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https://github.com/CHOMPStation2/CHOMPStation2.git
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BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%. Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea. Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7. Damage and stun from doors shocking people has been lowered. process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
122 lines
2.9 KiB
Plaintext
122 lines
2.9 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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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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*/ |