mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
122 lines
2.9 KiB
Plaintext
122 lines
2.9 KiB
Plaintext
/obj/effect/critter
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name = "Critter"
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desc = "Generic critter."
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icon = 'critter.dmi'
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icon_state = "basic"
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layer = 5.0
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density = 1
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anchored = 0
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var
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alive = 1
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health = 10
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max_health = 10
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list/access_list = list()//accesses go here
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//AI things
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task = "thinking"
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//Attacks at will
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aggressive = 1
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//Will target an attacker
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defensive = 0
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//Will randomly move about
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wanderer = 1
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//Will open doors it bumps ignoring access
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opensdoors = 0
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//Internal tracking ignore
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frustration = 0
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max_frustration = 8
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attack = 0
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attacking = 0
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steps = 0
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last_found = null
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target = null
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oldtarget_name = null
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target_lastloc = null
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//The last guy who attacked it
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attacker = null
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//Will not attack this thing
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friend = null
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//How far to look for things dont set this overly high
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seekrange = 7
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//If true will attack these things
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atkcarbon = 1
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atksilicon = 0
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atkcritter = 0
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//Attacks critters of the same type
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atksame = 0
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atkmech = 0
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//Damage multipliers
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brutevuln = 1
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firevuln = 1
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//DR
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armor = 0
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//How much damage it does it melee
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melee_damage_lower = 1
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melee_damage_upper = 2
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//Basic attack message when they move to attack and attack
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angertext = "charges at"
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attacktext = "attacks"
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attack_sound = null // the sound it makes when it attacks!
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attack_speed = 25 // delay of attack
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proc
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patrol_step()
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seek_target()
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Die()
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ChaseAttack()
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RunAttack()
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TakeDamage(var/damage = 0)
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Target_Attacker(var/target)
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Harvest(var/obj/item/weapon/W, var/mob/living/user)//Controls havesting things from dead critters
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AfterAttack(var/mob/living/target)
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/* TODO:Go over these and see how/if to add them
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proc/set_attack()
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state = 1
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if(path_idle.len) path_idle = new/list()
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trg_idle = null
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proc/set_idle()
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state = 2
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if (path_target.len) path_target = new/list()
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target = null
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frustration = 0
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proc/set_null()
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state = 0
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if (path_target.len) path_target = new/list()
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if (path_idle.len) path_idle = new/list()
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target = null
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trg_idle = null
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frustration = 0
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proc/path_idle(var/atom/trg)
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path_idle = AStar(src.loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
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path_idle = reverselist(path_idle)
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proc/path_attack(var/atom/trg)
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path_target = AStar(src.loc, trg.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
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path_target = reverselist(path_target)
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//Look these over
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var/list/path = new/list()
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var/patience = 35 //The maximum time it'll chase a target.
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var/list/mob/living/carbon/flee_from = new/list()
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var/list/path_target = new/list() //The path to the combat target.
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var/turf/trg_idle //It's idle target, the one it's following but not attacking.
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var/list/path_idle = new/list() //The path to the idle target.
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*/ |