mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-15 04:32:42 +00:00
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
185 lines
5.2 KiB
Plaintext
185 lines
5.2 KiB
Plaintext
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/obj/critter
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New()
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spawn(0) process()//I really dont like this much but it seems to work well
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..()
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process()
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set background = 1
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if (!src.alive) return
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switch(task)
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if("thinking")
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src.attack = 0
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src.target = null
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sleep(15)
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walk_to(src,0)
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if (src.aggressive) seek_target()
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if (src.wanderer && !src.target) src.task = "wandering"
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if("chasing")
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if (src.frustration >= max_frustration)
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src.target = null
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src.last_found = world.time
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src.frustration = 0
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src.task = "thinking"
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walk_to(src,0)
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if (target)
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if (get_dist(src, src.target) <= 1)
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var/mob/living/carbon/M = src.target
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ChaseAttack()
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src.task = "attacking"
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src.anchored = 1
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src.target_lastloc = M.loc
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else
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var/turf/olddist = get_dist(src, src.target)
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walk_to(src, src.target,1,4)
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if ((get_dist(src, src.target)) >= (olddist))
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src.frustration++
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else
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src.frustration = 0
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sleep(5)
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else src.task = "thinking"
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if("attacking")
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// see if he got away
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if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc)))
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src.anchored = 0
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src.task = "chasing"
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else
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if (get_dist(src, src.target) <= 1)
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var/mob/living/carbon/M = src.target
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if(!src.attacking) RunAttack()
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if(!src.aggressive)
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src.task = "thinking"
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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src.attacking = 0
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else
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if(M!=null)
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if(M.health < 0)
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src.task = "thinking"
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src.target = null
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src.anchored = 0
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src.last_found = world.time
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src.frustration = 0
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src.attacking = 0
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else
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src.anchored = 0
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src.attacking = 0
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src.task = "chasing"
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if("wandering")
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patrol_step()
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sleep(10)
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spawn(8)
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process()
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return
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patrol_step()
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var/moveto = locate(src.x + rand(-1,1),src.y + rand(-1, 1),src.z)
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if (istype(moveto, /turf/simulated/floor) || istype(moveto, /turf/simulated/shuttle/floor) || istype(moveto, /turf/unsimulated/floor)) step_towards(src, moveto)
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if(src.aggressive) seek_target()
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steps += 1
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if (steps == rand(5,20)) src.task = "thinking"
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Bump(M as mob|obj)//TODO: Add access levels here
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spawn(0)
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if((istype(M, /obj/machinery/door)))
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if(src.opensdoors)
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M:open()
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src.frustration = 0
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else src.frustration ++
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if((istype(M, /mob/living/)) && (!src.anchored))
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src.loc = M:loc
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src.frustration = 0
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return
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return
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Bumped(M as mob|obj)
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spawn(0)
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var/turf/T = get_turf(src)
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M:loc = T
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seek_target()
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src.anchored = 0
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var/T = null
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for(var/mob/living/C in view(src.seekrange,src))//TODO: mess with this
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if (src.target)
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src.task = "chasing"
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break
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if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100)) continue
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if(istype(C, /mob/living/carbon/) && !src.atkcarbon) continue
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if(istype(C, /mob/living/silicon/) && !src.atksilicon) continue
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if(C.health < 0) continue
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if(istype(C, /mob/living/carbon/) && src.atkcarbon) src.attack = 1
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if(istype(C, /mob/living/silicon/) && src.atksilicon) src.attack = 1
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if(src.attack)
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T = C
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break
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if(!src.attack)
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for(var/obj/critter/C in view(src.seekrange,src))
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if(istype(C, /obj/critter) && !src.atkcritter) continue
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if(istype(C, /obj/mecha) && !src.atkmech) continue
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if(C.health <= 0) continue
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if(istype(C, /obj/critter) && src.atkcritter)
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if((istype(C, src.type) && !src.atksame) || (C == src)) continue
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src.attack = 1
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if(istype(C, /obj/mecha) && src.atkmech) src.attack = 1
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if(src.attack)
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T = C
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break
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if(src.attack)
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src.target = T
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src.oldtarget_name = T:name
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src.task = "chasing"
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return
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ChaseAttack()
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src]</B> [src.angertext] at [src.target]!", 1)
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return
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RunAttack()
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src.attacking = 1
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for(var/mob/O in viewers(src, null))
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O.show_message("\red <B>[src]</B> [src.attacktext] [src.target]!", 1)
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if(ismob(src.target))
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src.target:bruteloss += rand(melee_damage_lower,melee_damage_upper)
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if(isobj(src.target))
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if(istype(target, /obj/mecha))
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src.target:take_damage(rand(melee_damage_lower,melee_damage_upper))
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else
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src.target:TakeDamage(rand(melee_damage_lower,melee_damage_upper))
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spawn(25)
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src.attacking = 0
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return
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/*TODO: Figure out how to handle special things like this dont really want to give it to every critter
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/obj/critter/proc/CritterTeleport(var/telerange, var/dospark, var/dosmoke)
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if (!src.alive) return
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var/list/randomturfs = new/list()
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for(var/turf/T in orange(src, telerange))
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if(istype(T, /turf/space) || T.density) continue
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randomturfs.Add(T)
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src.loc = pick(randomturfs)
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if (dospark)
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var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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if (dosmoke)
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var/datum/effects/system/harmless_smoke_spread/smoke = new /datum/effects/system/harmless_smoke_spread()
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smoke.set_up(10, 0, src.loc)
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smoke.start()
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src.task = "thinking"
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*/ |