif/hostile
|
||||
name = "Random Hostile Sif Animal"
|
||||
@@ -97,9 +100,9 @@
|
||||
icon_state = "frost"
|
||||
|
||||
/obj/random/mob/sif/hostile/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_animal/hostile/savik,
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/frost,
|
||||
prob(45);/mob/living/simple_animal/hostile/shantak)
|
||||
return pick(prob(22);/mob/living/simple_mob/animal/sif/savik,
|
||||
prob(33);/mob/living/simple_mob/animal/giant_spider/frost,
|
||||
prob(45);/mob/living/simple_mob/animal/sif/shantak)
|
||||
|
||||
/obj/random/mob/spider
|
||||
name = "Random Spider" //Spiders should patrol where they spawn.
|
||||
@@ -110,9 +113,9 @@
|
||||
mob_wander_distance = 4
|
||||
|
||||
/obj/random/mob/spider/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_animal/hostile/giant_spider/nurse,
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/hunter,
|
||||
prob(45);/mob/living/simple_animal/hostile/giant_spider)
|
||||
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse,
|
||||
prob(33);/mob/living/simple_mob/animal/giant_spider/hunter,
|
||||
prob(45);/mob/living/simple_mob/animal/giant_spider)
|
||||
|
||||
/obj/random/mob/spider/nurse
|
||||
name = "Random Nurse Spider"
|
||||
@@ -123,8 +126,8 @@
|
||||
mob_wander_distance = 4
|
||||
|
||||
/obj/random/mob/spider/nurse/item_to_spawn()
|
||||
return pick(prob(22);/mob/living/simple_animal/hostile/giant_spider/nurse/hat,
|
||||
prob(45);/mob/living/simple_animal/hostile/giant_spider/nurse)
|
||||
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse/hat,
|
||||
prob(45);/mob/living/simple_mob/animal/giant_spider/nurse)
|
||||
|
||||
/obj/random/mob/spider/mutant
|
||||
name = "Random Mutant Spider"
|
||||
@@ -133,15 +136,15 @@
|
||||
|
||||
/obj/random/mob/spider/mutant/item_to_spawn()
|
||||
return pick(prob(5);/obj/random/mob/spider,
|
||||
prob(10);/mob/living/simple_animal/hostile/giant_spider/webslinger,
|
||||
prob(10);/mob/living/simple_animal/hostile/giant_spider/carrier,
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/lurker,
|
||||
prob(33);/mob/living/simple_animal/hostile/giant_spider/tunneler,
|
||||
prob(40);/mob/living/simple_animal/hostile/giant_spider/pepper,
|
||||
prob(20);/mob/living/simple_animal/hostile/giant_spider/thermic,
|
||||
prob(40);/mob/living/simple_animal/hostile/giant_spider/electric,
|
||||
prob(1);/mob/living/simple_animal/hostile/giant_spider/phorogenic,
|
||||
prob(40);/mob/living/simple_animal/hostile/giant_spider/frost)
|
||||
prob(10);/mob/living/simple_mob/animal/giant_spider/webslinger,
|
||||
prob(10);/mob/living/simple_mob/animal/giant_spider/carrier,
|
||||
prob(33);/mob/living/simple_mob/animal/giant_spider/lurker,
|
||||
prob(33);/mob/living/simple_mob/animal/giant_spider/tunneler,
|
||||
prob(40);/mob/living/simple_mob/animal/giant_spider/pepper,
|
||||
prob(20);/mob/living/simple_mob/animal/giant_spider/thermic,
|
||||
prob(40);/mob/living/simple_mob/animal/giant_spider/electric,
|
||||
prob(1);/mob/living/simple_mob/animal/giant_spider/phorogenic,
|
||||
prob(40);/mob/living/simple_mob/animal/giant_spider/frost)
|
||||
|
||||
/obj/random/mob/robotic
|
||||
name = "Random Robot Mob"
|
||||
@@ -158,17 +161,18 @@
|
||||
mob_retaliate = 1
|
||||
|
||||
/obj/random/mob/robotic/item_to_spawn() //Hivebots have a total number of 'lots' equal to the lesser drone, at 60.
|
||||
return pick(prob(60);/mob/living/simple_animal/hostile/malf_drone/lesser,
|
||||
prob(50);/mob/living/simple_animal/hostile/malf_drone,
|
||||
prob(15);/mob/living/simple_animal/hostile/mecha/malf_drone,
|
||||
prob(10);/mob/living/simple_animal/hostile/hivebot,
|
||||
prob(15);/mob/living/simple_animal/hostile/hivebot/swarm,
|
||||
prob(10);/mob/living/simple_animal/hostile/hivebot/range,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/rapid,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/ion,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/laser,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/strong,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/guard)
|
||||
return pick(prob(60);/mob/living/simple_mob/mechanical/combat_drone/lesser,
|
||||
prob(50);/mob/living/simple_mob/mechanical/combat_drone,
|
||||
prob(15);/mob/living/simple_mob/mechanical/mecha/ripley,
|
||||
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus,
|
||||
prob(10);/mob/living/simple_mob/mechanical/hivebot,
|
||||
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
|
||||
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
|
||||
|
||||
/obj/random/mob/robotic/hivebot
|
||||
name = "Random Hivebot"
|
||||
@@ -178,14 +182,14 @@
|
||||
mob_faction = "hivebot"
|
||||
|
||||
/obj/random/mob/robotic/hivebot/item_to_spawn()
|
||||
return pick(prob(10);/mob/living/simple_animal/hostile/hivebot,
|
||||
prob(15);/mob/living/simple_animal/hostile/hivebot/swarm,
|
||||
prob(10);/mob/living/simple_animal/hostile/hivebot/range,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/rapid,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/ion,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/laser,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/strong,
|
||||
prob(5);/mob/living/simple_animal/hostile/hivebot/range/guard)
|
||||
return pick(prob(10);/mob/living/simple_mob/mechanical/hivebot,
|
||||
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
|
||||
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
|
||||
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
|
||||
|
||||
//Mice
|
||||
|
||||
@@ -195,7 +199,7 @@
|
||||
icon_state = "mouse_gray"
|
||||
|
||||
/obj/random/mob/mouse/item_to_spawn()
|
||||
return pick(prob(15);/mob/living/simple_animal/mouse/white,
|
||||
prob(30);/mob/living/simple_animal/mouse/brown,
|
||||
prob(30);/mob/living/simple_animal/mouse/gray,
|
||||
return pick(prob(15);/mob/living/simple_mob/animal/passive/mouse/white,
|
||||
prob(30);/mob/living/simple_mob/animal/passive/mouse/brown,
|
||||
prob(30);/mob/living/simple_mob/animal/passive/mouse/gray,
|
||||
prob(25);/obj/random/mouseremains) //because figuring out how to come up with it picking nothing is beyond my coding ability.
|
||||
|
||||
@@ -176,8 +176,8 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
|
||||
if(!breakable || damage < 10 || !wallbreaker)
|
||||
/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb)
|
||||
if(!breakable || damage < STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
return 0
|
||||
visible_message("<span class='danger'>[user] [attack_verb] the [src] apart!</span>")
|
||||
user.do_attack_animation(src)
|
||||
|
||||
@@ -381,8 +381,8 @@
|
||||
else
|
||||
icon_state = icon_opened
|
||||
|
||||
/obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker)
|
||||
if(damage < 10 || !wallbreaker)
|
||||
/obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys")
|
||||
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
return
|
||||
user.do_attack_animation(src)
|
||||
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
|
||||
|
||||
@@ -90,23 +90,23 @@
|
||||
|
||||
/obj/structure/largecrate/animal/corgi
|
||||
name = "corgi carrier"
|
||||
starts_with = list(/mob/living/simple_animal/corgi)
|
||||
starts_with = list(/mob/living/simple_mob/animal/passive/dog/corgi)
|
||||
|
||||
/obj/structure/largecrate/animal/cow
|
||||
name = "cow crate"
|
||||
starts_with = list(/mob/living/simple_animal/cow)
|
||||
starts_with = list(/mob/living/simple_mob/animal/passive/cow)
|
||||
|
||||
/obj/structure/largecrate/animal/goat
|
||||
name = "goat crate"
|
||||
starts_with = list(/mob/living/simple_animal/retaliate/goat)
|
||||
starts_with = list(/mob/living/simple_mob/animal/goat)
|
||||
|
||||
/obj/structure/largecrate/animal/cat
|
||||
name = "cat carrier"
|
||||
starts_with = list(/mob/living/simple_animal/cat)
|
||||
starts_with = list(/mob/living/simple_mob/animal/passive/cat)
|
||||
|
||||
/obj/structure/largecrate/animal/cat/bones
|
||||
starts_with = list(/mob/living/simple_animal/cat/fluff/bones)
|
||||
starts_with = list(/mob/living/simple_mob/animal/passive/cat/bones)
|
||||
|
||||
/obj/structure/largecrate/animal/chick
|
||||
name = "chicken crate"
|
||||
starts_with = list(/mob/living/simple_animal/chick = 5)
|
||||
starts_with = list(/mob/living/simple_mob/animal/passive/chick = 5)
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
/obj/structure/ghost_pod/manual/corgi/create_occupant(var/mob/M)
|
||||
lightning_strike(get_turf(src), cosmetic = TRUE)
|
||||
density = FALSE
|
||||
var/mob/living/simple_animal/corgi/R = new(get_turf(src))
|
||||
var/mob/living/simple_mob/animal/passive/dog/corgi/R = new(get_turf(src))
|
||||
if(M.mind)
|
||||
M.mind.transfer_to(R)
|
||||
to_chat(M, "<span class='notice'>You are a <b>Corgi</b>! Woof!</span>")
|
||||
|
||||
@@ -83,8 +83,8 @@
|
||||
health = (displaced_health - round(current_damage / 4))
|
||||
cover = 25
|
||||
|
||||
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
|
||||
if(!damage || !wallbreaker)
|
||||
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart")
|
||||
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
return 0
|
||||
user.do_attack_animation(src)
|
||||
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
|
||||
|
||||
@@ -126,7 +126,7 @@
|
||||
src.set_dir(turn(src.dir, 90))
|
||||
return
|
||||
else
|
||||
if(istype(usr,/mob/living/simple_animal/mouse))
|
||||
if(ismouse(usr))
|
||||
return
|
||||
if(!usr || !isturf(usr.loc))
|
||||
return
|
||||
|
||||
@@ -574,6 +574,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
icon = 'icons/mecha/mecha.dmi'
|
||||
icon_state = "engineering_pod-broken"
|
||||
density = TRUE
|
||||
anchored = FALSE // In case a dead mecha-mob dies in a bad spot.
|
||||
|
||||
chance_uncommon = 20
|
||||
chance_rare = 10
|
||||
@@ -615,7 +616,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/structure/loot_pile/mecha/ripley
|
||||
name = "ripley wreckage"
|
||||
desc = "The ruins of some unfortunate ripley. Perhaps something is salvageable."
|
||||
icon_states_to_use = list("ripley-broken", "firefighter-broken", "ripley-broken-old")
|
||||
icon_state = "ripley-broken"
|
||||
|
||||
common_loot = list(
|
||||
/obj/random/tool,
|
||||
@@ -649,6 +650,12 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/flamer/rigged
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/ripley/firefighter
|
||||
icon_state = "firefighter-broken"
|
||||
|
||||
/obj/structure/loot_pile/mecha/ripley/random_sprite
|
||||
icon_states_to_use = list("ripley-broken", "firefighter-broken", "ripley-broken-old")
|
||||
|
||||
//Death-Ripley, same common, but more combat-exosuit-based
|
||||
/obj/structure/loot_pile/mecha/deathripley
|
||||
name = "strange ripley wreckage"
|
||||
@@ -719,6 +726,14 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/mecha_parts/mecha_equipment/shocker
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/odysseus/murdysseus
|
||||
icon_state = "murdysseus-broken"
|
||||
|
||||
/obj/structure/loot_pile/mecha/hoverpod
|
||||
name = "hoverpod wreckage"
|
||||
desc = "The ruins of some unfortunate hoverpod. Perhaps something is salvageable."
|
||||
icon_state = "engineering_pod"
|
||||
|
||||
/obj/structure/loot_pile/mecha/gygax
|
||||
name = "gygax wreckage"
|
||||
desc = "The ruins of some unfortunate gygax. Perhaps something is salvageable."
|
||||
@@ -759,6 +774,18 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/gygax/dark
|
||||
icon_state = "darkgygax-broken"
|
||||
|
||||
// Todo: Better loot.
|
||||
/obj/structure/loot_pile/mecha/gygax/dark/adv
|
||||
icon_state = "darkgygax_adv-broken"
|
||||
icon_scale = 1.5
|
||||
pixel_y = 8
|
||||
|
||||
/obj/structure/loot_pile/mecha/gygax/medgax
|
||||
icon_state = "medgax-broken"
|
||||
|
||||
/obj/structure/loot_pile/mecha/durand
|
||||
name = "durand wreckage"
|
||||
desc = "The ruins of some unfortunate durand. Perhaps something is salvageable."
|
||||
@@ -799,6 +826,22 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
|
||||
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
|
||||
)
|
||||
|
||||
/obj/structure/loot_pile/mecha/marauder
|
||||
name = "marauder wreckage"
|
||||
desc = "The ruins of some unfortunate marauder. Perhaps something is salvagable."
|
||||
icon_state = "marauder-broken"
|
||||
// Todo: Better loot.
|
||||
|
||||
/obj/structure/loot_pile/mecha/marauder/seraph
|
||||
name = "seraph wreckage"
|
||||
desc = "The ruins of some unfortunate seraph. Perhaps something is salvagable."
|
||||
icon_state = "seraph-broken"
|
||||
|
||||
/obj/structure/loot_pile/mecha/marauder/mauler
|
||||
name = "mauler wreckage"
|
||||
desc = "The ruins of some unfortunate mauler. Perhaps something is salvagable."
|
||||
icon_state = "mauler-broken"
|
||||
|
||||
/obj/structure/loot_pile/mecha/phazon
|
||||
name = "phazon wreckage"
|
||||
desc = "The ruins of some unfortunate phazon. Perhaps something is salvageable."
|
||||
|
||||
@@ -321,7 +321,7 @@
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
|
||||
if(istype(usr,/mob/living/simple_animal/mouse))
|
||||
if(istype(usr,/mob/living/simple_mob/animal/passive/mouse))
|
||||
return
|
||||
else if(!usr || !isturf(usr.loc))
|
||||
return
|
||||
|
||||
@@ -10,8 +10,8 @@
|
||||
explosion_resistance = 5
|
||||
var/list/mobs_can_pass = list(
|
||||
/mob/living/bot,
|
||||
/mob/living/simple_animal/slime,
|
||||
/mob/living/simple_animal/mouse,
|
||||
/mob/living/simple_mob/slime/xenobio,
|
||||
/mob/living/simple_mob/animal/passive/mouse,
|
||||
/mob/living/silicon/robot/drone
|
||||
)
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
var/last_spawn
|
||||
var/spawn_delay = 150
|
||||
var/randomize_spawning = FALSE
|
||||
var/creature_types = list(/mob/living/simple_animal/retaliate/diyaab)
|
||||
var/creature_types = list(/mob/living/simple_mob/animal/sif/diyaab)
|
||||
var/list/den_mobs
|
||||
var/den_faction //The faction of any spawned creatures.
|
||||
var/max_creatures = 3 //Maximum number of living creatures this nest can have at one time.
|
||||
|
||||
@@ -206,6 +206,6 @@
|
||||
/obj/structure/simple_door/cult/TryToSwitchState(atom/user)
|
||||
if(isliving(user))
|
||||
var/mob/living/L = user
|
||||
if(!iscultist(L) && !istype(L, /mob/living/simple_animal/construct))
|
||||
if(!iscultist(L) && !istype(L, /mob/living/simple_mob/construct))
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -77,7 +77,7 @@
|
||||
src.set_dir(turn(src.dir, 90))
|
||||
return
|
||||
else
|
||||
if(istype(usr,/mob/living/simple_animal/mouse))
|
||||
if(istype(usr,/mob/living/simple_mob/animal/passive/mouse))
|
||||
return
|
||||
if(!usr || !isturf(usr.loc))
|
||||
return
|
||||
|
||||
@@ -206,7 +206,7 @@
|
||||
user.setClickCooldown(user.get_attack_speed())
|
||||
if(!damage)
|
||||
return
|
||||
if(damage >= 10)
|
||||
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
|
||||
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
|
||||
if(reinf)
|
||||
damage = damage / 2
|
||||
|
||||
@@ -27,16 +27,16 @@
|
||||
|
||||
cleaving = TRUE
|
||||
var/hit_mobs = 0
|
||||
for(var/mob/living/simple_animal/SA in range(get_turf(target), 1))
|
||||
if(SA.stat == DEAD) // Don't beat a dead horse.
|
||||
for(var/mob/living/simple_mob/SM in range(get_turf(target), 1))
|
||||
if(SM.stat == DEAD) // Don't beat a dead horse.
|
||||
continue
|
||||
if(SA == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
|
||||
if(SM == user) // Don't hit ourselves. Simple mobs shouldn't be able to do this but that might change later to be able to hit all mob/living-s.
|
||||
continue
|
||||
if(SA == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
|
||||
if(SM == target) // We (presumably) already hit the target before cleave() was called. orange() should prevent this but just to be safe...
|
||||
continue
|
||||
if(!SA.Adjacent(user) || !SA.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
|
||||
if(!SM.Adjacent(user) || !SM.Adjacent(target)) // Cleaving only hits mobs near the target mob and user.
|
||||
continue
|
||||
if(resolve_attackby(SA, user, attack_modifier = 0.5)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
|
||||
if(resolve_attackby(SM, user, attack_modifier = 0.5)) // Hit them with the weapon. This won't cause recursive cleaving due to the cleaving variable being set to true.
|
||||
hit_mobs++
|
||||
|
||||
cleave_visual(user, target)
|
||||
|
||||
@@ -13,6 +13,9 @@
|
||||
|
||||
/turf/simulated/floor/outdoors/snow/Entered(atom/A)
|
||||
if(isliving(A))
|
||||
var/mob/living/L = A
|
||||
if(L.hovering) // Flying things shouldn't make footprints.
|
||||
return ..()
|
||||
var/mdir = "[A.dir]"
|
||||
crossed_dirs[mdir] = 1
|
||||
update_icon()
|
||||
|
||||
@@ -60,9 +60,9 @@
|
||||
var/damage_lower = 25
|
||||
var/damage_upper = 75
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
var/mob/living/simple_mob/S = user
|
||||
playsound(src, S.attack_sound, 75, 1)
|
||||
if(!(S.melee_damage_upper >= 10))
|
||||
if(!(S.melee_damage_upper >= STRUCTURE_MIN_DAMAGE_THRESHOLD * 2))
|
||||
to_chat(user, "<span class='notice'>You bounce against the wall.</span>")
|
||||
return FALSE
|
||||
damage_lower = S.melee_damage_lower
|
||||
@@ -75,7 +75,7 @@
|
||||
to_chat(user, "<span class='danger'>You smash through the wall!</span>")
|
||||
user.do_attack_animation(src)
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
var/mob/living/simple_mob/S = user
|
||||
playsound(src, S.attack_sound, 75, 1)
|
||||
spawn(1)
|
||||
dismantle_wall(1)
|
||||
@@ -115,12 +115,12 @@
|
||||
|
||||
try_touch(user, rotting)
|
||||
|
||||
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
|
||||
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message)
|
||||
|
||||
radiate()
|
||||
user.setClickCooldown(user.get_attack_speed())
|
||||
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
|
||||
if(!damage || !wallbreaker)
|
||||
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD * 2)
|
||||
try_touch(user, rotting)
|
||||
return
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
return success_smash(user)
|
||||
|
||||
if(reinf_material)
|
||||
if((wallbreaker == 2) || (damage >= max(material.hardness,reinf_material.hardness)))
|
||||
if(damage >= max(material.hardness, reinf_material.hardness) )
|
||||
return success_smash(user)
|
||||
else if(damage >= material.hardness)
|
||||
return success_smash(user)
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
edge_blending_priority = -1
|
||||
movement_cost = 4
|
||||
outdoors = TRUE
|
||||
|
||||
layer = WATER_FLOOR_LAYER
|
||||
|
||||
can_dirty = FALSE // It's water
|
||||
|
||||
var/depth = 1 // Higher numbers indicates deeper water.
|
||||
@@ -19,10 +22,11 @@
|
||||
|
||||
/turf/simulated/floor/water/update_icon()
|
||||
..() // To get the edges.
|
||||
icon_state = water_state
|
||||
var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state)
|
||||
underlays.Cut() // To clear the old underlay, so the list doesn't expand infinitely
|
||||
underlays.Add(floorbed_sprite)
|
||||
|
||||
icon_state = under_state // This isn't set at compile time in order for it to show as water in the map editor.
|
||||
var/image/water_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = water_state, layer = WATER_LAYER)
|
||||
add_overlay(water_sprite)
|
||||
|
||||
update_icon_edge()
|
||||
|
||||
/turf/simulated/floor/water/get_edge_icon_state()
|
||||
@@ -102,6 +106,8 @@
|
||||
/mob/living/proc/check_submerged()
|
||||
if(buckled)
|
||||
return 0
|
||||
if(hovering)
|
||||
return 0
|
||||
var/turf/simulated/floor/water/T = loc
|
||||
if(istype(T))
|
||||
return T.depth
|
||||
@@ -115,6 +121,8 @@
|
||||
adjust_fire_stacks(-amount * 5)
|
||||
for(var/atom/movable/AM in contents)
|
||||
AM.water_act(amount)
|
||||
remove_modifiers_of_type(/datum/modifier/fire)
|
||||
inflict_water_damage(20 * amount) // Only things vulnerable to water will actually be harmed (slimes/prommies).
|
||||
|
||||
var/list/shoreline_icon_cache = list()
|
||||
|
||||
@@ -140,7 +148,13 @@ var/list/shoreline_icon_cache = list()
|
||||
var/icon/shoreline_water = icon(src.icon, "shoreline_water", src.dir)
|
||||
var/icon/shoreline_subtract = icon(src.icon, "[initial(icon_state)]_subtract", src.dir)
|
||||
shoreline_water.Blend(shoreline_subtract,ICON_SUBTRACT)
|
||||
var/image/final = image(shoreline_water)
|
||||
final.layer = WATER_LAYER
|
||||
|
||||
shoreline_icon_cache[cache_string] = shoreline_water
|
||||
shoreline_icon_cache[cache_string] = final
|
||||
add_overlay(shoreline_icon_cache[cache_string])
|
||||
|
||||
/turf/simulated/floor/water/is_safe_to_enter(mob/living/L)
|
||||
if(L.get_water_protection() < 1)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
@@ -323,6 +323,10 @@ var/const/enterloopsanity = 100
|
||||
/turf/AllowDrop()
|
||||
return TRUE
|
||||
|
||||
// Returns false if stepping into a tile would cause harm (e.g. open space while unable to fly, water tile while a slime, lava, etc).
|
||||
/turf/proc/is_safe_to_enter(mob/living/L)
|
||||
return TRUE
|
||||
|
||||
// This is all the way up here since its the common ancestor for things that need to get replaced with a floor when an RCD is used on them.
|
||||
// More specialized turfs like walls should instead override this.
|
||||
// The code for applying lattices/floor tiles onto lattices could also utilize something similar in the future.
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
if(N == /turf/space)
|
||||
var/turf/below = GetBelow(src)
|
||||
if(istype(below) && (air_master.has_valid_zone(below) || air_master.has_valid_zone(src)))
|
||||
if(istype(below) && !istype(below,/turf/space))
|
||||
N = /turf/simulated/open
|
||||
|
||||
var/obj/fire/old_fire = fire
|
||||
|
||||
@@ -280,21 +280,21 @@
|
||||
if("larva") M.change_mob_type( /mob/living/carbon/alien/larva , null, null, delmob )
|
||||
if("nymph") M.change_mob_type( /mob/living/carbon/alien/diona , null, null, delmob )
|
||||
if("human") M.change_mob_type( /mob/living/carbon/human , null, null, delmob, href_list["species"])
|
||||
if("slime") M.change_mob_type( /mob/living/simple_animal/slime , null, null, delmob )
|
||||
if("slime") M.change_mob_type( /mob/living/simple_mob/slime/xenobio , null, null, delmob )
|
||||
if("monkey") M.change_mob_type( /mob/living/carbon/human/monkey , null, null, delmob )
|
||||
if("robot") M.change_mob_type( /mob/living/silicon/robot , null, null, delmob )
|
||||
if("cat") M.change_mob_type( /mob/living/simple_animal/cat , null, null, delmob )
|
||||
if("runtime") M.change_mob_type( /mob/living/simple_animal/cat/fluff/Runtime , null, null, delmob )
|
||||
if("corgi") M.change_mob_type( /mob/living/simple_animal/corgi , null, null, delmob )
|
||||
if("ian") M.change_mob_type( /mob/living/simple_animal/corgi/Ian , null, null, delmob )
|
||||
if("crab") M.change_mob_type( /mob/living/simple_animal/crab , null, null, delmob )
|
||||
if("coffee") M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob )
|
||||
if("parrot") M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob )
|
||||
if("polyparrot") M.change_mob_type( /mob/living/simple_animal/parrot/Poly , null, null, delmob )
|
||||
if("constructarmoured") M.change_mob_type( /mob/living/simple_animal/construct/armoured , null, null, delmob )
|
||||
if("constructbuilder") M.change_mob_type( /mob/living/simple_animal/construct/builder , null, null, delmob )
|
||||
if("constructwraith") M.change_mob_type( /mob/living/simple_animal/construct/wraith , null, null, delmob )
|
||||
if("shade") M.change_mob_type( /mob/living/simple_animal/shade , null, null, delmob )
|
||||
if("cat") M.change_mob_type( /mob/living/simple_mob/animal/passive/cat , null, null, delmob )
|
||||
if("runtime") M.change_mob_type( /mob/living/simple_mob/animal/passive/cat/runtime , null, null, delmob )
|
||||
if("corgi") M.change_mob_type( /mob/living/simple_mob/animal/passive/dog/corgi , null, null, delmob )
|
||||
if("ian") M.change_mob_type( /mob/living/simple_mob/animal/passive/dog/corgi/Ian , null, null, delmob )
|
||||
if("crab") M.change_mob_type( /mob/living/simple_mob/animal/passive/crab , null, null, delmob )
|
||||
if("coffee") M.change_mob_type( /mob/living/simple_mob/animal/passive/crab/Coffee , null, null, delmob )
|
||||
if("parrot") M.change_mob_type( /mob/living/simple_mob/animal/passive/bird/parrot , null, null, delmob )
|
||||
if("polyparrot") M.change_mob_type( /mob/living/simple_mob/animal/passive/bird/parrot/poly , null, null, delmob )
|
||||
if("constructarmoured") M.change_mob_type( /mob/living/simple_mob/construct/juggernaut , null, null, delmob )
|
||||
if("constructbuilder") M.change_mob_type( /mob/living/simple_mob/construct/artificer , null, null, delmob )
|
||||
if("constructwraith") M.change_mob_type( /mob/living/simple_mob/construct/wraith , null, null, delmob )
|
||||
if("shade") M.change_mob_type( /mob/living/simple_mob/construct/shade , null, null, delmob )
|
||||
|
||||
|
||||
/////////////////////////////////////new ban stuff
|
||||
|
||||
@@ -127,6 +127,18 @@
|
||||
usr << "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset glowing</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button on buildmode button = Change glow properties</span>"
|
||||
usr << "<span class='notice'>***********************************************************</span>"
|
||||
if(9) // Control mobs with ai_holders.
|
||||
usr << "<span class='notice'>***********************************************************</span>"
|
||||
usr << "<span class='notice'>Left Mouse Button on AI mob = Select/Deselect mob</span>"
|
||||
usr << "<span class='notice'>Left Mouse Button + alt on AI mob = Toggle hostility on mob</span>"
|
||||
usr << "<span class='notice'>Left Mouse Button + ctrl on AI mob = Reset target/following/movement</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button on enemy mob = Command selected mobs to attack mob</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button on allied mob = Command selected mobs to follow mob</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button + shift on any mob = Command selected mobs to follow mob regardless of faction</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button on tile = Command selected mobs to move to tile (will cancel if enemies are seen)</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be inturrupted by enemies)</span>"
|
||||
usr << "<span class='notice'>Right Mouse Button + alt on obj/turfs = Command selected mobs to attack obj/turf</span>"
|
||||
usr << "<span class='notice'>***********************************************************</span>"
|
||||
return 1
|
||||
|
||||
/obj/effect/bmode/buildquit
|
||||
@@ -146,6 +158,7 @@
|
||||
var/obj/effect/bmode/buildmode/buildmode = null
|
||||
var/obj/effect/bmode/buildquit/buildquit = null
|
||||
var/atom/movable/throw_atom = null
|
||||
var/list/selected_mobs = list()
|
||||
|
||||
/obj/effect/bmode/buildholder/Destroy()
|
||||
qdel(builddir)
|
||||
@@ -157,9 +170,21 @@
|
||||
qdel(buildquit)
|
||||
buildquit = null
|
||||
throw_atom = null
|
||||
for(var/mob/living/unit in selected_mobs)
|
||||
deselect_AI_mob(cl, unit)
|
||||
selected_mobs.Cut()
|
||||
cl = null
|
||||
return ..()
|
||||
|
||||
/obj/effect/bmode/buildholder/proc/select_AI_mob(client/C, mob/living/unit)
|
||||
selected_mobs += unit
|
||||
C.images += unit.selected_image
|
||||
|
||||
/obj/effect/bmode/buildholder/proc/deselect_AI_mob(client/C, mob/living/unit)
|
||||
selected_mobs -= unit
|
||||
C.images -= unit.selected_image
|
||||
|
||||
|
||||
/obj/effect/bmode/buildmode
|
||||
icon_state = "buildmode1"
|
||||
screen_loc = "NORTH,WEST+2"
|
||||
@@ -210,6 +235,9 @@
|
||||
master.cl.buildmode = 8
|
||||
src.icon_state = "buildmode8"
|
||||
if(8)
|
||||
master.cl.buildmode = 9
|
||||
src.icon_state = "buildmode9"
|
||||
if(9)
|
||||
master.cl.buildmode = 1
|
||||
src.icon_state = "buildmode1"
|
||||
|
||||
@@ -416,6 +444,86 @@
|
||||
if(pa.Find("right"))
|
||||
if(object)
|
||||
object.set_light(0, 0, "#FFFFFF")
|
||||
if(9) // AI control
|
||||
if(pa.Find("left"))
|
||||
if(isliving(object))
|
||||
var/mob/living/L = object
|
||||
// Reset processes.
|
||||
if(pa.Find("ctrl"))
|
||||
if(!isnull(L.get_AI_stance())) // Null means there's no AI datum or it has one but is player controlled w/o autopilot on.
|
||||
var/datum/ai_holder/AI = L.ai_holder
|
||||
AI.forget_everything()
|
||||
to_chat(user, span("notice", "\The [L]'s AI has forgotten its target/movement destination/leader."))
|
||||
else
|
||||
to_chat(user, span("warning", "\The [L] is not AI controlled."))
|
||||
return
|
||||
|
||||
// Toggle hostility
|
||||
if(pa.Find("alt"))
|
||||
if(!isnull(L.get_AI_stance()))
|
||||
var/datum/ai_holder/AI = L.ai_holder
|
||||
AI.hostile = !AI.hostile
|
||||
to_chat(user, span("notice", "\The [L] is now [AI.hostile ? "hostile" : "passive"]."))
|
||||
else
|
||||
to_chat(user, span("warning", "\The [L] is not AI controlled."))
|
||||
return
|
||||
|
||||
// Select/Deselect
|
||||
if(!isnull(L.get_AI_stance()))
|
||||
if(L in holder.selected_mobs)
|
||||
holder.deselect_AI_mob(user.client, L)
|
||||
to_chat(user, span("notice", "Deselected \the [L]."))
|
||||
else
|
||||
holder.select_AI_mob(user.client, L)
|
||||
to_chat(user, span("notice", "Selected \the [L]."))
|
||||
else
|
||||
to_chat(user, span("warning", "\The [L] is not AI controlled."))
|
||||
|
||||
if(pa.Find("right"))
|
||||
if(istype(object, /atom)) // Force attack.
|
||||
var/atom/A = object
|
||||
|
||||
if(pa.Find("alt"))
|
||||
var/i = 0
|
||||
for(var/mob/living/unit in holder.selected_mobs)
|
||||
var/datum/ai_holder/AI = unit.ai_holder
|
||||
AI.give_target(A)
|
||||
i++
|
||||
to_chat(user, span("notice", "Commanded [i] mob\s to attack \the [A]."))
|
||||
return
|
||||
|
||||
if(isliving(object)) // Follow or attack.
|
||||
var/mob/living/L = object
|
||||
var/i = 0 // Attacking mobs.
|
||||
var/j = 0 // Following mobs.
|
||||
for(var/mob/living/unit in holder.selected_mobs)
|
||||
var/datum/ai_holder/AI = unit.ai_holder
|
||||
if(L.IIsAlly(unit) || !AI.hostile || pa.Find("shift"))
|
||||
AI.set_follow(L)
|
||||
j++
|
||||
else
|
||||
AI.give_target(L)
|
||||
i++
|
||||
var/message = "Commanded "
|
||||
if(i)
|
||||
message += "[i] mob\s to attack \the [L]"
|
||||
if(j)
|
||||
message += ", and "
|
||||
else
|
||||
message += "."
|
||||
if(j)
|
||||
message += "[j] mob\s to follow \the [L]."
|
||||
to_chat(user, span("notice", message))
|
||||
|
||||
if(isturf(object)) // Move or reposition.
|
||||
var/turf/T = object
|
||||
var/i = 0
|
||||
for(var/mob/living/unit in holder.selected_mobs)
|
||||
var/datum/ai_holder/AI = unit.ai_holder
|
||||
AI.give_destination(T, 1, pa.Find("shift")) // If shift is held, the mobs will not stop moving to attack a visible enemy.
|
||||
i++
|
||||
to_chat(user, span("notice", "Commanded [i] mob\s to move to \the [T]."))
|
||||
|
||||
|
||||
/obj/effect/bmode/buildmode/proc/get_path_from_partial_text(default_path)
|
||||
var/desired_path = input("Enter full or partial typepath.","Typepath","[default_path]")
|
||||
|
||||
@@ -84,23 +84,7 @@
|
||||
// Some apply to those within zap range, others if they were a bit farther away.
|
||||
for(var/mob/living/L in view(5, T))
|
||||
if(get_dist(L, T) <= LIGHTNING_ZAP_RANGE) // They probably got zapped.
|
||||
// The actual damage/electrocution is handled by tesla_zap().
|
||||
L.Paralyse(5)
|
||||
L.stuttering += 20
|
||||
L.make_jittery(20)
|
||||
L.emp_act(1)
|
||||
to_chat(L, span("critical", "You've been struck by lightning!"))
|
||||
|
||||
// If a non-player simplemob was struck, inflict huge damage.
|
||||
// If the damage is fatal, the SA is turned to ash.
|
||||
if(istype(L, /mob/living/simple_animal) && !L.key)
|
||||
var/mob/living/simple_animal/SA = L
|
||||
SA.adjustFireLoss(200)
|
||||
SA.updatehealth()
|
||||
if(SA.health <= 0) // Might be best to check/give simple_mobs siemens when this gets ported to new mobs.
|
||||
SA.visible_message(span("critical", "\The [SA] disintegrates into ash!"))
|
||||
SA.ash()
|
||||
continue // No point deafening something that wont exist.
|
||||
L.lightning_act()
|
||||
|
||||
// Deafen them.
|
||||
if(L.get_ear_protection() < 2)
|
||||
|
||||
201
code/modules/ai/__readme.dm
Normal file
201
code/modules/ai/__readme.dm
Normal file
@@ -0,0 +1,201 @@
|
||||
/*
|
||||
[Summary]
|
||||
|
||||
This module contains an AI implementation designed to be (at the base level) mobtype-agnostic,
|
||||
by being held inside a datum instead of being written into the mob directly. More specialized
|
||||
subtypes of the base AI may be designed with a specific mob type in mind, but the base system
|
||||
should be compatible with most types of mobs which have the needed Interfaces in place to
|
||||
support them.
|
||||
|
||||
When designing a new mob, all that is needed to give a mob an AI is to set
|
||||
its 'ai_holder_type' variable to the path of the AI that is desired.
|
||||
|
||||
|
||||
[Seperation]
|
||||
|
||||
In previous iterations of AI systems, the AI is generally written into the mob's code directly,
|
||||
which has some advantages, but often makes the code rigid, and also tied the speed of the AI
|
||||
to the mob's own ticker, meaning it could only decide every two seconds.
|
||||
|
||||
Instead, this version has the code for the AI held inside an /datum/ai_holder object,
|
||||
which is carried by the mob it controls. This gives some advantages;
|
||||
All /mob/living mobs can potentially have an AI applied to them, and utilize the
|
||||
same base code while adding specialized code on top.
|
||||
|
||||
Interfaces allow the base AI code to not need to know what particular mode it's controlling.
|
||||
|
||||
The processing of the AI is independant of the mob's Life() cycle, which allows for a
|
||||
different clock rate.
|
||||
|
||||
Seperating the AI from the mob simplies the mob's code greatly.
|
||||
|
||||
It is more logical to think that a mob is the 'body', where as its ai_holder is
|
||||
the 'mind'.
|
||||
|
||||
AIs can be applied or disabled on the fly by instantiating or deleting the
|
||||
ai_holder, if needed.
|
||||
|
||||
|
||||
The current implementation also has some disadvantages, but they can perhaps be resolved
|
||||
in the future.
|
||||
AI-driven mob movement and attack speed is tied to half-second delays due to the
|
||||
AI subsystem ticking at that rate. Porting the timer subsystem and integrating
|
||||
callbacks into basic AI actions (moving, attacking) can potentially resolve that.
|
||||
|
||||
It can be difficult to modify AI variables at mob instantiation without an ugly
|
||||
delay, as the ai_holder might not exist yet.
|
||||
|
||||
|
||||
[Flow of Processing]
|
||||
|
||||
Terrible visual representation here;
|
||||
AI Subsystem -> Every 0.5s -> /datum/ai_holder/handle_tactics() -> switch(stance)...
|
||||
-> Every 2.0s -> /datum/ai_holder/handle_strategicals() -> switch(stance)...
|
||||
|
||||
The AI datum is not processed by the mob itself, but instead it is directly processed
|
||||
by a new AI subsystem. The AI subsystem contains a list of all active ai_holder
|
||||
objects, which is iterated every tick to process each individual ai_holder
|
||||
object attached to a mob.
|
||||
|
||||
Each ai_holder actually has two 'tracks' for processing, a 'fast' track
|
||||
and a 'slow' track.
|
||||
|
||||
The fast track is named handle_tactics(), and is called every 0.5 seconds.
|
||||
|
||||
The slow track is named handle_strategicals(), and is called every 2 seconds.
|
||||
|
||||
When an ai_holder is iterated on inside the AI subsystem's list, it first
|
||||
calls that ai_holder's handle_tactics(). It will then call that ai_holder's
|
||||
handle_strategicals() every fourth tick, effectively doing so every two seconds.
|
||||
|
||||
Both functions do different things depending on which 'stance' the
|
||||
ai_holder is in. See the Stances section for more information.
|
||||
|
||||
The fast track is for 'cheap' processing that needs to happen fast, such as
|
||||
walking along a path, initiating an attack, or firing a gun. The rate that
|
||||
it is called allows for the ai_holder to interact with the world through
|
||||
its mob very often, giving a more convincing appearance of intelligence,
|
||||
allowing for faster reaction times to certain events, and allowing for
|
||||
variable attack speeds that would not be possible when bound to a
|
||||
two second Life() cycle.
|
||||
|
||||
The slow track, on the other hand, is for 'expensive' processing that might
|
||||
be too demanding on the CPU to do every half a second, such as
|
||||
re/calculating an A* path (if the mob uses A*), or running a complicated
|
||||
tension assessment to determine how brave the mob is feeling. This is the
|
||||
same delay used for certain tasks in the old implementation, but it is less
|
||||
noticable due to the mob appearing to do things inbetween those two seconds.
|
||||
|
||||
The purpose of having two tracks is to allow for 'fast' and 'slow' actions
|
||||
to be more easily encapsulated, and ensures that all ai_holders are syncronized
|
||||
with each other, as opposed to having individual tick counters inside all of
|
||||
the ai_holder instances. It should be noted that handle_tactics() is always
|
||||
called first, before handle_strategicals() every two seconds.
|
||||
|
||||
[Process Skipping]
|
||||
|
||||
An ai_holder object can choose to enter a 'busy' state, or a 'sleep' state,
|
||||
in order to avoid processing.
|
||||
|
||||
When busy, the AI subsystem will skip over the ai_holder until it is no
|
||||
longer busy. The busy state is intended to be short-term, and is usually
|
||||
toggled by the mob when doing something with a delay, so that the ai_holder
|
||||
does not accidentally do something to inturrupt something important, like
|
||||
a special attack.
|
||||
|
||||
The longer term alternative to the busy state is the sleep state. Unlike
|
||||
being busy, an ai_holder set to sleep will remove itself from the
|
||||
AI subsystem's list, meaning it will no longer process until something
|
||||
else 'wakes' it. This is usually done when the mob dies or a client
|
||||
logs into an AI-controlled mob (and the AI is not set to ignore that,
|
||||
with the autopilot variable). If the mob is revived, the AI will be
|
||||
awakened automatically.
|
||||
|
||||
The ai_holder functions, and mob functions that are called by the
|
||||
ai_holder, should not be sleep()ed, as it will block the AI Subsystem
|
||||
from processing the other ai_holders until the sleep() finishes.
|
||||
Delays on the mob typically have set waitfor = FALSE, or spawn() is used.
|
||||
|
||||
|
||||
[Stances]
|
||||
|
||||
The AI has a large number of states that it can be in, called stances.
|
||||
The AI will act in a specific way depending on which stance it is in,
|
||||
and only one stance can be active at a time. This effectively creates
|
||||
a state pattern.
|
||||
|
||||
To change the stance, set_stance() is used, with the new stance as
|
||||
the first argument. It should be noted that the change is not immediate,
|
||||
and it will react to the change next tick instead of immediately switching
|
||||
to the new stance and acting on that in the same tick. This is done to help
|
||||
avoid infinite loops (I.E. Stance A switches to Stance B, which then
|
||||
switches to Stance A, and so on...), and the delay is very short so
|
||||
it should not be an issue.
|
||||
|
||||
See code/__defines/mob.dm for a list of stance defines, and descriptions
|
||||
about their purpose. Generally, each stance has its own file in the AI
|
||||
module folder and are mostly self contained, however some files instead
|
||||
deal with general things that other stances may require, such as targeting
|
||||
or movement.
|
||||
|
||||
[Interfaces]
|
||||
|
||||
Interfaces are a concept that is used to help bridge the gap between
|
||||
the ai_holder, and its mob. Because the (base) ai_holder is explicitly
|
||||
designed to not be specific to any type of mob, all that it knows is
|
||||
that it is controlling a /mob/living mob. Some mobs work very differently,
|
||||
between mob types such as /mob/living/simple_mob, /mob/living/silicon/robot,
|
||||
/mob/living/carbon/human, and more.
|
||||
|
||||
The solution to the vast differences between mob types is to have the
|
||||
mob itself deal with how to handle a specific task, such as attacking
|
||||
something, talking, moving, etc. Interfaces exist to do this.
|
||||
|
||||
Interfaces are applied on the mob-side, and are generally specific to
|
||||
that mob type. This lets the ai_holder not have to worry about specific
|
||||
implementations and instead just tell the Interface that it wants to attack
|
||||
something, or move into a tile. The AI does not need to know if the mob its
|
||||
controlling has hands, instead that is the mob's responsibility.
|
||||
|
||||
Interface functions have an uppercase I at the start of the function name,
|
||||
and then the function they are bridging between the AI and the mob
|
||||
(if it exists), e.g. IMove(), IAttack(), ISay().
|
||||
|
||||
Interfaces are also used for the AI to ask its mob if it can do certain
|
||||
things, without having to actually know what type of mob it is attached to.
|
||||
For example, ICheckRangedAttack() tells the AI if it is possible to do a
|
||||
ranged attack. For simple_mobs, they can if a ranged projectile type was set,
|
||||
where as for a human mob, it could check if a gun is in a hand. For a borg,
|
||||
it could check if a gun is inside their current module.
|
||||
|
||||
[Say List]
|
||||
|
||||
A /datum/say_list is a very light datum that holds a list of strings for the
|
||||
AI to have their mob say based on certain conditions, such as when threatening
|
||||
to kill another mob. Despite the name, a say_list also can contain emotes
|
||||
and some sounds.
|
||||
|
||||
The reason that it is in a seperate datum is to allow for multiple mob types
|
||||
to have the same text, even when inheritence cannot do that, such as
|
||||
mercenaries and fake piloted mecha mobs.
|
||||
|
||||
The say_list datum is applied to the mob itself and not held inside the AI datum.
|
||||
|
||||
[Subtypes]
|
||||
|
||||
Some subtypes of ai_holder are more specialized, but remain compatible with
|
||||
most mob types. There are many different subtypes that make the AI act different
|
||||
by overriding a function, such as kiting their target, moving up close while
|
||||
using ranged attacks, or running away if not cloaked.
|
||||
|
||||
Other subtypes are very specific about what kind of mob it controls, and trying
|
||||
to apply them to a different type of mob will likely result in a lot of bugs
|
||||
or ASSERT() failures. The xenobio slime AI is an example of the latter.
|
||||
|
||||
To use a specific subtype on a mob, all that is needed is setting the mob's
|
||||
ai_holder_type to the subtype desired, and it will create that subtype when
|
||||
the mob is initialize()d. Switching to a subtype 'live' will require additional
|
||||
effort on the coder.
|
||||
|
||||
|
||||
*/
|
||||
29
code/modules/ai/_defines.dm
Normal file
29
code/modules/ai/_defines.dm
Normal file
@@ -0,0 +1,29 @@
|
||||
// Defines for the ai_intelligence var.
|
||||
// Controls if the mob will do 'advanced tactics' like running from grenades.
|
||||
#define AI_DUMB 1 // Be dumber than usual.
|
||||
#define AI_NORMAL 2 // Default level.
|
||||
#define AI_SMART 3 // Will do more processing to be a little smarter, like not walking while confused if it could risk stepping randomly onto a bad tile.
|
||||
|
||||
#define ai_log(M,V) if(debug_ai) ai_log_output(M,V)
|
||||
|
||||
// Logging level defines.
|
||||
#define AI_LOG_OFF 0 // Don't show anything.
|
||||
#define AI_LOG_ERROR 1 // Show logs of things likely causing the mob to not be functioning correctly.
|
||||
#define AI_LOG_WARNING 2 // Show less serious but still helpful to know issues that might be causing things to work incorrectly.
|
||||
#define AI_LOG_INFO 3 // Important regular events, like selecting a target or switching stances.
|
||||
#define AI_LOG_DEBUG 4 // More detailed information about the flow of execution.
|
||||
#define AI_LOG_TRACE 5 // Even more detailed than the last. Will absolutely flood your chatlog.
|
||||
|
||||
// Results of pre-movement checks.
|
||||
// Todo: Move outside AI code?
|
||||
#define MOVEMENT_ON_COOLDOWN -1 // Recently moved and needs to try again soon.
|
||||
#define MOVEMENT_FAILED 0 // Move() returned false for whatever reason and the mob didn't move.
|
||||
#define MOVEMENT_SUCCESSFUL 1 // Move() returned true and the mob hopefully moved.
|
||||
|
||||
// Reasons for targets to not be valid. Based on why, the AI responds differently.
|
||||
#define AI_TARGET_VALID 0 // We can fight them.
|
||||
#define AI_TARGET_INVIS 1 // They were in field of view but became invisible. Switch to STANCE_BLINDFIGHT if no other viable targets exist.
|
||||
#define AI_TARGET_NOSIGHT 2 // No longer in field of view. Go STANCE_REPOSITION to their last known location if no other targets are seen.
|
||||
#define AI_TARGET_ALLY 3 // They are an ally. Find a new target.
|
||||
#define AI_TARGET_DEAD 4 // They're dead. Find a new target.
|
||||
#define AI_TARGET_INVINCIBLE 5 // Target is currently unable to receive damage for whatever reason. Find a new target or wait.
|
||||
136
code/modules/ai/aI_holder_subtypes/simple_mob_ai.dm
Normal file
136
code/modules/ai/aI_holder_subtypes/simple_mob_ai.dm
Normal file
@@ -0,0 +1,136 @@
|
||||
// Base AIs for simple mobs.
|
||||
// Mob-specific AIs are in their mob's file.
|
||||
|
||||
/datum/ai_holder/simple_mob
|
||||
hostile = TRUE // The majority of simplemobs are hostile.
|
||||
cooperative = TRUE
|
||||
returns_home = FALSE
|
||||
can_flee = FALSE
|
||||
speak_chance = 1 // If the mob's saylist is empty, nothing will happen.
|
||||
wander = TRUE
|
||||
base_wander_delay = 4
|
||||
|
||||
// For non-hostile animals, and pets like Ian and Runtime.
|
||||
/datum/ai_holder/simple_mob/passive
|
||||
hostile = FALSE
|
||||
can_flee = TRUE
|
||||
violent_breakthrough = FALSE
|
||||
|
||||
// Won't wander away, ideal for event-spawned mobs like carp or drones.
|
||||
/datum/ai_holder/simple_mob/event
|
||||
wander = FALSE
|
||||
|
||||
// Doesn't really act until told to by something on the outside.
|
||||
/datum/ai_holder/simple_mob/inert
|
||||
hostile = FALSE
|
||||
retaliate = FALSE
|
||||
can_flee = FALSE
|
||||
wander = FALSE
|
||||
speak_chance = 0
|
||||
cooperative = FALSE
|
||||
violent_breakthrough = FALSE // So it can open doors but not attack windows and shatter the literal illusion.
|
||||
|
||||
// Used for technomancer illusions, to resemble player movement better.
|
||||
/datum/ai_holder/simple_mob/inert/astar
|
||||
use_astar = TRUE
|
||||
|
||||
// Ranged mobs.
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged
|
||||
// ranged = TRUE
|
||||
|
||||
// Tries to not waste ammo.
|
||||
/datum/ai_holder/simple_mob/ranged/careful
|
||||
conserve_ammo = TRUE
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged/pointblank
|
||||
pointblank = TRUE
|
||||
|
||||
// Runs away from its target if within a certain distance.
|
||||
/datum/ai_holder/simple_mob/ranged/kiting
|
||||
pointblank = TRUE // So we don't need to copypaste post_melee_attack().
|
||||
var/run_if_this_close = 4 // If anything gets within this range, it'll try to move away.
|
||||
var/moonwalk = TRUE // If true, mob turns to face the target while kiting, otherwise they turn in the direction they moved towards.
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged/kiting/threatening
|
||||
threaten = TRUE
|
||||
threaten_delay = 1 SECOND // Less of a threat and more of pre-attack notice.
|
||||
threaten_timeout = 30 SECONDS
|
||||
conserve_ammo = TRUE
|
||||
|
||||
// For event-spawned malf drones.
|
||||
/datum/ai_holder/simple_mob/ranged/kiting/threatening/event
|
||||
wander = FALSE
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged/kiting/no_moonwalk
|
||||
moonwalk = FALSE
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged/kiting/on_engagement(atom/A)
|
||||
if(get_dist(holder, A) < run_if_this_close)
|
||||
holder.IMove(get_step_away(holder, A, run_if_this_close))
|
||||
if(moonwalk)
|
||||
holder.face_atom(A)
|
||||
|
||||
// Closes distance from the target even while in range.
|
||||
/datum/ai_holder/simple_mob/ranged/aggressive
|
||||
pointblank = TRUE
|
||||
var/closest_distance = 1 // How close to get to the target. By default they will get into melee range (and then pointblank them).
|
||||
|
||||
/datum/ai_holder/simple_mob/ranged/aggressive/on_engagement(atom/A)
|
||||
if(get_dist(holder, A) > closest_distance)
|
||||
holder.IMove(get_step_towards(holder, A))
|
||||
holder.face_atom(A)
|
||||
|
||||
// Yakkity saxes while firing at you.
|
||||
/datum/ai_holder/hostile/ranged/robust/on_engagement(atom/movable/AM)
|
||||
step_rand(holder)
|
||||
holder.face_atom(AM)
|
||||
|
||||
// Switches intents based on specific criteria.
|
||||
// Used for special mobs who do different things based on intents (and aren't slimes).
|
||||
// Intent switching is generally done in pre_[ranged/special]_attack(), so that the mob can use the right attack for the right time.
|
||||
/datum/ai_holder/simple_mob/intentional
|
||||
|
||||
|
||||
// These try to avoid collateral damage.
|
||||
/datum/ai_holder/simple_mob/restrained
|
||||
violent_breakthrough = FALSE
|
||||
conserve_ammo = TRUE
|
||||
|
||||
// Melee mobs.
|
||||
|
||||
/datum/ai_holder/simple_mob/melee
|
||||
|
||||
// Dances around the enemy its fighting, making it harder to fight back.
|
||||
/datum/ai_holder/simple_mob/melee/evasive
|
||||
|
||||
/datum/ai_holder/simple_mob/melee/evasive/post_melee_attack(atom/A)
|
||||
if(holder.Adjacent(A))
|
||||
holder.IMove(get_step(holder, pick(alldirs)))
|
||||
holder.face_atom(A)
|
||||
|
||||
|
||||
|
||||
// This AI hits something, then runs away for awhile.
|
||||
// It will (almost) always flee if they are uncloaked, AND their target is not stunned.
|
||||
/datum/ai_holder/simple_mob/melee/hit_and_run
|
||||
can_flee = TRUE
|
||||
|
||||
// Used for the 'running' part of hit and run.
|
||||
/datum/ai_holder/simple_mob/melee/hit_and_run/special_flee_check()
|
||||
if(!holder.is_cloaked())
|
||||
if(isliving(target))
|
||||
var/mob/living/L = target
|
||||
return !L.incapacitated(INCAPACITATION_DISABLED) // Don't flee if our target is stunned in some form, even if uncloaked. This is so the mob keeps attacking a stunned opponent.
|
||||
return TRUE // We're out in the open, uncloaked, and our target isn't stunned, so lets flee.
|
||||
return FALSE
|
||||
|
||||
|
||||
// Simple mobs that aren't hostile, but will fight back.
|
||||
/datum/ai_holder/simple_mob/retaliate
|
||||
hostile = FALSE
|
||||
retaliate = TRUE
|
||||
|
||||
// Simple mobs that retaliate and support others in their faction who get attacked.
|
||||
/datum/ai_holder/simple_mob/retaliate/cooperative
|
||||
cooperative = TRUE
|
||||
262
code/modules/ai/aI_holder_subtypes/slime_xenobio_ai.dm
Normal file
262
code/modules/ai/aI_holder_subtypes/slime_xenobio_ai.dm
Normal file
@@ -0,0 +1,262 @@
|
||||
// Specialized AI for slime simplemobs.
|
||||
// Unlike the parent AI code, this will probably break a lot of things if you put it on something that isn't /mob/living/simple_mob/slime/xenobio
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime
|
||||
hostile = TRUE
|
||||
cooperative = TRUE
|
||||
firing_lanes = TRUE
|
||||
var/rabid = FALSE // Will attack regardless of discipline.
|
||||
var/discipline = 0 // Beating slimes makes them less likely to lash out. In theory.
|
||||
var/resentment = 0 // 'Unjustified' beatings make this go up, and makes it more likely for abused slimes to go rabid.
|
||||
var/obedience = 0 // Conversely, 'justified' beatings make this go up, and makes discipline decay slower, potentially making it not decay at all.
|
||||
|
||||
var/always_stun = FALSE // If true, the slime will elect to attempt to permastun the target.
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/sapphire
|
||||
always_stun = TRUE // They know that stuns are godly.
|
||||
intelligence_level = AI_SMART // Also knows not to walk while confused if it risks death.
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/light_pink
|
||||
discipline = 5
|
||||
obedience = 5
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/passive/New() // For Kendrick.
|
||||
..()
|
||||
pacify()
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/New()
|
||||
..()
|
||||
ASSERT(istype(holder, /mob/living/simple_mob/slime/xenobio))
|
||||
|
||||
// Checks if disciplining the slime would be 'justified' right now.
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/is_justified_to_discipline()
|
||||
if(rabid)
|
||||
return TRUE
|
||||
if(target)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(istype(H.species, /datum/species/monkey))
|
||||
return FALSE // Attacking monkeys is okay.
|
||||
return TRUE // Otherwise attacking other things is bad.
|
||||
return FALSE // Not attacking anything.
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/can_command(mob/living/commander)
|
||||
if(rabid)
|
||||
return FALSE
|
||||
if(!hostile)
|
||||
return SLIME_COMMAND_OBEY
|
||||
// if(commander in friends)
|
||||
// return SLIME_COMMAND_FRIEND
|
||||
if(holder.IIsAlly(commander))
|
||||
return SLIME_COMMAND_FACTION
|
||||
if(discipline > resentment && obedience >= 5)
|
||||
return SLIME_COMMAND_OBEY
|
||||
return FALSE
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/adjust_discipline(amount, silent)
|
||||
var/mob/living/simple_mob/slime/xenobio/my_slime = holder
|
||||
if(amount > 0)
|
||||
if(rabid)
|
||||
return
|
||||
var/justified = is_justified_to_discipline()
|
||||
lost_target() // Stop attacking.
|
||||
|
||||
if(justified)
|
||||
obedience++
|
||||
if(!silent)
|
||||
holder.say(pick("Fine...", "Okay...", "Sorry...", "I yield...", "Mercy..."))
|
||||
else
|
||||
if(prob(resentment * 20))
|
||||
enrage()
|
||||
holder.say(pick("Evil...", "Kill...", "Tyrant..."))
|
||||
else
|
||||
if(!silent)
|
||||
holder.say(pick("Why...?", "I don't understand...?", "Cruel...", "Stop...", "Nooo..."))
|
||||
resentment++ // Done after check so first time will never enrage.
|
||||
|
||||
discipline = between(0, discipline + amount, 10)
|
||||
my_slime.update_mood()
|
||||
|
||||
// This slime always enrages if disciplined.
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/red/adjust_discipline(amount, silent)
|
||||
if(amount > 0 && !rabid)
|
||||
holder.say("Grrr...")
|
||||
holder.add_modifier(/datum/modifier/berserk, 30 SECONDS)
|
||||
enrage()
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/handle_special_strategical()
|
||||
discipline_decay()
|
||||
|
||||
// Handles decay of discipline.
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/discipline_decay()
|
||||
if(discipline > 0)
|
||||
if(!prob(75 + (obedience * 5)))
|
||||
adjust_discipline(-1)
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/handle_special_tactic()
|
||||
evolve_and_reproduce()
|
||||
|
||||
// Hit the correct verbs to keep the slime species going.
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/evolve_and_reproduce()
|
||||
var/mob/living/simple_mob/slime/xenobio/my_slime = holder
|
||||
if(my_slime.amount_grown >= 10)
|
||||
// Press the correct verb when we can.
|
||||
if(my_slime.is_adult)
|
||||
my_slime.reproduce() // Splits into four new baby slimes.
|
||||
else
|
||||
my_slime.evolve() // Turns our holder into an adult slime.
|
||||
|
||||
|
||||
// Called when pushed too far (or a red slime core was used).
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/enrage()
|
||||
var/mob/living/simple_mob/slime/xenobio/my_slime = holder
|
||||
if(my_slime.harmless)
|
||||
return
|
||||
rabid = TRUE
|
||||
my_slime.update_mood()
|
||||
my_slime.visible_message(span("danger", "\The [src] enrages!"))
|
||||
|
||||
// Called when using a pacification agent (or it's Kendrick being initalized).
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/proc/pacify()
|
||||
lost_target() // So it stops trying to kill them.
|
||||
rabid = FALSE
|
||||
hostile = FALSE
|
||||
retaliate = FALSE
|
||||
cooperative = FALSE
|
||||
|
||||
// The holder's attack changes based on intent. This lets the AI choose what effect is desired.
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/pre_melee_attack(atom/A)
|
||||
if(istype(A, /mob/living))
|
||||
var/mob/living/L = A
|
||||
var/mob/living/simple_mob/slime/xenobio/my_slime = holder
|
||||
|
||||
if( (!L.lying && prob(30 + (my_slime.power_charge * 7) ) || (!L.lying && always_stun) ))
|
||||
my_slime.a_intent = I_DISARM // Stun them first.
|
||||
else if(my_slime.can_consume(L) && L.lying)
|
||||
my_slime.a_intent = I_GRAB // Then eat them.
|
||||
else
|
||||
my_slime.a_intent = I_HURT // Otherwise robust them.
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/closest_distance(atom/movable/AM)
|
||||
if(istype(AM, /mob/living))
|
||||
var/mob/living/L = AM
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(istype(H.species, /datum/species/monkey))
|
||||
return 1 // Otherwise ranged slimes will eat a lot less often.
|
||||
if(L.stat >= UNCONSCIOUS)
|
||||
return 1 // Melee (eat) the target if dead/dying, don't shoot it.
|
||||
return ..()
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/can_attack(atom/movable/AM)
|
||||
. = ..()
|
||||
if(.) // Do some additional checks because we have Special Code(tm).
|
||||
if(ishuman(AM))
|
||||
var/mob/living/carbon/human/H = AM
|
||||
if(istype(H.species, /datum/species/monkey)) // istype() is so they'll eat the alien monkeys too.
|
||||
return TRUE // Monkeys are always food (sorry Pun Pun).
|
||||
else if(H.species && H.species.name == SPECIES_PROMETHEAN)
|
||||
return FALSE // Prometheans are always our friends.
|
||||
if(discipline && !rabid)
|
||||
return FALSE // We're a good slime.
|
||||
|
||||
// Commands, reactions, etc
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/on_hear_say(mob/living/speaker, message)
|
||||
ai_log("xenobio_slime/on_hear_say([speaker], [message]) : Entered.", AI_LOG_DEBUG)
|
||||
var/mob/living/simple_mob/slime/xenobio/my_slime = holder
|
||||
|
||||
if((findtext(message, num2text(my_slime.number)) || findtext(message, my_slime.name) || findtext(message, "slimes"))) // Talking to us.
|
||||
|
||||
// First, make sure it's actually a player saying something and not an AI, or else we risk infinite loops.
|
||||
if(!speaker.client)
|
||||
return
|
||||
|
||||
// Are all slimes being referred to?
|
||||
// var/mass_order = FALSE
|
||||
// if(findtext(message, "slimes"))
|
||||
// mass_order = TRUE
|
||||
|
||||
// Say hello back.
|
||||
if(findtext(message, "hello") || findtext(message, "hi") || findtext(message, "greetings"))
|
||||
delayed_say(pick("Hello...", "Hi..."), speaker)
|
||||
|
||||
// Follow request.
|
||||
if(findtext(message, "follow") || findtext(message, "come with me"))
|
||||
if(!can_command(speaker))
|
||||
delayed_say(pick("No...", "I won't follow..."), speaker)
|
||||
return
|
||||
|
||||
delayed_say("Yes... I follow \the [speaker]...", speaker)
|
||||
set_follow(speaker)
|
||||
|
||||
// Squish request.
|
||||
if(findtext(message , "squish"))
|
||||
if(!can_command(speaker))
|
||||
delayed_say("No...", speaker)
|
||||
return
|
||||
|
||||
spawn(rand(1 SECOND, 2 SECONDS))
|
||||
if(!src || !holder || !can_act()) // We might've died/got deleted/etc in the meantime.
|
||||
return
|
||||
my_slime.squish()
|
||||
|
||||
|
||||
// Stop request.
|
||||
if(findtext(message, "stop") || findtext(message, "halt") || findtext(message, "cease"))
|
||||
if(my_slime.victim) // We're being asked to stop eatting someone.
|
||||
if(!can_command(speaker) || !is_justified_to_discipline())
|
||||
delayed_say("No...", speaker)
|
||||
return
|
||||
else
|
||||
delayed_say("Fine...", speaker)
|
||||
adjust_discipline(1, TRUE)
|
||||
my_slime.stop_consumption()
|
||||
|
||||
if(target) // We're being asked to stop chasing someone.
|
||||
if(!can_command(speaker) || !is_justified_to_discipline())
|
||||
delayed_say("No...", speaker)
|
||||
return
|
||||
else
|
||||
delayed_say("Fine...", speaker)
|
||||
adjust_discipline(1, TRUE) // This must come before losing the target or it will be unjustified.
|
||||
lost_target()
|
||||
|
||||
|
||||
if(leader) // We're being asked to stop following someone.
|
||||
if(can_command(speaker) == SLIME_COMMAND_FRIEND || leader == speaker)
|
||||
delayed_say("Yes... I'll stop...", speaker)
|
||||
lose_follow()
|
||||
else
|
||||
delayed_say("No... I'll keep following \the [leader]...", speaker)
|
||||
|
||||
/* // Commented out since its mostly useless now due to slimes refusing to attack if it would make them naughty.
|
||||
// Murder request
|
||||
if(findtext(message, "harm") || findtext(message, "attack") || findtext(message, "kill") || findtext(message, "murder") || findtext(message, "eat") || findtext(message, "consume") || findtext(message, "absorb"))
|
||||
if(can_command(speaker) < SLIME_COMMAND_FACTION)
|
||||
delayed_say("No...", speaker)
|
||||
return
|
||||
|
||||
for(var/mob/living/L in view(7, my_slime) - list(my_slime, speaker))
|
||||
if(L == src)
|
||||
continue // Don't target ourselves.
|
||||
var/list/valid_names = splittext(L.name, " ") // Should output list("John", "Doe") as an example.
|
||||
for(var/line in valid_names) // Check each part of someone's name.
|
||||
if(findtext(message, lowertext(line))) // If part of someone's name is in the command, the slime targets them if allowed to.
|
||||
if(!(mass_order && line == "slime")) //don't think random other slimes are target
|
||||
if(can_attack(L))
|
||||
delayed_say("Okay... I attack \the [L]...", speaker)
|
||||
give_target(L)
|
||||
return
|
||||
else
|
||||
delayed_say("No... I won't attack \the [L].", speaker)
|
||||
return
|
||||
|
||||
// If we're here, it couldn't find anyone with that name.
|
||||
delayed_say("No... I don't know who to attack...", speaker)
|
||||
*/
|
||||
ai_log("xenobio_slime/on_hear_say() : Exited.", AI_LOG_DEBUG)
|
||||
|
||||
/datum/ai_holder/simple_mob/xenobio_slime/can_violently_breakthrough()
|
||||
if(discipline && !rabid) // Good slimes don't shatter the windows because their buddy in an adjacent cell decided to piss off Slimesky.
|
||||
return FALSE
|
||||
return ..()
|
||||
290
code/modules/ai/ai_holder.dm
Normal file
290
code/modules/ai/ai_holder.dm
Normal file
@@ -0,0 +1,290 @@
|
||||
// This is a datum-based artificial intelligence for simple mobs (and possibly others) to use.
|
||||
// The neat thing with having this here instead of on the mob is that it is independant of Life(), and that different mobs
|
||||
// can use a more or less complex AI by giving it a different datum.
|
||||
|
||||
/mob/living
|
||||
var/datum/ai_holder/ai_holder = null
|
||||
var/ai_holder_type = null // Which ai_holder datum to give to the mob when initialized. If null, nothing happens.
|
||||
|
||||
/mob/living/initialize()
|
||||
if(ai_holder_type)
|
||||
ai_holder = new ai_holder_type(src)
|
||||
return ..()
|
||||
|
||||
/mob/living/Destroy()
|
||||
QDEL_NULL(ai_holder)
|
||||
return ..()
|
||||
|
||||
/datum/ai_holder
|
||||
var/mob/living/holder = null // The mob this datum is going to control.
|
||||
var/stance = STANCE_IDLE // Determines if the mob should be doing a specific thing, e.g. attacking, following, standing around, etc.
|
||||
var/intelligence_level = AI_NORMAL // Adjust to make the AI be intentionally dumber, or make it more robust (e.g. dodging grenades).
|
||||
var/autopilot = FALSE // If true, the AI won't be deactivated if a client gets attached to the AI's mob.
|
||||
var/busy = FALSE // If true, the ticker will skip processing this mob until this is false. Good for if you need the
|
||||
// mob to stay still (e.g. delayed attacking). If you need the mob to be inactive for an extended period of time,
|
||||
// consider sleeping the AI instead.
|
||||
|
||||
|
||||
|
||||
/datum/ai_holder/hostile
|
||||
hostile = TRUE
|
||||
|
||||
/datum/ai_holder/retaliate
|
||||
hostile = TRUE
|
||||
retaliate = TRUE
|
||||
|
||||
/datum/ai_holder/New(var/new_holder)
|
||||
ASSERT(new_holder)
|
||||
holder = new_holder
|
||||
SSai.processing += src
|
||||
home_turf = get_turf(holder)
|
||||
..()
|
||||
|
||||
/datum/ai_holder/Destroy()
|
||||
holder = null
|
||||
SSai.processing -= src // We might've already been asleep and removed, but byond won't care if we do this again and it saves a conditional.
|
||||
home_turf = null
|
||||
return ..()
|
||||
|
||||
|
||||
// Now for the actual AI stuff.
|
||||
|
||||
// Makes this ai holder not get processed.
|
||||
// Called automatically when the host mob is killed.
|
||||
// Potential future optimization would be to sleep AIs which mobs that are far away from in-round players.
|
||||
/datum/ai_holder/proc/go_sleep()
|
||||
if(stance == STANCE_SLEEP)
|
||||
return
|
||||
forget_everything() // If we ever wake up, its really unlikely that our current memory will be of use.
|
||||
set_stance(STANCE_SLEEP)
|
||||
SSai.processing -= src
|
||||
|
||||
// Reverses the above proc.
|
||||
// Revived mobs will wake their AI if they have one.
|
||||
/datum/ai_holder/proc/go_wake()
|
||||
if(stance != STANCE_SLEEP)
|
||||
return
|
||||
if(!should_wake())
|
||||
return
|
||||
set_stance(STANCE_IDLE)
|
||||
SSai.processing += src
|
||||
|
||||
/datum/ai_holder/proc/should_wake()
|
||||
if(holder.client && !autopilot)
|
||||
return FALSE
|
||||
if(holder.stat >= DEAD)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
// Resets a lot of 'memory' vars.
|
||||
/datum/ai_holder/proc/forget_everything()
|
||||
// Some of these might be redundant, but hopefully this prevents future bugs if that changes.
|
||||
lose_follow()
|
||||
lose_target()
|
||||
lose_target_position()
|
||||
give_up_movement()
|
||||
|
||||
// 'Tactical' processes such as moving a step, meleeing an enemy, firing a projectile, and other fairly cheap actions that need to happen quickly.
|
||||
/datum/ai_holder/proc/handle_tactics()
|
||||
if(busy)
|
||||
return
|
||||
handle_special_tactic()
|
||||
handle_stance_tactical()
|
||||
|
||||
// 'Strategical' processes that are more expensive on the CPU and so don't get run as often as the above proc, such as A* pathfinding or robust targeting.
|
||||
/datum/ai_holder/proc/handle_strategicals()
|
||||
if(busy)
|
||||
return
|
||||
handle_special_strategical()
|
||||
handle_stance_strategical()
|
||||
|
||||
// Override these for special things without polluting the main loop.
|
||||
/datum/ai_holder/proc/handle_special_tactic()
|
||||
|
||||
/datum/ai_holder/proc/handle_special_strategical()
|
||||
|
||||
/*
|
||||
//AI Actions
|
||||
if(!ai_inactive)
|
||||
//Stanceyness
|
||||
handle_stance()
|
||||
|
||||
//Movement
|
||||
if(!stop_automated_movement && wander && !anchored) //Allowed to move?
|
||||
handle_wander_movement()
|
||||
|
||||
//Speaking
|
||||
if(speak_chance && stance == STANCE_IDLE) // Allowed to chatter?
|
||||
handle_idle_speaking()
|
||||
|
||||
//Resisting out buckles
|
||||
if(stance != STANCE_IDLE && incapacitated(INCAPACITATION_BUCKLED_PARTIALLY))
|
||||
handle_resist()
|
||||
|
||||
//Resisting out of closets
|
||||
if(istype(loc,/obj/structure/closet))
|
||||
var/obj/structure/closet/C = loc
|
||||
if(C.welded)
|
||||
resist()
|
||||
else
|
||||
C.open()
|
||||
*/
|
||||
|
||||
// For setting the stance WITHOUT processing it
|
||||
/datum/ai_holder/proc/set_stance(var/new_stance)
|
||||
ai_log("set_stance() : Setting stance from [stance] to [new_stance].", AI_LOG_INFO)
|
||||
stance = new_stance
|
||||
if(stance_coloring) // For debugging or really weird mobs.
|
||||
stance_color()
|
||||
|
||||
// This is called every half a second.
|
||||
/datum/ai_holder/proc/handle_stance_tactical()
|
||||
ai_log("========= Fast Process Beginning ==========", AI_LOG_TRACE) // This is to make it easier visually to disinguish between 'blocks' of what a tick did.
|
||||
ai_log("handle_stance_tactical() : Called.", AI_LOG_TRACE)
|
||||
|
||||
if(stance == STANCE_SLEEP)
|
||||
ai_log("handle_stance_tactical() : Going to sleep.", AI_LOG_TRACE)
|
||||
go_sleep()
|
||||
return
|
||||
|
||||
if(target && can_see_target(target))
|
||||
track_target_position()
|
||||
|
||||
if(stance != STANCE_DISABLED && is_disabled()) // Stunned/confused/etc
|
||||
ai_log("handle_stance_tactical() : Disabled.", AI_LOG_TRACE)
|
||||
set_stance(STANCE_DISABLED)
|
||||
return
|
||||
|
||||
if(stance in STANCES_COMBAT)
|
||||
// Should resist? We check this before fleeing so that we can actually flee and not be trapped in a chair.
|
||||
if(holder.incapacitated(INCAPACITATION_BUCKLED_PARTIALLY))
|
||||
ai_log("handle_stance_tactical() : Going to handle_resist().", AI_LOG_TRACE)
|
||||
handle_resist()
|
||||
|
||||
else if(istype(holder.loc, /obj/structure/closet))
|
||||
var/obj/structure/closet/C = holder.loc
|
||||
ai_log("handle_stance_tactical() : Inside a closet. Going to attempt escape.", AI_LOG_TRACE)
|
||||
if(C.sealed)
|
||||
holder.resist()
|
||||
else
|
||||
C.open()
|
||||
|
||||
// Should we flee?
|
||||
if(should_flee())
|
||||
ai_log("handle_stance_tactical() : Going to flee.", AI_LOG_TRACE)
|
||||
set_stance(STANCE_FLEE)
|
||||
return
|
||||
|
||||
switch(stance)
|
||||
if(STANCE_IDLE)
|
||||
if(should_go_home())
|
||||
ai_log("handle_stance_tactical() : STANCE_IDLE, going to go home.", AI_LOG_TRACE)
|
||||
go_home()
|
||||
|
||||
else if(should_follow_leader())
|
||||
ai_log("handle_stance_tactical() : STANCE_IDLE, going to follow leader.", AI_LOG_TRACE)
|
||||
set_stance(STANCE_FOLLOW)
|
||||
|
||||
else if(should_wander())
|
||||
ai_log("handle_stance_tactical() : STANCE_IDLE, going to wander randomly.", AI_LOG_TRACE)
|
||||
handle_wander_movement()
|
||||
|
||||
if(STANCE_ALERT)
|
||||
ai_log("handle_stance_tactical() : STANCE_ALERT, going to threaten_target().", AI_LOG_TRACE)
|
||||
threaten_target()
|
||||
|
||||
if(STANCE_APPROACH)
|
||||
ai_log("handle_stance_tactical() : STANCE_APPROACH, going to walk_to_target().", AI_LOG_TRACE)
|
||||
walk_to_target()
|
||||
|
||||
if(STANCE_FIGHT)
|
||||
ai_log("handle_stance_tactical() : STANCE_FIGHT, going to engage_target().", AI_LOG_TRACE)
|
||||
engage_target()
|
||||
|
||||
if(STANCE_MOVE)
|
||||
ai_log("handle_stance_tactical() : STANCE_MOVE, going to walk_to_destination().", AI_LOG_TRACE)
|
||||
walk_to_destination()
|
||||
|
||||
if(STANCE_REPOSITION) // This is the same as above but doesn't stop if an enemy is visible since its an 'in-combat' move order.
|
||||
ai_log("handle_stance_tactical() : STANCE_REPOSITION, going to walk_to_destination().", AI_LOG_TRACE)
|
||||
walk_to_destination()
|
||||
|
||||
if(STANCE_FOLLOW)
|
||||
ai_log("handle_stance_tactical() : STANCE_FOLLOW, going to walk_to_leader().", AI_LOG_TRACE)
|
||||
walk_to_leader()
|
||||
|
||||
if(STANCE_FLEE)
|
||||
ai_log("handle_stance_tactical() : STANCE_FLEE, going to flee_from_target().", AI_LOG_TRACE)
|
||||
flee_from_target()
|
||||
|
||||
if(STANCE_DISABLED)
|
||||
ai_log("handle_stance_tactical() : STANCE_DISABLED.", AI_LOG_TRACE)
|
||||
if(!is_disabled())
|
||||
ai_log("handle_stance_tactical() : No longer disabled.", AI_LOG_TRACE)
|
||||
set_stance(STANCE_IDLE)
|
||||
else
|
||||
handle_disabled()
|
||||
|
||||
ai_log("handle_stance_tactical() : Exiting.", AI_LOG_TRACE)
|
||||
ai_log("========= Fast Process Ending ==========", AI_LOG_TRACE)
|
||||
|
||||
// This is called every two seconds.
|
||||
/datum/ai_holder/proc/handle_stance_strategical()
|
||||
ai_log("++++++++++ Slow Process Beginning ++++++++++", AI_LOG_TRACE)
|
||||
ai_log("handle_stance_strategical() : Called.", AI_LOG_TRACE)
|
||||
|
||||
switch(stance)
|
||||
if(STANCE_IDLE)
|
||||
|
||||
if(speak_chance) // In the long loop since otherwise it wont shut up.
|
||||
handle_idle_speaking()
|
||||
|
||||
if(hostile)
|
||||
ai_log("handle_stance_strategical() : STANCE_IDLE, going to find_target().", AI_LOG_TRACE)
|
||||
find_target()
|
||||
if(STANCE_APPROACH)
|
||||
if(target)
|
||||
ai_log("handle_stance_strategical() : STANCE_APPROACH, going to calculate_path([target]).", AI_LOG_TRACE)
|
||||
calculate_path(target)
|
||||
if(STANCE_MOVE)
|
||||
if(hostile && find_target()) // This will switch its stance.
|
||||
ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was inturrupted.", AI_LOG_TRACE)
|
||||
if(STANCE_FOLLOW)
|
||||
if(hostile && find_target()) // This will switch its stance.
|
||||
ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was inturrupted.", AI_LOG_TRACE)
|
||||
else if(leader)
|
||||
ai_log("handle_stance_strategical() : STANCE_FOLLOW, going to calculate_path([leader]).", AI_LOG_TRACE)
|
||||
calculate_path(leader)
|
||||
|
||||
ai_log("handle_stance_strategical() : Exiting.", AI_LOG_TRACE)
|
||||
ai_log("++++++++++ Slow Process Ending ++++++++++", AI_LOG_TRACE)
|
||||
|
||||
|
||||
// Helper proc to turn AI 'busy' mode on or off without having to check if there is an AI, to simplify writing code.
|
||||
/mob/living/proc/set_AI_busy(value)
|
||||
if(ai_holder)
|
||||
ai_holder.busy = value
|
||||
|
||||
/mob/living/proc/is_AI_busy()
|
||||
if(!ai_holder)
|
||||
return FALSE
|
||||
return ai_holder.busy
|
||||
|
||||
// Helper proc to check for the AI's stance.
|
||||
// Returns null if there's no AI holder, or the mob has a player and autopilot is not on.
|
||||
// Otherwise returns the stance.
|
||||
/mob/living/proc/get_AI_stance()
|
||||
if(!ai_holder)
|
||||
return null
|
||||
if(client && !ai_holder.autopilot)
|
||||
return null
|
||||
return ai_holder.stance
|
||||
|
||||
// Similar to above but only returns 1 or 0.
|
||||
/mob/living/proc/has_AI()
|
||||
return get_AI_stance() ? TRUE : FALSE
|
||||
|
||||
// 'Taunts' the AI into attacking the taunter.
|
||||
/mob/living/proc/taunt(atom/movable/taunter, force_target_switch = FALSE)
|
||||
if(ai_holder)
|
||||
ai_holder.receive_taunt(taunter, force_target_switch)
|
||||
308
code/modules/ai/ai_holder_combat.dm
Normal file
308
code/modules/ai/ai_holder_combat.dm
Normal file
@@ -0,0 +1,308 @@
|
||||
// This file is for actual fighting. Targeting is in a seperate file.
|
||||
|
||||
/datum/ai_holder
|
||||
var/firing_lanes = FALSE // If ture, tries to refrain from shooting allies or the wall.
|
||||
var/conserve_ammo = FALSE // If true, the mob will avoid shooting anything that does not have a chance to hit a mob. Requires firing_lanes to be true.
|
||||
var/pointblank = FALSE // If ranged is true, and this is true, people adjacent to the mob will suffer the ranged instead of using a melee attack.
|
||||
|
||||
var/can_breakthrough = TRUE // If false, the AI will not try to open a path to its goal, like opening doors.
|
||||
var/violent_breakthrough = TRUE // If false, the AI is not allowed to destroy things like windows or other structures in the way. Requires above var to be true.
|
||||
|
||||
var/stand_ground = FALSE // If true, the AI won't try to get closer to an enemy if out of range.
|
||||
|
||||
|
||||
// This does the actual attacking.
|
||||
/datum/ai_holder/proc/engage_target()
|
||||
ai_log("engage_target() : Entering.", AI_LOG_DEBUG)
|
||||
|
||||
// Can we still see them?
|
||||
// if(!target || !can_attack(target) || (!(target in list_targets())) )
|
||||
if(!target || !can_attack(target))
|
||||
ai_log("engage_target() : Lost sight of target.", AI_LOG_TRACE)
|
||||
lose_target() // We lost them.
|
||||
|
||||
if(!find_target()) // If we can't get a new one, then wait for a bit and then time out.
|
||||
set_stance(STANCE_IDLE)
|
||||
lost_target()
|
||||
ai_log("engage_target() : No more targets. Exiting.", AI_LOG_DEBUG)
|
||||
return
|
||||
// if(lose_target_time + lose_target_timeout < world.time)
|
||||
// ai_log("engage_target() : Unseen enemy timed out.", AI_LOG_TRACE)
|
||||
// set_stance(STANCE_IDLE) // It must've been the wind.
|
||||
// lost_target()
|
||||
// ai_log("engage_target() : Exiting.", AI_LOG_DEBUG)
|
||||
// return
|
||||
|
||||
// // But maybe we do one last ditch effort.
|
||||
// if(!target_last_seen_turf || intelligence_level < AI_SMART)
|
||||
// ai_log("engage_target() : No last known position or is too dumb to fight unseen enemies.", AI_LOG_TRACE)
|
||||
// set_stance(STANCE_IDLE)
|
||||
// else
|
||||
// ai_log("engage_target() : Fighting unseen enemy.", AI_LOG_TRACE)
|
||||
// engage_unseen_enemy()
|
||||
else
|
||||
ai_log("engage_target() : Got new target ([target]).", AI_LOG_TRACE)
|
||||
|
||||
var/distance = get_dist(holder, target)
|
||||
ai_log("engage_target() : Distance to target ([target]) is [distance].", AI_LOG_TRACE)
|
||||
holder.face_atom(target)
|
||||
last_conflict_time = world.time
|
||||
|
||||
request_help() // Call our allies.
|
||||
|
||||
// Do a 'special' attack, if one is allowed.
|
||||
// if(prob(special_attack_prob) && (distance >= special_attack_min_range) && (distance <= special_attack_max_range))
|
||||
if(holder.ICheckSpecialAttack(target))
|
||||
ai_log("engage_target() : Attempting a special attack.", AI_LOG_TRACE)
|
||||
on_engagement(target)
|
||||
if(special_attack(target)) // If this fails, then we try a regular melee/ranged attack.
|
||||
ai_log("engage_target() : Successful special attack. Exiting.", AI_LOG_DEBUG)
|
||||
return
|
||||
|
||||
// Stab them.
|
||||
else if(distance <= 1 && !pointblank)
|
||||
ai_log("engage_target() : Attempting a melee attack.", AI_LOG_TRACE)
|
||||
on_engagement(target)
|
||||
melee_attack(target)
|
||||
|
||||
// Shoot them.
|
||||
else if(holder.ICheckRangedAttack(target) && (distance <= max_range(target)) )
|
||||
on_engagement(target)
|
||||
if(firing_lanes && !test_projectile_safety(target))
|
||||
// Nudge them a bit, maybe they can shoot next time.
|
||||
step_rand(holder)
|
||||
holder.face_atom(target)
|
||||
ai_log("engage_target() : Could not safely fire at target. Exiting.", AI_LOG_DEBUG)
|
||||
return
|
||||
|
||||
ai_log("engage_target() : Attempting a ranged attack.", AI_LOG_TRACE)
|
||||
ranged_attack(target)
|
||||
|
||||
// Run after them.
|
||||
else if(!stand_ground)
|
||||
ai_log("engage_target() : Target ([target]) too far away. Exiting.", AI_LOG_DEBUG)
|
||||
set_stance(STANCE_APPROACH)
|
||||
|
||||
// We're not entirely sure how holder will do melee attacks since any /mob/living could be holder, but we don't have to care because Interfaces.
|
||||
/datum/ai_holder/proc/melee_attack(atom/A)
|
||||
pre_melee_attack(A)
|
||||
. = holder.IAttack(A)
|
||||
if(.)
|
||||
post_melee_attack(A)
|
||||
|
||||
// Ditto.
|
||||
/datum/ai_holder/proc/ranged_attack(atom/A)
|
||||
pre_ranged_attack(A)
|
||||
. = holder.IRangedAttack(A)
|
||||
if(.)
|
||||
post_ranged_attack(A)
|
||||
|
||||
// Most mobs probably won't have this defined but we don't care.
|
||||
/datum/ai_holder/proc/special_attack(atom/movable/AM)
|
||||
pre_special_attack(AM)
|
||||
. = holder.ISpecialAttack(AM)
|
||||
if(.)
|
||||
post_special_attack(AM)
|
||||
|
||||
// Called when within striking/shooting distance, however cooldown is not considered.
|
||||
// Override to do things like move in a random step for evasiveness.
|
||||
// Note that this is called BEFORE the attack.
|
||||
/datum/ai_holder/proc/on_engagement(atom/A)
|
||||
|
||||
// Called before a ranged attack is attempted.
|
||||
/datum/ai_holder/proc/pre_ranged_attack(atom/A)
|
||||
|
||||
// Called before a melee attack is attempted.
|
||||
/datum/ai_holder/proc/pre_melee_attack(atom/A)
|
||||
|
||||
// Called before a 'special' attack is attempted.
|
||||
/datum/ai_holder/proc/pre_special_attack(atom/A)
|
||||
|
||||
// Called after a successful (IE not on cooldown) ranged attack.
|
||||
// Note that this is not whether the projectile actually hit, just that one was launched.
|
||||
/datum/ai_holder/proc/post_ranged_attack(atom/A)
|
||||
|
||||
// Ditto but for melee.
|
||||
/datum/ai_holder/proc/post_melee_attack(atom/A)
|
||||
|
||||
// And one more for special snowflake attacks.
|
||||
/datum/ai_holder/proc/post_special_attack(atom/A)
|
||||
|
||||
// Used to make sure projectiles will probably hit the target and not the wall or a friend.
|
||||
/datum/ai_holder/proc/test_projectile_safety(atom/movable/AM)
|
||||
var/mob/living/L = check_trajectory(AM, holder) // This isn't always reliable but its better than the previous method.
|
||||
// world << "Checked trajectory, would hit [L]."
|
||||
|
||||
if(istype(L)) // Did we hit a mob?
|
||||
// world << "Hit [L]."
|
||||
if(holder.IIsAlly(L))
|
||||
// world << "Would hit ally, canceling."
|
||||
return FALSE // We would hit a friend!
|
||||
// world << "Won't threaten ally, firing."
|
||||
return TRUE // Otherwise we don't care, even if its not the intended target.
|
||||
else
|
||||
if(!isliving(AM)) // If the original target was an object, then let it happen if it doesn't threaten an ally.
|
||||
// world << "Targeting object, ignoring and firing."
|
||||
return TRUE
|
||||
// world << "Not sure."
|
||||
|
||||
return !conserve_ammo // If we have infinite ammo than shooting the wall isn't so bad, but otherwise lets not.
|
||||
|
||||
// Test if we are within range to attempt an attack, melee or ranged.
|
||||
/datum/ai_holder/proc/within_range(atom/movable/AM)
|
||||
var/distance = get_dist(holder, AM)
|
||||
if(distance <= 1)
|
||||
return TRUE // Can melee.
|
||||
else if(holder.ICheckRangedAttack(AM) && distance <= max_range(AM))
|
||||
return TRUE // Can shoot.
|
||||
return FALSE
|
||||
|
||||
// Determines how close the AI will move to its target.
|
||||
/datum/ai_holder/proc/closest_distance(atom/movable/AM)
|
||||
return max(max_range(AM) - 1, 1) // Max range -1 just because we don't want to constantly get kited
|
||||
|
||||
// Can be used to conditionally do a ranged or melee attack.
|
||||
/datum/ai_holder/proc/max_range(atom/movable/AM)
|
||||
return holder.ICheckRangedAttack(AM) ? 7 : 1
|
||||
|
||||
// Goes to the target, to attack them.
|
||||
// Called when in STANCE_APPROACH.
|
||||
/datum/ai_holder/proc/walk_to_target()
|
||||
ai_log("walk_to_target() : Entering.", AI_LOG_DEBUG)
|
||||
// Make sure we can still chase/attack them.
|
||||
if(!target || !can_attack(target))
|
||||
ai_log("walk_to_target() : Lost target.", AI_LOG_INFO)
|
||||
if(!find_target())
|
||||
lost_target()
|
||||
ai_log("walk_to_target() : Exiting.", AI_LOG_DEBUG)
|
||||
return
|
||||
else
|
||||
ai_log("walk_to_target() : Found new target ([target]).", AI_LOG_INFO)
|
||||
|
||||
// Find out where we're going.
|
||||
var/get_to = closest_distance(target)
|
||||
var/distance = get_dist(holder, target)
|
||||
ai_log("walk_to_target() : get_to is [get_to].", AI_LOG_TRACE)
|
||||
|
||||
// We're here!
|
||||
// Special case: Our holder has a special attack that is ranged, but normally the holder uses melee.
|
||||
// If that happens, we'll switch to STANCE_FIGHT so they can use it. If the special attack is limited, they'll likely switch back next tick.
|
||||
if(distance <= get_to || holder.ICheckSpecialAttack(target))
|
||||
ai_log("walk_to_target() : Within range.", AI_LOG_INFO)
|
||||
forget_path()
|
||||
set_stance(STANCE_FIGHT)
|
||||
ai_log("walk_to_target() : Exiting.", AI_LOG_DEBUG)
|
||||
return
|
||||
|
||||
|
||||
// Otherwise keep walking.
|
||||
if(!stand_ground)
|
||||
walk_path(target, get_to)
|
||||
|
||||
ai_log("walk_to_target() : Exiting.", AI_LOG_DEBUG)
|
||||
|
||||
// Resists out of things.
|
||||
// Sometimes there are times you want your mob to be buckled to something, so override this for when that is needed.
|
||||
/datum/ai_holder/proc/handle_resist()
|
||||
holder.resist()
|
||||
|
||||
// Used to break through windows and barriers to a target on the other side.
|
||||
// This does two passes, so that if its just a public access door, the windows nearby don't need to be smashed.
|
||||
/datum/ai_holder/proc/breakthrough(atom/target_atom)
|
||||
ai_log("breakthrough() : Entering", AI_LOG_TRACE)
|
||||
|
||||
if(!can_breakthrough)
|
||||
ai_log("breakthrough() : Not allowed to breakthrough. Exiting.", AI_LOG_TRACE)
|
||||
return FALSE
|
||||
|
||||
if(!isturf(holder.loc))
|
||||
ai_log("breakthrough() : Trapped inside \the [holder.loc]. Exiting.", AI_LOG_TRACE)
|
||||
return FALSE
|
||||
|
||||
var/dir_to_target = get_dir(holder, target_atom)
|
||||
holder.face_atom(target_atom)
|
||||
ai_log("breakthrough() : Exiting", AI_LOG_DEBUG)
|
||||
|
||||
// Sometimes the mob will try to hit something diagonally, and generally this fails.
|
||||
// So instead we will try two more times with some adjustments if the attack fails.
|
||||
var/list/directions_to_try = list(
|
||||
dir_to_target,
|
||||
turn(dir_to_target, 45),
|
||||
turn(dir_to_target, -45)
|
||||
)
|
||||
|
||||
ai_log("breakthrough() : Starting peaceful pass.", AI_LOG_DEBUG)
|
||||
|
||||
var/result = FALSE
|
||||
|
||||
// First, we will try to peacefully make a path, I.E opening a door we have access to.
|
||||
for(var/direction in directions_to_try)
|
||||
result = destroy_surroundings(direction, violent = FALSE)
|
||||
if(result)
|
||||
break
|
||||
|
||||
// Alright, lets smash some shit instead, if it didn't work and we're allowed to be violent.
|
||||
if(!result && can_violently_breakthrough())
|
||||
ai_log("breakthrough() : Starting violent pass.", AI_LOG_DEBUG)
|
||||
for(var/direction in directions_to_try)
|
||||
result = destroy_surroundings(direction, violent = TRUE)
|
||||
if(result)
|
||||
break
|
||||
|
||||
ai_log("breakthrough() : Exiting with [result].", AI_LOG_TRACE)
|
||||
return result
|
||||
|
||||
// Despite the name, this can also be used to help clear a path without any destruction.
|
||||
/datum/ai_holder/proc/destroy_surroundings(direction, violent = TRUE)
|
||||
ai_log("destroy_surroundings() : Entering.", AI_LOG_TRACE)
|
||||
if(!direction)
|
||||
direction = pick(cardinal) // FLAIL WILDLY
|
||||
ai_log("destroy_surroundings() : No direction given, picked [direction] randomly.", AI_LOG_DEBUG)
|
||||
|
||||
var/turf/problem_turf = get_step(holder, direction)
|
||||
|
||||
// First, give peace a chance.
|
||||
if(!violent)
|
||||
ai_log("destroy_surroundings() : Going to try to peacefully clear [problem_turf].", AI_LOG_DEBUG)
|
||||
for(var/obj/machinery/door/D in problem_turf)
|
||||
if(D.density && holder.Adjacent(D) && D.allowed(holder) && D.operable())
|
||||
// First, try to open the door if possible without smashing it. We might have access.
|
||||
ai_log("destroy_surroundings() : Opening closed door.", AI_LOG_INFO)
|
||||
return D.open()
|
||||
|
||||
// Peace has failed us, can we just smash the things in the way?
|
||||
else
|
||||
ai_log("destroy_surroundings() : Going to try to violently clear [problem_turf].", AI_LOG_DEBUG)
|
||||
// First, kill windows in the way.
|
||||
for(var/obj/structure/window/W in problem_turf)
|
||||
if(W.dir == reverse_dir[holder.dir]) // So that windows get smashed in the right order
|
||||
ai_log("destroy_surroundings() : Attacking side window.", AI_LOG_INFO)
|
||||
return holder.IAttack(W)
|
||||
|
||||
else if(W.is_fulltile())
|
||||
ai_log("destroy_surroundings() : Attacking full tile window.", AI_LOG_INFO)
|
||||
return holder.IAttack(W)
|
||||
|
||||
// Kill hull shields in the way.
|
||||
for(var/obj/effect/energy_field/shield in problem_turf)
|
||||
if(shield.density) // Don't attack shields that are already down.
|
||||
ai_log("destroy_surroundings() : Attacking hull shield.", AI_LOG_INFO)
|
||||
return holder.IAttack(shield)
|
||||
|
||||
// Kill common obstacle in the way like tables.
|
||||
var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
|
||||
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
|
||||
ai_log("destroy_surroundings() : Attacking generic structure.", AI_LOG_INFO)
|
||||
return holder.IAttack(obstacle)
|
||||
|
||||
for(var/obj/machinery/door/D in problem_turf) // Required since firelocks take up the same turf.
|
||||
if(D.density)
|
||||
ai_log("destroy_surroundings() : Attacking closed door.", AI_LOG_INFO)
|
||||
return holder.IAttack(D)
|
||||
|
||||
ai_log("destroy_surroundings() : Exiting due to nothing to attack.", AI_LOG_INFO)
|
||||
return FALSE // Nothing to attack.
|
||||
|
||||
// Override for special behaviour.
|
||||
/datum/ai_holder/proc/can_violently_breakthrough()
|
||||
return violent_breakthrough
|
||||
43
code/modules/ai/ai_holder_combat_unseen.dm
Normal file
43
code/modules/ai/ai_holder_combat_unseen.dm
Normal file
@@ -0,0 +1,43 @@
|
||||
// Used for fighting invisible things.
|
||||
|
||||
// Used when a target is out of sight or invisible.
|
||||
/datum/ai_holder/proc/engage_unseen_enemy()
|
||||
// Lets do some last things before giving up.
|
||||
if(!ranged)
|
||||
if(get_dist(holder, target_last_seen_turf > 1)) // We last saw them over there.
|
||||
// Go to where you last saw the enemy.
|
||||
give_destination(target_last_seen_turf, 1, TRUE) // This will set it to STANCE_REPOSITION.
|
||||
else // We last saw them next to us, so do a blind attack on that tile.
|
||||
melee_on_tile(target_last_seen_turf)
|
||||
|
||||
else if(!conserve_ammo)
|
||||
shoot_near_turf(target_last_seen_turf)
|
||||
|
||||
// This shoots semi-randomly near a specific turf.
|
||||
/datum/ai_holder/proc/shoot_near_turf(turf/targeted_turf)
|
||||
if(!ranged)
|
||||
return // Can't shoot.
|
||||
if(get_dist(holder, targeted_turf) > max_range(targeted_turf))
|
||||
return // Too far to shoot.
|
||||
|
||||
var/turf/T = pick(RANGE_TURFS(2, targeted_turf)) // The turf we're actually gonna shoot at.
|
||||
on_engagement(T)
|
||||
if(firing_lanes && !test_projectile_safety(T))
|
||||
step_rand(holder)
|
||||
holder.face_atom(T)
|
||||
return
|
||||
|
||||
ranged_attack(T)
|
||||
|
||||
// Attempts to attack something on a specific tile.
|
||||
// TODO: Put on mob/living?
|
||||
/datum/ai_holder/proc/melee_on_tile(turf/T)
|
||||
var/mob/living/L = locate() in T
|
||||
if(!L)
|
||||
T.visible_message("\The [holder] attacks nothing around \the [T].")
|
||||
return
|
||||
|
||||
if(holder.IIsAlly(L)) // Don't hurt our ally.
|
||||
return
|
||||
|
||||
melee_attack(L)
|
||||
134
code/modules/ai/ai_holder_communication.dm
Normal file
134
code/modules/ai/ai_holder_communication.dm
Normal file
@@ -0,0 +1,134 @@
|
||||
// Contains code for speaking and emoting.
|
||||
|
||||
/datum/ai_holder
|
||||
var/threaten = FALSE // If hostile and sees a valid target, gives a 'warning' to the target before beginning the attack.
|
||||
var/threatening = FALSE // If the mob actually gave the warning, checked so it doesn't constantly yell every tick.
|
||||
var/threaten_delay = 3 SECONDS // How long a 'threat' lasts, until actual fighting starts. If null, the mob never starts the fight but still does the threat.
|
||||
var/threaten_timeout = 1 MINUTE // If the mob threatens someone, they leave, and then come back before this timeout period, the mob escalates to fighting immediately.
|
||||
var/last_conflict_time = null // Last occurance of fighting being used, in world.time.
|
||||
var/last_threaten_time = null // Ditto but only for threats.
|
||||
|
||||
var/speak_chance = 0 // Probability that the mob talks (this is 'X in 200' chance since even 1/100 is pretty noisy)
|
||||
|
||||
|
||||
/datum/ai_holder/proc/should_threaten()
|
||||
if(!threaten)
|
||||
return FALSE // We don't negotiate.
|
||||
if(target in attackers)
|
||||
return FALSE // They (or someone like them) attacked us before, escalate immediately.
|
||||
if(!will_threaten(target))
|
||||
return FALSE // Pointless to threaten an animal, a mindless drone, or an object.
|
||||
if(stance in STANCES_COMBAT)
|
||||
return FALSE // We're probably already fighting or recently fought if not in these stances.
|
||||
if(last_threaten_time && threaten_delay && last_conflict_time + threaten_timeout > world.time)
|
||||
return FALSE // We threatened someone recently, so lets show them we mean business.
|
||||
return TRUE // Lets give them a chance to choose wisely and walk away.
|
||||
|
||||
/datum/ai_holder/proc/threaten_target()
|
||||
holder.face_atom(target) // Constantly face the target.
|
||||
|
||||
if(!threatening) // First tick.
|
||||
threatening = TRUE
|
||||
last_threaten_time = world.time
|
||||
|
||||
if(holder.say_list)
|
||||
holder.ISay(safepick(holder.say_list.say_threaten))
|
||||
playsound(holder.loc, holder.say_list.threaten_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
|
||||
playsound(target.loc, holder.say_list.threaten_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
|
||||
else // Otherwise we are waiting for them to go away or to wait long enough for escalate.
|
||||
if(target in list_targets()) // Are they still visible?
|
||||
var/should_escalate = FALSE
|
||||
|
||||
if(threaten_delay && last_threaten_time + threaten_delay < world.time) // Waited too long.
|
||||
should_escalate = TRUE
|
||||
else if(last_conflict_time + threaten_timeout > world.time) // We got attacked while threatening them.
|
||||
should_escalate = TRUE
|
||||
|
||||
if(should_escalate)
|
||||
threatening = FALSE
|
||||
set_stance(STANCE_APPROACH)
|
||||
if(holder.say_list)
|
||||
holder.ISay(safepick(holder.say_list.say_escalate))
|
||||
else
|
||||
return // Wait a bit.
|
||||
|
||||
else // They left, or so we think.
|
||||
threatening = FALSE
|
||||
set_stance(STANCE_IDLE)
|
||||
if(holder.say_list)
|
||||
holder.ISay(safepick(holder.say_list.say_stand_down))
|
||||
playsound(holder.loc, holder.say_list.stand_down_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
|
||||
playsound(target.loc, holder.say_list.stand_down_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
|
||||
|
||||
// Determines what is deserving of a warning when STANCE_ALERT is active.
|
||||
/datum/ai_holder/proc/will_threaten(mob/living/the_target)
|
||||
if(!isliving(the_target))
|
||||
return FALSE // Turrets don't give a fuck so neither will we.
|
||||
/*
|
||||
// Find a nice way of doing this later.
|
||||
if(istype(the_target, /mob/living/simple_mob) && istype(holder, /mob/living/simple_mob))
|
||||
var/mob/living/simple_mob/us = holder
|
||||
var/mob/living/simple_mob/them = target
|
||||
|
||||
if(them.intelligence_level < us.intelligence_level) // Todo: Bitflag these.
|
||||
return FALSE // Humanoids don't care about drones/animals/etc. Drones don't care about animals, and so on.
|
||||
*/
|
||||
return TRUE
|
||||
|
||||
// Temp defines to make the below code a bit more readable.
|
||||
#define COMM_SAY "say"
|
||||
#define COMM_AUDIBLE_EMOTE "audible emote"
|
||||
#define COMM_VISUAL_EMOTE "visual emote"
|
||||
|
||||
/datum/ai_holder/proc/handle_idle_speaking()
|
||||
if(rand(0,200) < speak_chance)
|
||||
// Check if anyone is around to 'appreciate' what we say.
|
||||
var/alone = TRUE
|
||||
for(var/m in viewers(holder))
|
||||
var/mob/M = m
|
||||
if(M.client)
|
||||
alone = FALSE
|
||||
break
|
||||
if(alone) // Forever alone. No point doing anything else.
|
||||
return
|
||||
|
||||
var/list/comm_types = list() // What kinds of things can we do?
|
||||
if(!holder.say_list)
|
||||
return
|
||||
|
||||
if(holder.say_list.speak.len)
|
||||
comm_types += COMM_SAY
|
||||
if(holder.say_list.emote_hear.len)
|
||||
comm_types += COMM_AUDIBLE_EMOTE
|
||||
if(holder.say_list.emote_see.len)
|
||||
comm_types += COMM_VISUAL_EMOTE
|
||||
|
||||
if(!comm_types.len)
|
||||
return // All the relevant lists are empty, so do nothing.
|
||||
|
||||
switch(pick(comm_types))
|
||||
if(COMM_SAY)
|
||||
holder.ISay(safepick(holder.say_list.speak))
|
||||
if(COMM_AUDIBLE_EMOTE)
|
||||
holder.audible_emote(safepick(holder.say_list.emote_hear))
|
||||
if(COMM_VISUAL_EMOTE)
|
||||
holder.visible_emote(safepick(holder.say_list.emote_see))
|
||||
|
||||
#undef COMM_SAY
|
||||
#undef COMM_AUDIBLE_EMOTE
|
||||
#undef COMM_VISUAL_EMOTE
|
||||
|
||||
// Handles the holder hearing a mob's say()
|
||||
// Does nothing by default, override this proc for special behavior.
|
||||
/datum/ai_holder/proc/on_hear_say(mob/living/speaker, message)
|
||||
return
|
||||
|
||||
// This is to make responses feel a bit more natural and not instant.
|
||||
/datum/ai_holder/proc/delayed_say(var/message, var/mob/speak_to)
|
||||
spawn(rand(1 SECOND, 2 SECONDS))
|
||||
if(!src || !holder || !can_act()) // We might've died/got deleted/etc in the meantime.
|
||||
return
|
||||
|
||||
if(speak_to)
|
||||
holder.face_atom(speak_to)
|
||||
holder.ISay(message)
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user