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Forgot to add the bioprotection to the actual radiation suits. Bedsheets actually use the bedsheet item icon now. Tracking implant ID's work again. Certain Critters can be harvested by the chef's knives for meat. Renamed a few critter files. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
118 lines
2.8 KiB
Plaintext
118 lines
2.8 KiB
Plaintext
/obj/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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proc
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patrol_step()
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process()
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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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/* 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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*/ |