Files
CHOMPStation2/code/modules/critters/critter_AI.dm
baloh.matevz 6adacc576d - Removed the 'alive' variable from simple animals. It was redundant, since stat already tells that.
- Standardized critter proc declarations
- Added an AdjustBruteLocc() proc to simple animals
- Fixed the bug where simple animals would move when bumped, even when buckled
- Added space bears. They have some decently complex AI which revolves around stances, which include idle, alert, attack, attacking and tired. They are quite a fun little thing. Sprites were in code forever.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4153 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 05:25:13 +00:00

241 lines
6.7 KiB
Plaintext

/obj/effect/critter
New(loc)
spawn(0) process()//I really dont like this much but it seems to work well
..(loc)
process()
set background = 1
if (!src.alive) return
switch(task)
if("thinking")
src.attack = 0
src.target = null
sleep(thinkspeed)
walk_to(src,0)
if (src.aggressive) seek_target()
if (src.wanderer && !src.target) src.task = "wandering"
if("chasing")
if (src.frustration >= max_frustration)
src.target = null
src.last_found = world.time
src.frustration = 0
src.task = "thinking"
walk_to(src,0)
if (target)
if (get_dist(src, src.target) <= 1)
var/mob/living/carbon/M = src.target
ChaseAttack()
src.task = "attacking"
if(chasestate)
icon_state = chasestate
src.anchored = 1
src.target_lastloc = M.loc
else
var/turf/olddist = get_dist(src, src.target)
walk_to(src, src.target,1,chasespeed)
if ((get_dist(src, src.target)) >= (olddist))
src.frustration++
else
src.frustration = 0
sleep(5)
else src.task = "thinking"
if("attacking")
// see if he got away
if ((get_dist(src, src.target) > 1) || ((src.target:loc != src.target_lastloc)))
src.anchored = 0
src.task = "chasing"
if(chasestate)
icon_state = chasestate
else
if (get_dist(src, src.target) <= 1)
var/mob/living/carbon/M = src.target
if(!src.attacking) RunAttack()
if(!src.aggressive)
src.task = "thinking"
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
src.attacking = 0
else
if(M!=null)
if(ismob(src.target))
if(M.health < 0)
src.task = "thinking"
src.target = null
src.anchored = 0
src.last_found = world.time
src.frustration = 0
src.attacking = 0
else
src.anchored = 0
src.attacking = 0
src.task = "chasing"
if(chasestate)
icon_state = chasestate
if("wandering")
if(chasestate)
icon_state = initial(icon_state)
patrol_step()
sleep(wanderspeed)
spawn(8)
process()
return
proc/patrol_step()
var/moveto = locate(src.x + rand(-1,1),src.y + rand(-1, 1),src.z)
if (istype(moveto, /turf/simulated/floor) || istype(moveto, /turf/simulated/shuttle/floor) || istype(moveto, /turf/unsimulated/floor)) step_towards(src, moveto)
if(src.aggressive) seek_target()
steps += 1
if (steps == rand(5,20)) src.task = "thinking"
Bump(M as mob|obj)//TODO: Add access levels here
spawn(0)
if((istype(M, /obj/machinery/door)))
if(src.opensdoors)
M:open()
src.frustration = 0
else src.frustration ++
if((istype(M, /mob/living/)) && (!src.anchored))
src.loc = M:loc
src.frustration = 0
return
return
Bumped(M as mob|obj)
spawn(0)
var/turf/T = get_turf(src)
M:loc = T
proc/seek_target()
src.anchored = 0
var/T = null
for(var/mob/living/C in view(src.seekrange,src))//TODO: mess with this
if (src.target)
src.task = "chasing"
break
// Ignore syndicates and traitors if specified
if(!atksynd && C.mind)
var/datum/mind/synd_mind = C.mind
if( synd_mind.special_role == "Syndicate" || synd_mind.special_role == "traitor" )
continue
if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100)) continue
if(istype(C, /mob/living/carbon/) && !src.atkcarbon) continue
if(istype(C, /mob/living/silicon/) && !src.atksilicon) continue
if(atkreq)
if(src.allowed(C)) continue
if(C.health < 0) continue
if(istype(C, /mob/living/carbon/) && src.atkcarbon) src.attack = 1
if(istype(C, /mob/living/silicon/) && src.atksilicon) src.attack = 1
if(atkreq)
if(!src.allowed(C)) src.attack = 1
if(src.attack)
T = C
break
if(!src.attack)
for(var/obj/effect/critter/C in view(src.seekrange,src))
if(!src.atkcritter) continue
if(C.health <= 0) continue
if(src.atkcritter)
if((istype(C, src.type) && !src.atksame) || (C == src)) continue
src.attack = 1
if(src.attack)
T = C
break
if(!src.attack)
for(var/obj/mecha/C in view(src.seekrange,src))
if(!C.occupant) continue
if(atkreq && C.occupant)
if(src.allowed(C.occupant)) continue
if(!atksynd && C.occupant)
if(C.occupant.mind)
var/datum/mind/synd_mind = C.occupant.mind
if( synd_mind.special_role == "Syndicate" || synd_mind.special_role == "traitor" )
continue
if(!src.atkmech) continue
if(C.health <= 0) continue
if(src.atkmech) src.attack = 1
if(src.attack)
T = C
break
if(src.attack)
src.target = T
src.oldtarget_name = T:name
src.task = "chasing"
return
proc/ChaseAttack()
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src]</B> [src.angertext] at [src.target]!", 1)
return
proc/RunAttack()
src.attacking = 1
if(ismob(src.target))
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[src]</B> [src.attacktext] [src.target]!", 1)
var/damage = rand(melee_damage_lower, melee_damage_upper)
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
else if(isliving(target))
var/mob/living/L = target
L.adjustBruteLoss(damage)
if(attack_sound)
playsound(loc, attack_sound, 50, 1, -1)
AfterAttack(target)
if(isobj(src.target))
if(istype(target, /obj/mecha))
//src.target:take_damage(rand(melee_damage_lower,melee_damage_upper))
src.target:attack_critter(src)
else
src.target:TakeDamage(rand(melee_damage_lower,melee_damage_upper))
spawn(attack_speed)
src.attacking = 0
return
/*TODO: Figure out how to handle special things like this dont really want to give it to every critter
/obj/effect/critter/proc/CritterTeleport(var/telerange, var/dospark, var/dosmoke)
if (!src.alive) return
var/list/randomturfs = new/list()
for(var/turf/T in orange(src, telerange))
if(istype(T, /turf/space) || T.density) continue
randomturfs.Add(T)
src.loc = pick(randomturfs)
if (dospark)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (dosmoke)
var/datum/effect/system/harmless_smoke_spread/smoke = new /datum/effect/system/harmless_smoke_spread()
smoke.set_up(10, 0, src.loc)
smoke.start()
src.task = "thinking"
*/