mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-27 07:08:55 +01:00
Some cleanup stuffs.
This commit is contained in:
@@ -9,8 +9,8 @@
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faction = "otie"
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recruitable = 1
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maxHealth = 160
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health = 160
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maxHealth = 120
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health = 120
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minbodytemp = 200
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move_to_delay = 4
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hostile = 1
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@@ -47,7 +47,6 @@
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var/mob/living/carbon/human/friend
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var/tamed = 0
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var/threat = null
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/mob/living/simple_animal/otie/fluff
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name = "otie"
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@@ -130,99 +129,33 @@
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return 0
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return M.assess_perp(0, 0, 0, check_records, check_arrest)
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/mob/living/simple_animal/otie/FindTarget()
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var/atom/T = null
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for(var/atom/A in ListTargets(view_range))
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/mob/living/simple_animal/otie/fluff/security/set_target(var/mob/M)
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ai_log("SetTarget([M])",2)
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if(!M || (world.time - last_target_time < 5 SECONDS) && target_mob)
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ai_log("SetTarget() can't set it again so soon",3)
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return 0
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if(A == src)
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continue
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var/turf/seen = get_turf(M)
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var/atom/F = Found(A)
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if(F)
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T = F
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break
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else if(specific_targets)
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return 0
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if(investigates && (annoyed < 10))
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try_say_list(say_maybe_target)
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face_atom(seen)
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annoyed += 14
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sleep(1 SECOND) //For realism
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if(isliving(A))
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var/mob/living/L = A
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if(L.faction == src.faction && !attack_same)
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continue
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else if(L in friends)
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continue
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else if(!SA_attackable(L))
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continue
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else if(tamed == 1 && ishuman(L))
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continue
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else if(tamed == 1 && isrobot(L))
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continue
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else
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T = L
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break
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if(M in ListTargets(view_range))
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try_say_list(say_got_target)
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target_mob = M
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last_target_time = world.time
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return M
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if(check_threat(M) >= 4)
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broadcast_security_hud_message("[src] is attempting to 'detain' suspect <b>[target_name(M)]</b> in <b>[get_area(src)]</b>.", src)
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else if(investigates)
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spawn(1)
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WanderTowards(seen)
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else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
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var/obj/mecha/M = A
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if(!SA_attackable(M))
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continue
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if((M.occupant.faction != src.faction) || attack_same)
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T = M
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break
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return 0
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if(T) //Permission to fuck up and vore GET!
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ai_log("FindTarget() found [T]!",1)
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if(set_target(T))
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handle_stance(STANCE_ATTACK)
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return T
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/mob/living/simple_animal/otie/fluff/security/FindTarget()
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var/atom/T = null
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for(var/atom/A in ListTargets(view_range))
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if(A == src)
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continue
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var/atom/F = Found(A)
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if(F)
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T = F
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break
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else if(specific_targets)
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return 0
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if(isliving(A))
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var/mob/living/L = A
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if(L.faction == src.faction && !attack_same)
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continue
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else if(L in friends)
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continue
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else if(!SA_attackable(L))
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continue
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else if(tamed == 1 && ishuman(L))
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continue
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else if(tamed == 1 && isrobot(L))
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continue
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else
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T = L
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break
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else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
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var/obj/mecha/M = A
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if(!SA_attackable(M))
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continue
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if((M.occupant.faction != src.faction) || attack_same)
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T = M
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break
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if(T) //Permission to fuck up and vore GET!
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ai_log("FindTarget() found [T]!",1)
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if(set_target(T))
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if(check_threat(T) >= 4)
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broadcast_security_hud_message("[src] is attempting to 'detain' suspect <b>[target_name(T)]</b> in <b>[get_area(src)]</b>.", src)
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handle_stance(STANCE_ATTACK)
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else
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handle_stance(STANCE_ATTACK)
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return T
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/mob/living/simple_animal/otie/fluff/security/proc/target_name(mob/living/T)
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if(ishuman(T))
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@@ -274,18 +207,17 @@
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/mob/living/simple_animal/otie/attack_hand(mob/living/carbon/human/M as mob)
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..()
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switch(M.a_intent)
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if(I_HELP)
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if (health > 0)
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LoseTarget()
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handle_stance(STANCE_IDLE)
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if(prob(50)) //It's a fiddy-fiddy you may get a buddy pal or you may get mauled and ate. Win-win!
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friend = M
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if(tamed != 1)
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tamed = 1
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return
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..()
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if(M.a_intent == I_HELP)
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if (health > 0)
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LoseTarget()
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handle_stance(STANCE_IDLE)
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if(prob(50)) //It's a fiddy-fiddy you may get a buddy pal or you may get mauled and ate. Win-win!
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friend = M
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if(tamed != 1)
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tamed = 1
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sleep(1 SECOND)
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return
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..()
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// Activate Noms!
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@@ -293,5 +225,5 @@
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vore_active = 1
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vore_capacity = 1
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vore_escape_chance = 8
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vore_pounce_chance = 19
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vore_pounce_chance = 16
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vore_icons = SA_ICON_LIVING
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