/* Basic definition of creatures for Xenobiology Includes: Proc for metabolism Proc for mutating Procs for copying speech, if applicable Procs for targeting */ /mob/living/simple_animal/xeno/proc/ProcessTraits() if(maleable >= MAX_MALEABLE) maxHealth = traitdat.traits[TRAIT_XENO_HEALTH] health = maxHealth if(traitdat.chemlist.len) //Let's make sure that this has a length. chemreact = traitdat.chemlist else traitdat.chemlist = chemreact chromatic = traitdat.traits[TRAIT_XENO_CHROMATIC] if(maleable >= MINOR_MALEABLE) if(colored) color = traitdat.traits[TRAIT_XENO_COLOR] speed = traitdat.traits[TRAIT_XENO_SPEED] hunger_factor = traitdat.traits[TRAIT_XENO_HUNGER] starve_damage = traitdat.traits[TRAIT_XENO_STARVEDAMAGE] minbodytemp = T20C - traitdat.traits[TRAIT_XENO_COLDRES] maxbodytemp = T20C + traitdat.traits[TRAIT_XENO_HEATRES] if(traitdat.traits[TRAIT_XENO_BIOLUMESCENT]) set_light(traitdat.traits[TRAIT_XENO_GLOW_RANGE], traitdat.traits[TRAIT_XENO_GLOW_STRENGTH], traitdat.traits[TRAIT_XENO_BIO_COLOR]) else set_light(0, 0, "#000000") //Should kill any light that shouldn't be there. if(!(chromatic)) hostile = 0 //No. No laser-reflecting hostile creatures. Bad. else hostile = traitdat.traits[TRAIT_XENO_HOSTILE] speed = traitdat.traits[TRAIT_XENO_SPEED] if(traitdat.traits[TRAIT_XENO_CANSPEAK]) speak_chance = traitdat.traits[TRAIT_XENO_SPEAKCHANCE] else speak_chance = 0 melee_damage_lower = traitdat.traits[TRAIT_XENO_STRENGTH] - traitdat.traits[TRAIT_XENO_STR_RANGE] melee_damage_upper = traitdat.traits[TRAIT_XENO_STRENGTH] + traitdat.traits[TRAIT_XENO_STR_RANGE] //Metabolism proc, simplified for xenos. Heavily based on botanical metabolism. /mob/living/simple_animal/xeno/proc/handle_reagents() if(!stasis) if(!reagents) return if(reagents.total_volume <= 0) return //Let's handle some chemical smoke, for scientific smoke bomb purposes. for(var/obj/effect/effect/smoke/chem/smoke in view(1, src)) if(smoke.reagents.total_volume) smoke.reagents.trans_to_mob(src, 10, CHEM_BLOOD, copy = 1) reagents.trans_to_obj(temp_chem_holder, min(reagents.total_volume,rand(1,4))) var/reagent_total var/list/reagent_response = list() for(var/datum/reagent/R in temp_chem_holder.reagents.reagent_list) reagent_total = temp_chem_holder.reagents.get_reagent_amount(R.id) reagent_response = chemreact[R.id] if(reagent_response["toxic"]) adjustToxLoss(reagent_response["toxic"] * reagent_total) if(reagent_response["heal"]) heal_overall_damage(reagent_response["heal"] * reagent_total) if(reagent_response["nutr"]) nutrition += reagent_response["nutr"] * reagent_total if(reagent_response["mut"]) mut_level += reagent_response["mut"] * reagent_total temp_chem_holder.reagents.clear_reagents() return 1 //Everything worked out okay. return 0 /mob/living/simple_animal/xeno/proc/Mutate() nameVar = "mutated" if((COLORMUT & mutable)) traitdat.traits[TRAIT_XENO_COLOR] = "#" for(var/i=0, i<6, i++) traitdat.traits[TRAIT_XENO_COLOR] += pick(hexNums) traitdat.chems.reagents.clear_reagents() for(var/R in default_chems) traitdat.chems.reagents.add_reagent("[R]", default_chems[R]) var/amount_of_chems = rand(1,6) for(var/i = 0,i <= amount_of_chems, i++) var/datum/reagent/R = pick(xenoChemList) traitdat.chems.reagents.add_reagent(R, round(rand(1,10))) //if(SPECIESMUT & mutable) //Placeholder, currently no xenos that have species mutations. RandomizeTraits() ProcessTraits() return 1 /mob/living/simple_animal/xeno/proc/RandomizeTraits() return // I'm not positive if this even works, but /mob/living/simple_animal/xeno/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "",var/italics = 0, var/mob/speaker = null) log_debug("[src] heard a message.") if(traitdat.traits[TRAIT_XENO_CANLEARN]) var/learned_message = parse_language(message) if(!message) return if(learned_message) //Is it understood? var/language_key = language.key + " " var/complete_message = language_key + learned_message speech_buffer.Add(complete_message) log_debug("Adding [learned_message] to speech_buffer.") else speech_buffer.Add(message) log_debug("Adding [message] to speech_buffer.") ..(message,verb,language,alt_name,italics,speaker) /mob/living/simple_animal/xeno/proc/ProcessSpeechBuffer() if(speech_buffer.len) if(prob(traitdat.traits[TRAIT_XENO_LEARNCHANCE]) && traitdat.traits[TRAIT_XENO_CANLEARN]) var/chosen = pick(speech_buffer) speak.Add(chosen) log_debug("Added [chosen] to speak list.") log_debug("Speechlist cut.") speech_buffer.Cut() // /mob/living/simple_animal/xeno/proc/BuildReagentLists() return /mob/living/simple_animal/xeno/attacked_with_item(var/obj/item/O, var/mob/user) //Shamelessly stolen from ablative armor. if((traitdat.traits[TRAIT_XENO_CHROMATIC]) && istype(O, /obj/item/projectile/beam)) var/obj/item/projectile/P = O visible_message("") // Find a turf near or on the original location to bounce to var/new_x = P.starting.x + pick(0, -1, 1, -2, 2) var/new_y = P.starting.y + pick(0, -1, 1, -2, 2) var/turf/curloc = get_turf(user) // redirect the projectile P.redirect(new_x, new_y, curloc, user) return else ..()