Exploration Expansion 1: Or, How I Learned To Love The Tree

This commit is contained in:
Mechoid
2019-08-21 14:21:33 -07:00
committed by VirgoBot
parent de7aa33a5e
commit ae48659a68
67 changed files with 2229 additions and 94 deletions

View File

@@ -69,7 +69,7 @@
var/friendly = threatened.faction == faction
var/threat = guess_threat_level()
var/threat = guess_threat_level(threatened)
// Hurt entities contribute less tension.
threat *= health
@@ -99,7 +99,120 @@
return threat
// Carbon / mostly Human threat check.
/mob/living/carbon/get_threat(var/mob/living/threatened)
. = ..()
if(has_AI())
if(!ai_holder.hostile)
return 0
if(incapacitated(INCAPACITATION_DISABLED))
return 0
var/friendly = (IIsAlly(threatened) && a_intent == I_HELP)
var/threat = guess_threat_level(threatened)
threat *= health
threat /= getMaxHealth()
// Allies reduce tension instead of adding.
if(friendly)
threat = -threat
else
if(threatened.invisibility > see_invisible)
threat /= 2 // Target cannot be seen by src.
if(invisibility > threatened.see_invisible)
threat *= 2 // Target cannot see src.
// Handle statuses.
if(confused)
threat /= 2
if(has_modifier_of_type(/datum/modifier/berserk))
threat *= 2
return threat
/mob/living/carbon/guess_threat_level(var/mob/living/threatened)
var/threat_guess = 0
// First lets consider their attack ability.
var/will_point_blank = FALSE
if(has_AI())
will_point_blank = ai_holder.pointblank
. = ..()
var/obj/item/I = get_active_hand()
if(!I || !istype(I))
var/damage_guess = 0
if(ishuman(src) && ishuman(threatened))
var/mob/living/carbon/human/H = src
var/datum/unarmed_attack/attack = H.get_unarmed_attack(threatened, BP_TORSO)
if(!attack)
damage_guess += 5
var/punch_damage = attack.get_unarmed_damage(H)
if(H.gloves)
if(istype(H.gloves, /obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = H.gloves
punch_damage += G.punch_force
damage_guess += punch_damage
else
damage_guess += 5
for(var/datum/modifier/M in modifiers)
if(!isnull(M.outgoing_melee_damage_percent))
damage_guess *= M.outgoing_melee_damage_percent
threat_guess += damage_guess
else
var/weapon_attack_speed = get_attack_speed(I) / (1 SECOND)
var/weapon_damage = I.force
for(var/datum/modifier/M in modifiers)
if(!isnull(M.outgoing_melee_damage_percent))
weapon_damage *= M.outgoing_melee_damage_percent
if(istype(I, /obj/item/weapon/gun))
will_point_blank = TRUE
var/obj/item/weapon/gun/G = I
var/obj/item/projectile/P
P = new G.projectile_type()
if(P) // Does the gun even have a projectile type?
weapon_damage = P.damage
if(will_point_blank && a_intent == I_HURT)
weapon_damage *= 1.5
weapon_attack_speed = G.fire_delay / (1 SECOND)
qdel(P)
var/average_damage = weapon_damage / weapon_attack_speed
threat_guess += average_damage
// Consider intent.
switch(a_intent)
if(I_HELP) // Not likely to fight us.
threat_guess *= 0.4
if(I_DISARM) // Might engage us, but unlikely to be with the intent to kill.
threat_guess *= 0.8
if(I_GRAB) // May try to restrain us. This is here for reference, or later tweaking if needed.
threat_guess *= 1
if(I_HURT) // May try to hurt us.
threat_guess *= 1.25
// Then consider their defense.
threat_guess += getMaxHealth() / 5 // 100 health translates to 20 threat.
return threat_guess
// Gives a rough idea of how much danger someone is in. Meant to be used for PvE things since PvP has too many unknown variables.
/mob/living/proc/get_tension()