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[MIRROR] code/global.dm => code/_global_vars/ (#10689)
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -51,7 +51,7 @@
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on_engagement(target)
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if(firing_lanes && !test_projectile_safety(target))
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// Nudge them a bit, maybe they can shoot next time.
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var/turf/T = get_step(holder, pick(cardinal))
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var/turf/T = get_step(holder, pick(GLOB.cardinal))
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if(T)
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holder.IMove(T) // IMove() will respect movement cooldown.
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holder.face_atom(target)
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@@ -251,7 +251,7 @@
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/datum/ai_holder/proc/destroy_surroundings(direction, violent = TRUE)
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ai_log("destroy_surroundings() : Entering.", AI_LOG_TRACE)
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if(!direction)
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direction = pick(cardinal) // FLAIL WILDLY
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direction = pick(GLOB.cardinal) // FLAIL WILDLY
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ai_log("destroy_surroundings() : No direction given, picked [direction] randomly.", AI_LOG_DEBUG)
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var/turf/problem_turf = get_step(holder, direction)
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@@ -270,7 +270,7 @@
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ai_log("destroy_surroundings() : Going to try to violently clear [problem_turf].", AI_LOG_DEBUG)
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// First, kill windows in the way.
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for(var/obj/structure/window/W in problem_turf)
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if(W.dir == reverse_dir[holder.dir]) // So that windows get smashed in the right order
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if(W.dir == GLOB.reverse_dir[holder.dir]) // So that windows get smashed in the right order
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ai_log("destroy_surroundings() : Attacking side window.", AI_LOG_INFO)
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return melee_attack(W)
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@@ -51,7 +51,7 @@
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var/unsafe = FALSE
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tile_test:
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for(var/dir_tested in cardinal)
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for(var/dir_tested in GLOB.cardinal)
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var/turf/turf_tested = get_step(holder, dir_tested)
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// Look for unsafe tiles.
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if(!turf_tested.is_safe_to_enter(holder))
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@@ -70,7 +70,7 @@
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return // Just stay still.
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var/moving_to = 0
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moving_to = pick(cardinal)
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moving_to = pick(GLOB.cardinal)
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var/turf/T = get_step(holder, moving_to)
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var/mob/living/L = locate() in T
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@@ -85,7 +85,7 @@
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ai_log("dangerous_wander() : Exited.", AI_LOG_DEBUG)
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/*
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// Wanders randomly in cardinal directions.
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// Wanders randomly in GLOB.cardinal directions.
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/datum/ai_holder/proc/handle_wander_movement()
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ai_log("handle_wander_movement() : Entered.", AI_LOG_DEBUG)
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if(isturf(holder.loc) && can_act())
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@@ -96,7 +96,7 @@
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return
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var/moving_to = 0 // Apparently this is required or it always picks 4, according to the previous developer for simplemob AI.
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moving_to = pick(cardinal)
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moving_to = pick(GLOB.cardinal)
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holder.set_dir(moving_to)
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holder.IMove(get_step(holder,moving_to))
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wander_delay = base_wander_delay
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@@ -10,7 +10,7 @@
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var/max_home_distance = 3 // How far the mob can go away from its home before being told to go_home().
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// Note that there is a 'BYOND cap' of 14 due to limitations of get_/step_to().
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// Wandering.
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var/wander = FALSE // If true, the mob will randomly move in the four cardinal directions when idle.
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var/wander = FALSE // If true, the mob will randomly move in the four GLOB.cardinal directions when idle.
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var/wander_delay = 0 // How many ticks until the mob can move a tile in handle_wander_movement().
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var/base_wander_delay = 2 // What the above var gets set to when it wanders. Note that a tick happens every half a second.
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var/wander_when_pulled = FALSE // If the mob will refrain from wandering if someone is pulling it.
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@@ -145,7 +145,7 @@
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/datum/ai_holder/proc/should_wander()
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return (stance == STANCE_IDLE) && wander && !leader
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// Wanders randomly in cardinal directions.
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// Wanders randomly in GLOB.cardinal directions.
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/datum/ai_holder/proc/handle_wander_movement()
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if(!holder)
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return
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@@ -158,7 +158,7 @@
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return
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var/moving_to = 0 // Apparently this is required or it always picks 4, according to the previous developer for simplemob AI.
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moving_to = pick(cardinal)
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moving_to = pick(GLOB.cardinal)
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holder.set_dir(moving_to)
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holder.IMove(get_step(holder,moving_to))
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wander_delay = base_wander_delay
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@@ -140,7 +140,7 @@
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/datum/ai_holder/simple_mob/melee/evasive/post_melee_attack(atom/A)
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if(holder.Adjacent(A))
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holder.IMove(get_step(holder, pick(alldirs)))
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holder.IMove(get_step(holder, pick(GLOB.alldirs)))
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holder.face_atom(A)
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@@ -206,12 +206,12 @@
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// Juke
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/datum/ai_holder/simple_mob/humanoid/hostile/post_melee_attack(atom/A)
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holder.IMove(get_step(holder, pick(alldirs)))
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holder.IMove(get_step(holder, pick(GLOB.alldirs)))
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holder.face_atom(A)
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/datum/ai_holder/simple_mob/humanoid/hostile/post_ranged_attack(atom/A)
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//Pick a random turf to step into
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var/turf/T = get_step(holder, pick(alldirs))
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var/turf/T = get_step(holder, pick(GLOB.alldirs))
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if((A in check_trajectory(A, T))) // Can we even hit them from there?
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holder.IMove(T)
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holder.face_atom(A)
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@@ -9,5 +9,5 @@
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/datum/ai_holder/simple_mob/melee/pack_mob/post_melee_attack(atom/A)
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if(holder.Adjacent(A))
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holder.IMove(get_step(holder, pick(alldirs)))
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holder.IMove(get_step(holder, pick(GLOB.alldirs)))
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holder.face_atom(A)
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