POLARIS: Simple Animal Player QOL

Adds a HUD when controlling a simple animal. Allows intents, mostly harm and help if they don't have hands. Disarm and grab if they do. Gives them a generic hud, and adds a var to decide if they have hands or not. Adds a var printed to any client that joins into a mob to explain how to play them, or lore stuff, or whatever you feel like.
This commit is contained in:
Arokha Sieyes
2018-02-14 22:25:35 -06:00
parent a77c90bfd3
commit 5c08ee7a2a
15 changed files with 697 additions and 191 deletions

View File

@@ -201,20 +201,22 @@
L.resist()
if("mov_intent")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
switch(usr.m_intent)
if(isliving(usr))
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
var/mob/living/L = usr
switch(L.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
L.m_intent = "walk"
L.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
L.m_intent = "run"
L.hud_used.move_intent.icon_state = "running"
if("m_intent")
if(!usr.m_int)
switch(usr.m_intent)
@@ -486,7 +488,7 @@
var/mob/living/silicon/ai/AI = usr
AI.view_images()
else
return 0
return attempt_vr(src,"Click_vr",list(location,control,params)) //VOREStation Add - Additional things.
return 1
/obj/screen/inventory/Click()

View File

@@ -73,27 +73,38 @@
Animals
*/
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
if(prob(spattack_prob))
if(spattack_min_range <= 1)
target_mob = A
SpecialAtkTarget()
target_mob = null
return
if(melee_damage_upper == 0 && istype(A,/mob/living))
custom_emote(1,"[friendly] [A]!")
if(!(. = ..()))
return
setClickCooldown(get_attack_speed())
if(isliving(A))
target_mob = A
PunchTarget()
target_mob = null
else
A.attack_generic(src, rand(melee_damage_lower, melee_damage_upper), attacktext)
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())

View File

@@ -52,7 +52,7 @@
if(!canremove)
return
if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
if (ishuman(usr) || issmall(usr) || isanimal(usr)) //so monkeys can take off their backpacks -- Urist
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
return

View File

@@ -137,33 +137,6 @@
return shock_damage
/mob/proc/swap_hand()
return
/mob/living/carbon/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/carbon/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health >= config.health_threshold_crit)
if(src == M && istype(src, /mob/living/carbon/human))
@@ -321,62 +294,6 @@
update_icons_layers(FALSE) //apply the now updated overlays to the mob
update_icons_body()
//Throwing stuff
/mob/proc/throw_item(atom/target)
return
/mob/living/carbon/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
var/throw_range = item.throw_range
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
src.drop_from_inventory(item)
if(!item || !isturf(item.loc))
return
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()

View File

@@ -17,7 +17,7 @@
return u_attack
return null
/mob/living/carbon/human/attack_hand(mob/living/carbon/M as mob)
/mob/living/carbon/human/attack_hand(mob/living/M as mob)
var/datum/gender/TT = gender_datums[M.get_visible_gender()]
var/mob/living/carbon/human/H = M
if(istype(H))
@@ -27,7 +27,8 @@
if(!temp || !temp.is_usable())
H << "<font color='red'>You can't use your hand.</font>"
return
H.break_cloak()
M.break_cloak()
..()
// Should this all be in Touch()?
@@ -73,7 +74,8 @@
return
if(istype(M,/mob/living/carbon))
M.spread_disease_to(src, "Contact")
var/mob/living/carbon/C = M
C.spread_disease_to(src, "Contact")
switch(M.a_intent)
if(I_HELP)

View File

@@ -1132,3 +1132,79 @@ default behaviour is:
else // No colors, so remove the client's color.
animate(client, color = null, time = 10)
/mob/living/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
var/throw_range = item.throw_range
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
src.drop_from_inventory(item)
if(!item || !isturf(item.loc))
return
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)

View File

@@ -16,6 +16,12 @@
//Settings for played mobs
var/show_stat_health = 1 // Does the percentage health show in the stat panel for the mob
var/ai_inactive = 0 // Set to 1 to turn off most AI actions
var/has_hands = 0 // Set to 1 to enable the use of hands and the hands hud
var/list/hud_gears // Slots to show on the hud (typically none)
var/ui_icons // Icon file path to use for the HUD, otherwise generic icons are used
var/r_hand_sprite // If they have hands,
var/l_hand_sprite // they could use some icons.
var/player_msg // Message to print to players about 'how' to play this mob on login.
//Mob icon/appearance settings
var/icon_living = "" // The iconstate if we're alive, required
@@ -71,7 +77,7 @@
var/cold_damage_per_tick = 2 // Same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
var/fire_alert = 0 // 0 = fine, 1 = hot, 2 = cold
var/min_oxy = 5 // Oxygen in moles, minimum, 0 is 'no minimum
var/min_oxy = 5 // Oxygen in moles, minimum, 0 is 'no minimum'
var/max_oxy = 0 // Oxygen in moles, maximum, 0 is 'no maximum'
var/min_tox = 0 // Phoron min
var/max_tox = 1 // Phoron max
@@ -171,6 +177,7 @@
home_turf = get_turf(src)
path_overlay = new(path_icon,path_icon_state)
move_to_delay = max(2,move_to_delay) //Protection against people coding things incorrectly and A* pathing 100% of the time
maxHealth = health
for(var/L in has_langs)
languages |= all_languages[L]
@@ -209,21 +216,17 @@
//Client attached
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = list()
src.client.screen += src.client.void
ai_inactive = 1
handle_stance(STANCE_IDLE)
LoseTarget()
src.client << "<span class='notice'>Mob AI disabled while you are controlling the mob.</span>"
..()
. = ..()
ai_inactive = 1
handle_stance(STANCE_IDLE)
LoseTarget()
to_chat(src,"<span class='notice'>Mob AI disabled while you are controlling the mob.</span><br><b>You are \the [src]. [player_msg]</b>")
//Client detatched
/mob/living/simple_animal/Logout()
if(src && !src.client)
spawn(15 SECONDS) //15 seconds to get back into the mob before it goes wild
if(src && !src.client)
ai_inactive = initial(ai_inactive) //So if they never have an AI, they stay that way.
spawn(15 SECONDS) //15 seconds to get back into the mob before it goes wild
if(src && !src.client)
ai_inactive = initial(ai_inactive) //So if they never have an AI, they stay that way.
..()
//For debug purposes!
@@ -243,23 +246,74 @@
if(health > getMaxHealth())
health = getMaxHealth()
//Update our hud if we have one
if(healths)
if(stat != DEAD)
var/heal_per = (health / getMaxHealth()) * 100
switch(heal_per)
if(100 to INFINITY)
healths.icon_state = "health0"
if(80 to 100)
healths.icon_state = "health1"
if(60 to 80)
healths.icon_state = "health2"
if(40 to 60)
healths.icon_state = "health3"
if(20 to 40)
healths.icon_state = "health4"
if(0 to 20)
healths.icon_state = "health5"
else
healths.icon_state = "health6"
else
healths.icon_state = "health7"
//Updates the nutrition while we're here
if(nutrition_icon)
var/food_per = (nutrition / initial(nutrition)) * 100
switch(food_per)
if(90 to INFINITY)
nutrition_icon.icon_state = "nutrition0"
if(75 to 90)
nutrition_icon.icon_state = "nutrition1"
if(50 to 75)
nutrition_icon.icon_state = "nutrition2"
if(25 to 50)
nutrition_icon.icon_state = "nutrition3"
if(0 to 25)
nutrition_icon.icon_state = "nutrition4"
/mob/living/simple_animal/update_icon()
..()
. = ..()
var/mutable_appearance/ma = new(src)
ma.layer = layer
ma.plane = plane
ma.overlays = list(modifier_overlay)
//Awake and normal
if((stat == CONSCIOUS) && (!icon_rest || !resting || !incapacitated(INCAPACITATION_DISABLED) ))
icon_state = icon_living
ma.icon_state = icon_living
//Dead
else if(stat >= DEAD)
icon_state = icon_dead
ma.icon_state = icon_dead
//Resting or KO'd
else if(((stat == UNCONSCIOUS) || resting || incapacitated(INCAPACITATION_DISABLED) ) && icon_rest)
icon_state = icon_rest
ma.icon_state = icon_rest
//Backup
else
icon_state = initial(icon_state)
ma.icon_state = initial(icon_state)
if(has_hands)
if(r_hand_sprite)
ma.overlays += r_hand_sprite
if(l_hand_sprite)
ma.overlays += l_hand_sprite
appearance = ma
// If your simple mob's update_icon() call calls overlays.Cut(), this needs to be called after this, or manually apply modifier_overly to overlays.
/mob/living/simple_animal/update_modifier_visuals()
@@ -300,7 +354,6 @@
handle_paralysed()
handle_supernatural()
handle_atmos() //Atmos
update_icon()
ai_log("Life() - stance=[stance] ai_inactive=[ai_inactive]", 4)
@@ -325,7 +378,7 @@
if(istype(loc,/obj/structure/closet))
var/obj/structure/closet/C = loc
if(C.welded)
resist()
handle_resist()
else
C.open()
@@ -398,7 +451,7 @@
// Handle interacting with and taking damage from atmos
// TODO - Refactor this to use handle_environment() like a good /mob/living
/mob/living/simple_animal/proc/handle_atmos()
var/atmos_suitable = 1
var/atmos_unsuitable = 0
var/atom/A = src.loc
@@ -414,41 +467,52 @@
if(min_oxy)
if(Environment.gas["oxygen"] < min_oxy)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_oxy)
if(Environment.gas["oxygen"] > max_oxy)
atmos_suitable = 0
atmos_unsuitable = 1
if(min_tox)
if(Environment.gas["phoron"] < min_tox)
atmos_suitable = 0
atmos_unsuitable = 2
if(max_tox)
if(Environment.gas["phoron"] > max_tox)
atmos_suitable = 0
atmos_unsuitable = 2
if(min_n2)
if(Environment.gas["nitrogen"] < min_n2)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_n2)
if(Environment.gas["nitrogen"] > max_n2)
atmos_suitable = 0
atmos_unsuitable = 1
if(min_co2)
if(Environment.gas["carbon_dioxide"] < min_co2)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_co2)
if(Environment.gas["carbon_dioxide"] > max_co2)
atmos_suitable = 0
atmos_unsuitable = 1
//Atmos effect
if(bodytemperature < minbodytemp)
fire_alert = 2
adjustBruteLoss(cold_damage_per_tick)
if(fire)
fire.icon_state = "fire1"
else if(bodytemperature > maxbodytemp)
fire_alert = 1
adjustBruteLoss(heat_damage_per_tick)
if(fire)
fire.icon_state = "fire2"
else
fire_alert = 0
if(fire)
fire.icon_state = "fire0"
if(!atmos_suitable)
if(atmos_unsuitable)
adjustBruteLoss(unsuitable_atoms_damage)
if(oxygen)
oxygen.icon_state = "oxy1"
else if(oxygen)
if(oxygen)
oxygen.icon_state = "oxy0"
// For setting the stance WITHOUT processing it
/mob/living/simple_animal/proc/set_stance(var/new_stance)
@@ -518,26 +582,13 @@
custom_emote(2, act_desc)
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj)
return
ai_log("bullet_act() I was shot by: [Proj.firer]",2)
if(Proj.taser_effect)
stun_effect_act(0, Proj.agony)
if(!Proj.nodamage)
var/true_damage = Proj.damage
if(!Proj.SA_vulnerability || Proj.SA_vulnerability == intelligence_level)
true_damage += Proj.SA_bonus_damage
adjustBruteLoss(true_damage)
. = ..()
if(Proj.firer)
react_to_attack(Proj.firer)
Proj.on_hit(src)
return 0
// When someone clicks us with an empty hand
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
@@ -610,24 +661,25 @@
if(O.force)
react_to_attack(user)
/mob/living/simple_animal/hit_with_weapon(obj/item/O, mob/living/user, var/effective_force, var/hit_zone)
visible_message("<span class='danger'>\The [src] has been attacked with \the [O] by [user].</span>")
return ..()
/mob/living/simple_animal/hit_with_weapon(obj/item/O, mob/living/user, var/effective_force, var/hit_zone)
effective_force = O.force
//Animals can't be stunned(?)
if(O.damtype == HALLOSS)
effective_force = 0
if(supernatural && istype(O,/obj/item/weapon/nullrod))
effective_force *= 2
purge = 3
if(O.force <= resistance)
user << "<span class='danger'>This weapon is ineffective, it does no damage.</span>"
to_chat(user,"<span class='danger'>This weapon is ineffective, it does no damage.</span>")
return 2
var/damage = O.force
if (O.damtype == HALLOSS)
damage = 0
if(supernatural && istype(O,/obj/item/weapon/nullrod))
damage *= 2
purge = 3
adjustBruteLoss(damage)
ai_log("hit_with_weapon() I was h_w_weapon'd by: [user]",2)
react_to_attack(user)
return 0
. = ..()
// When someone throws something at us
/mob/living/simple_animal/hitby(atom/movable/AM)
@@ -660,6 +712,9 @@
tally = 1
tally *= purge
if(m_intent == "walk")
tally *= 1.5
return tally+config.animal_delay
/mob/living/simple_animal/Stat()
@@ -674,6 +729,7 @@
icon_state = icon_rest
else
icon_state = icon_living
update_icon()
/mob/living/simple_animal/death(gibbed, deathmessage = "dies!")
density = 0 //We don't block even if we did before
@@ -755,7 +811,6 @@
/mob/living/simple_animal/handle_fire()
return
/mob/living/simple_animal/update_fire()
return
/mob/living/simple_animal/IgniteMob()
@@ -765,7 +820,7 @@
//We got hit! Consider hitting them back!
/mob/living/simple_animal/proc/react_to_attack(var/mob/living/M)
if(stat || M == target_mob) return //Not if we're dead or already hitting them
if(ai_inactive || stat || M == target_mob) return //Not if we're dead or already hitting them
if(M in friends || M.faction == faction) return //I'll overlook it THIS time...
ai_log("react_to_attack([M])",1)
if(retaliate && set_target(M, 1))
@@ -1204,8 +1259,8 @@
if(prob(melee_miss_chance))
src.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [L.name] ([L.ckey])</font>")
L.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [src.name] ([src.ckey])</font>")
src.visible_message("<span class='danger'>[src] misses [L]!</span>")
src.do_attack_animation(src)
visible_message("<span class='danger'>[src] misses [L]!</span>")
do_attack_animation(src)
return L
else
DoPunch(L)
@@ -1217,7 +1272,7 @@
// This is the actual act of 'punching'. Override for special behaviour.
/mob/living/simple_animal/proc/DoPunch(var/atom/A)
if(!Adjacent(target_mob)) // They could've moved in the meantime.
if(!Adjacent(A)) // They could've moved in the meantime.
return FALSE
var/damage_to_do = rand(melee_damage_lower, melee_damage_upper)
@@ -1226,16 +1281,14 @@
if(!isnull(M.outgoing_melee_damage_percent))
damage_to_do *= M.outgoing_melee_damage_percent
if(attack_sound)
playsound(src, attack_sound, 75, 1)
// SA attacks can be blocked with shields.
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(damage = damage_to_do, damage_source = src, attacker = src, def_zone = null, attack_text = "the attack"))
return FALSE
A.attack_generic(src, damage_to_do, pick(attacktext))
if(A.attack_generic(src, damage_to_do, pick(attacktext)) && attack_sound)
playsound(src, attack_sound, 75, 1)
return TRUE
//The actual top-level ranged attack proc
@@ -1500,10 +1553,134 @@
/mob/living/simple_animal/is_sentient()
return intelligence_level != SA_PLANT && intelligence_level != SA_ROBOTIC
// Hand procs for player-controlled SA's
/mob/living/simple_animal/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/simple_animal/put_in_active_hand(var/obj/item/I)
if(!has_hands || !istype(I))
return
//Puts the item into our active hand if possible. returns 1 on success.
/mob/living/simple_animal/put_in_active_hand(var/obj/item/W)
if(!has_hands)
return FALSE
return (hand ? put_in_l_hand(W) : put_in_r_hand(W))
/mob/living/simple_animal/put_in_l_hand(var/obj/item/W)
if(!..() || l_hand)
return 0
W.forceMove(src)
l_hand = W
W.equipped(src,slot_l_hand)
W.add_fingerprint(src)
update_inv_l_hand()
return TRUE
/mob/living/simple_animal/put_in_r_hand(var/obj/item/W)
if(!..() || r_hand)
return 0
W.forceMove(src)
r_hand = W
W.equipped(src,slot_r_hand)
W.add_fingerprint(src)
update_inv_r_hand()
return TRUE
/mob/living/simple_animal/update_inv_r_hand()
if(QDESTROYING(src))
return
if(r_hand)
r_hand.screen_loc = ui_rhand //TODO
//determine icon state to use
var/t_state
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
t_state = r_hand.item_state_slots[slot_r_hand_str]
else if(r_hand.item_state)
t_state = r_hand.item_state
else
t_state = r_hand.icon_state
//determine icon to use
var/icon/t_icon
if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else if(r_hand.icon_override)
t_state += "_r"
t_icon = r_hand.icon_override
else
t_icon = INV_R_HAND_DEF_ICON
//apply color
var/image/standing = image(icon = t_icon, icon_state = t_state)
standing.color = r_hand.color
r_hand_sprite = standing
else
r_hand_sprite = null
update_icon()
/mob/living/simple_animal/update_inv_l_hand()
if(QDESTROYING(src))
return
if(l_hand)
l_hand.screen_loc = ui_lhand //TODO
//determine icon state to use
var/t_state
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
t_state = l_hand.item_state_slots[slot_l_hand_str]
else if(l_hand.item_state)
t_state = l_hand.item_state
else
t_state = l_hand.icon_state
//determine icon to use
var/icon/t_icon
if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else if(l_hand.icon_override)
t_state += "_l"
t_icon = l_hand.icon_override
else
t_icon = INV_L_HAND_DEF_ICON
//apply color
var/image/standing = image(icon = t_icon, icon_state = t_state)
standing.color = l_hand.color
l_hand_sprite = standing
else
l_hand_sprite = null
update_icon()
//Can insert extra huds into the hud holder here.
/mob/living/simple_animal/proc/extra_huds(var/datum/hud/hud,var/icon/ui_style,var/list/hud_elements)
return
//If they can or cannot use tools/machines/etc
/mob/living/simple_animal/IsAdvancedToolUser()
return has_hands
//Commands, reactions, etc
/mob/living/simple_animal/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
..()
if(reacts && speaker && (message in reactions) && (!hostile || isliving(speaker)) && say_understands(speaker,language))
if(!ai_inactive && reacts && speaker && (message in reactions) && (!hostile || isliving(speaker)) && say_understands(speaker,language))
var/mob/living/L = speaker
if(L.faction == faction)
spawn(10)

View File

@@ -0,0 +1,308 @@
/mob/living/simple_animal/instantiate_hud(var/datum/hud/hud)
if(!client)
return //Why bother.
var/ui_style = 'icons/mob/screen1_animal.dmi'
if(ui_icons)
ui_style = ui_icons
var/ui_color = "#ffffff"
var/ui_alpha = 255
var/list/adding = list()
var/list/other = list()
var/list/hotkeybuttons = list()
hud.adding = adding
hud.other = other
hud.hotkeybuttons = hotkeybuttons
var/list/hud_elements = list()
var/obj/screen/using
var/obj/screen/inventory/inv_box
var/has_hidden_gear
if(LAZYLEN(hud_gears))
for(var/gear_slot in hud_gears)
inv_box = new /obj/screen/inventory()
inv_box.icon = ui_style
inv_box.color = ui_color
inv_box.alpha = ui_alpha
var/list/slot_data = hud_gears[gear_slot]
inv_box.name = gear_slot
inv_box.screen_loc = slot_data["loc"]
inv_box.slot_id = slot_data["slot"]
inv_box.icon_state = slot_data["state"]
if(slot_data["dir"])
inv_box.set_dir(slot_data["dir"])
if(slot_data["toggle"])
other += inv_box
has_hidden_gear = 1
else
adding += inv_box
if(has_hidden_gear)
using = new /obj/screen()
using.name = "toggle"
using.icon = ui_style
using.icon_state = "other"
using.screen_loc = ui_inventory
using.hud_layerise()
using.color = ui_color
using.alpha = ui_alpha
adding += using
//Intent Backdrop
using = new /obj/screen()
using.name = "act_intent"
using.icon = ui_style
using.icon_state = "intent_"+a_intent
using.screen_loc = ui_acti
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
hud.action_intent = using
hud_elements |= using
//Small intent quarters
var/icon/ico
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
using = new /obj/screen( src )
using.name = I_HELP
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM //These sit on the intent box
hud.adding += using
hud.help_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
using = new /obj/screen( src )
using.name = I_DISARM
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.disarm_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
using = new /obj/screen( src )
using.name = I_GRAB
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.grab_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
using = new /obj/screen( src )
using.name = I_HURT
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.hurt_intent = using
//Move intent (walk/run)
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
hud.move_intent = using
//Resist button
using = new /obj/screen()
using.name = "resist"
using.icon = ui_style
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.color = ui_color
using.alpha = ui_alpha
hud.hotkeybuttons += using
//Pull button
pullin = new /obj/screen()
pullin.icon = ui_style
pullin.icon_state = "pull0"
pullin.name = "pull"
pullin.screen_loc = ui_pull_resist
hud.hotkeybuttons += pullin
hud_elements |= pullin
//Health status
healths = new /obj/screen()
healths.icon = ui_style
healths.icon_state = "health0"
healths.name = "health"
healths.screen_loc = ui_health
hud_elements |= healths
//Oxygen dep icon
oxygen = new /obj/screen()
oxygen.icon = ui_style
oxygen.icon_state = "oxy0"
oxygen.name = "oxygen"
oxygen.screen_loc = ui_oxygen
hud_elements |= oxygen
//Toxins present icon
toxin = new /obj/screen()
toxin.icon = ui_style
toxin.icon_state = "tox0"
toxin.name = "toxin"
toxin.screen_loc = ui_toxin
hud_elements |= toxin
//Fire warning
fire = new /obj/screen()
fire.icon = ui_style
fire.icon_state = "fire0"
fire.name = "fire"
fire.screen_loc = ui_fire
hud_elements |= fire
//Pressure warning
pressure = new /obj/screen()
pressure.icon = ui_style
pressure.icon_state = "pressure0"
pressure.name = "pressure"
pressure.screen_loc = ui_pressure
hud_elements |= pressure
//Body temp warning
bodytemp = new /obj/screen()
bodytemp.icon = ui_style
bodytemp.icon_state = "temp0"
bodytemp.name = "body temperature"
bodytemp.screen_loc = ui_temp
hud_elements |= bodytemp
//Nutrition status
nutrition_icon = new /obj/screen()
nutrition_icon.icon = ui_style
nutrition_icon.icon_state = "nutrition0"
nutrition_icon.name = "nutrition"
nutrition_icon.screen_loc = ui_nutrition
hud_elements |= nutrition_icon
pain = new /obj/screen( null )
zone_sel = new /obj/screen/zone_sel( null )
zone_sel.icon = ui_style
zone_sel.color = ui_color
zone_sel.alpha = ui_alpha
zone_sel.overlays.Cut()
zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]")
hud_elements |= zone_sel
//Hand things
if(has_hands)
//Drop button
using = new /obj/screen()
using.name = "drop"
using.icon = ui_style
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.color = ui_color
using.alpha = ui_alpha
hud.hotkeybuttons += using
//Equip detail
using = new /obj/screen()
using.name = "equip"
using.icon = ui_style
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
//Hand slots themselves
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(!hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
inv_box.color = ui_color
inv_box.alpha = ui_alpha
hud.r_hand_hud_object = inv_box
hud.adding += inv_box
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
inv_box.color = ui_color
inv_box.alpha = ui_alpha
hud.l_hand_hud_object = inv_box
hud.adding += inv_box
//Swaphand titlebar
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
//Throw button
throw_icon = new /obj/screen()
throw_icon.icon = ui_style
throw_icon.icon_state = "act_throw_off"
throw_icon.name = "throw"
throw_icon.screen_loc = ui_drop_throw
throw_icon.color = ui_color
throw_icon.alpha = ui_alpha
hud.hotkeybuttons += throw_icon
hud_elements |= throw_icon
extra_huds(hud,ui_style,hud_elements)
client.screen = list()
client.screen += hud_elements
client.screen += adding + hotkeybuttons
client.screen += client.void
return

View File

@@ -1134,3 +1134,10 @@ mob/proc/yank_out_object()
if(client && client.color)
animate(client, color = null, time = 10)
return
/mob/proc/swap_hand()
return
//Throwing stuff
/mob/proc/throw_item(atom/target)
return

View File

@@ -181,6 +181,9 @@
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/weapon/grab/proc/adjust_position()
if(!affecting)
qdel(src)
return
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return

View File

@@ -323,7 +323,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
set name = "a-intent"
set hidden = 1
if(ishuman(src) || isbrain(src) || isslime(src))
if(isliving(src))
switch(input)
if(I_HELP,I_DISARM,I_GRAB,I_HURT)
a_intent = input

View File

@@ -51,14 +51,14 @@
attack_self()
return
if(SOUTHWEST)
if(iscarbon(usr))
if(isliving(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
usr << "<font color='red'>This mob type cannot throw items.</font>"
return
if(NORTHWEST)
if(iscarbon(usr))
if(isliving(usr))
var/mob/living/carbon/C = usr
if(!C.get_active_hand())
usr << "<font color='red'>You have nothing to drop in your hand.</font>"
@@ -79,8 +79,9 @@
/client/verb/swap_hand()
set hidden = 1
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
if(istype(mob, /mob/living))
var/mob/living/L = mob
L.swap_hand()
if(istype(mob,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = mob
R.cycle_modules()

View File

@@ -5,6 +5,7 @@
return
/mob/proc/update_icons()
update_icon() //Ugh.
return
/mob/proc/update_icons_layers(var/update_icons = TRUE)

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@@ -2075,6 +2075,7 @@
#include "code\modules\mob\living\simple_animal\corpse.dm"
#include "code\modules\mob\living\simple_animal\simple_animal.dm"
#include "code\modules\mob\living\simple_animal\simple_animal_vr.dm"
#include "code\modules\mob\living\simple_animal\simple_hud.dm"
#include "code\modules\mob\living\simple_animal\aliens\alien.dm"
#include "code\modules\mob\living\simple_animal\aliens\creature.dm"
#include "code\modules\mob\living\simple_animal\aliens\drone.dm"