Files
CHOMPStation2/code/modules/critters/adefine.dm
mport2004@gmail.com c9bb9c2e5f Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 07:41:37 +00:00

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/obj/critter
name = "Critter"
desc = "Generic critter."
icon = 'critter.dmi'
icon_state = "basic"
layer = 5.0
density = 1
anchored = 0
var
alive = 1
health = 10
max_health = 10
list/access_list = list()//accesses go here
//AI things
task = "thinking"
//Attacks at will
aggressive = 1
//Will target an attacker
defensive = 0
//Will randomly move about
wanderer = 1
//Will open doors it bumps ignoring access
opensdoors = 0
//Internal tracking ignore
frustration = 0
max_frustration = 8
attack = 0
attacking = 0
steps = 0
last_found = null
target = null
oldtarget_name = null
target_lastloc = null
//The last guy who attacked it
attacker = null
//Will not attack this thing
friend = null
//How far to look for things dont set this overly high
seekrange = 7
//If true will attack these things
atkcarbon = 1
atksilicon = 0
atkcritter = 0
//Attacks critters of the same type
atksame = 0
atkmech = 0
//Damage multipliers
brutevuln = 1
firevuln = 1
//DR
armor = 0
//How much damage it does it melee
melee_damage_lower = 1
melee_damage_upper = 2
//Basic attack message when they move to attack and attack
angertext = "charges at"
attacktext = "attacks"
proc
patrol_step()
process()
seek_target()
Die()
ChaseAttack()
RunAttack()
TakeDamage(var/damage = 0)
Target_Attacker(var/target)
/* TODO:Go over these and see how/if to add them
proc/set_attack()
state = 1
if(path_idle.len) path_idle = new/list()
trg_idle = null
proc/set_idle()
state = 2
if (path_target.len) path_target = new/list()
target = null
frustration = 0
proc/set_null()
state = 0
if (path_target.len) path_target = new/list()
if (path_idle.len) path_idle = new/list()
target = null
trg_idle = null
frustration = 0
proc/path_idle(var/atom/trg)
path_idle = AStar(src.loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
path_idle = reverselist(path_idle)
proc/path_attack(var/atom/trg)
path_target = AStar(src.loc, trg.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, anicard, null)
path_target = reverselist(path_target)
//Look these over
var/list/path = new/list()
var/patience = 35 //The maximum time it'll chase a target.
var/list/mob/living/carbon/flee_from = new/list()
var/list/path_target = new/list() //The path to the combat target.
var/turf/trg_idle //It's idle target, the one it's following but not attacking.
var/list/path_idle = new/list() //The path to the idle target.
*/