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Merge pull request #2325 from Aurorablade/ForTheSwarm2
Fethas Carnival of Horrors part 1.5: Swarmers
This commit is contained in:
@@ -199,6 +199,8 @@ datum/hud/New(mob/owner)
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else if(mymob.mind && mymob.mind.vampire)
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vampire_hud()
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human_hud('icons/mob/screen1_Vampire.dmi')
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else if(isswarmer(mymob))
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swarmer_hud()
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12(var/full = 0 as null)
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@@ -219,10 +219,8 @@
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if(!isanimal(user))
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return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0)
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return
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attack_generic(M, M.melee_damage_upper)
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if(M.melee_damage_upper > 0 && (M.melee_damage_type == BRUTE || M.melee_damage_type == BURN))
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attack_generic(M, M.melee_damage_upper)
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/obj/machinery/door/window/attack_slime(mob/living/carbon/slime/user as mob)
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if(!user.is_adult)
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@@ -325,6 +325,11 @@ Class Procs:
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/obj/machinery/CouldNotUseTopic(var/mob/user)
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usr.unset_machine()
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/obj/machinery/proc/dropContents()//putting for swarmers, occupent code commented out, someone can use later.
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var/turf/T = get_turf(src)
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for(var/atom/movable/AM in contents)
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AM.forceMove(T)
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////////////////////////////////////////////////////////////////////////////////////////////
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/obj/machinery/attack_ai(var/mob/user as mob)
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@@ -401,7 +401,7 @@ var/list/turret_icons
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/obj/machinery/porta_turret/attack_animal(mob/living/simple_animal/M)
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M.changeNext_move(CLICK_CD_MELEE)
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M.do_attack_animation(src)
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if(M.melee_damage_upper == 0)
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if(M.melee_damage_upper == 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN))
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return
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if(!(stat & BROKEN))
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visible_message("<span class='danger'>[M] [M.attacktext] [src]!</span>")
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@@ -142,12 +142,14 @@
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for (var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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A.ex_act(severity++)
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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if(3)
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if(prob(5))
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for(var/atom/movable/A as mob|obj in src)
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A.forceMove(loc)
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A.ex_act(severity++)
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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@@ -184,7 +184,7 @@
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qdel(src)
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return
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if(3.0)
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if (prob(30))
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if (prob(40))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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@@ -11,11 +11,13 @@
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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if (prob(70))
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new /obj/item/stack/sheet/metal(src.loc)
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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if (prob(50))
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new /obj/item/stack/sheet/metal(src.loc)
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qdel(src)
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return
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return
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@@ -153,7 +153,8 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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/obj/structure/window/attack_animal(mob/living/user as mob)
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if(!isanimal(user)) return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0) return
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if(M.melee_damage_upper <= 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN))
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return
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attack_generic(M, M.melee_damage_upper)
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@@ -1,3 +1,4 @@
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var/obj/machinery/gateway/centerstation/the_gateway = null
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/obj/machinery/gateway
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name = "gateway"
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desc = "A mysterious gateway built by unknown hands, it allows for faster than light travel to far-flung locations."
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@@ -10,6 +11,8 @@
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/obj/machinery/gateway/New()
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if(!the_gateway)
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the_gateway = src
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spawn(25)
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update_icon()
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if(dir == 2)
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@@ -37,12 +40,19 @@
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var/obj/machinery/gateway/centeraway/awaygate = null
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/obj/machinery/gateway/centerstation/New()
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if(!the_gateway)
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the_gateway = src
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spawn(25)
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update_icon()
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wait = world.time + config.gateway_delay //+ thirty minutes default
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awaygate = locate(/obj/machinery/gateway/centeraway) in world
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/obj/machinery/gateway/centerstation/Destroy()
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if(the_gateway == src)
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the_gateway = null
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return ..()
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/obj/machinery/gateway/centerstation/update_icon()
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if(active)
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icon_state = "oncenter"
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@@ -243,4 +253,3 @@ obj/machinery/gateway/centerstation/process()
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user << "<span class='boldnotice'>Recalibration successful!</span>: \black This gate's systems have been fine tuned. Travel to this gate will now be on target."
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calibrated = 1
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return
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@@ -169,7 +169,8 @@ var/list/event_last_fired = list()
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Bluespace Anomaly", /datum/event/anomaly/anomaly_bluespace, 50, list(ASSIGNMENT_ENGINEER = 25)),
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Flux Anomaly", /datum/event/anomaly/anomaly_flux, 50, list(ASSIGNMENT_ENGINEER = 50)),
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Gravitational Anomaly", /datum/event/anomaly/anomaly_grav, 200),
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Revenant", /datum/event/revenant, 150)
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Revenant", /datum/event/revenant, 150),
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new /datum/event_meta(EVENT_LEVEL_MODERATE, "Swarmer Spawn", /datum/event/spawn_swarmer, 150, list(ASSIGNMENT_ANY = 100), 1)
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)
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/datum/event_container/major
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@@ -508,6 +508,17 @@
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drone_only = 1
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follow = 1
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/datum/language/swarmer
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name = "Swarmer"
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desc = "A heavily encoded alien binary pattern."
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speech_verb = "tones"
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ask_verb = "tones"
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exclaim_verb = "tones"
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colour = "say_quote"
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key = "z"//Zwarmer...Or Zerg!
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flags = RESTRICTED || HIVEMIND
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follow = 1
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// Language handling.
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/mob/proc/add_language(var/language)
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@@ -66,5 +66,17 @@ In all, this is a lot like the monkey code. /N
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/mob/living/carbon/alien/attack_animal(mob/living/simple_animal/M as mob)
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if(..())
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var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
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adjustBruteLoss(damage)
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switch(M.melee_damage_type)
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if(BRUTE)
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adjustBruteLoss(damage)
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if(BURN)
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adjustFireLoss(damage)
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if(TOX)
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adjustToxLoss(damage)
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if(OXY)
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adjustOxyLoss(damage)
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if(CLONE)
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adjustCloneLoss(damage)
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if(STAMINA)
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adjustStaminaLoss(damage)
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updatehealth()
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@@ -107,13 +107,14 @@ mob/living
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return
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return
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null,var/override = 0)
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if(status_flags & GODMODE) //godmode
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return 0
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if(NO_SHOCK in mutations) //shockproof
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return 0
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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if(shock_damage<1 && !override)
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return 0
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src.apply_damage(shock_damage, BURN, def_zone, used_weapon="Electrocution")
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@@ -127,6 +128,8 @@ mob/living
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"\red You feel a mild shock course through your body.", \
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"\red You hear a light zapping." \
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)
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jitteriness += (rand(2,4))//mostly for the swarmer trap
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do_jitter_animation(jitteriness)
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if (shock_damage > 10)
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if (shock_damage < 200)
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src.visible_message(
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@@ -150,7 +153,10 @@ mob/living
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)
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playsound(loc, "sound/effects/eleczap.ogg", 50, 1, -1)
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explosion(src.loc,-1,0,2,2)
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return shock_damage
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if(override)
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return override
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else
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return shock_damage
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/mob/living/carbon/proc/swap_hand()
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@@ -413,7 +413,7 @@
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var/obj/item/organ/external/affected = src.get_organ(dam_zone)
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if(affected)
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affected.add_autopsy_data(M.name, damage) // Add the mob's name to the autopsy data
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apply_damage(damage, BRUTE, affecting, armor, M.name)
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apply_damage(damage,M.melee_damage_type, affecting, armor, M.name)
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updatehealth()
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/mob/living/carbon/human/attack_larva(mob/living/carbon/alien/larva/L as mob)
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@@ -725,7 +725,8 @@
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//Removed the horrible safety parameter. It was only being used by ninja code anyways.
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//Now checks siemens_coefficient of the affected area by default
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null)
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null,var/override = 0)
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if(status_flags & GODMODE) //godmode
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return 0
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if(NO_SHOCK in mutations) //shockproof
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@@ -737,7 +738,7 @@
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var/obj/item/organ/external/affected_organ = get_organ(check_zone(def_zone))
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var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
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return ..(shock_damage, source, siemens_coeff, def_zone)
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return ..(shock_damage, source, siemens_coeff, def_zone,override)
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/mob/living/carbon/human/Topic(href, href_list)
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@@ -917,7 +917,19 @@ var/list/robot_verbs_default = list(
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visible_message("<span class='danger'><B>[M]</B> [M.attacktext] [src]!</span>")
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add_logs(M, src, "attacked", admin=0)
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var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
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adjustBruteLoss(damage)
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switch(M.melee_damage_type)
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if(BRUTE)
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adjustBruteLoss(damage)
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if(BURN)
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adjustFireLoss(damage)
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if(TOX)
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adjustToxLoss(damage)
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if(OXY)
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adjustOxyLoss(damage)
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if(CLONE)
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adjustCloneLoss(damage)
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if(STAMINA)
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adjustStaminaLoss(damage)
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updatehealth()
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@@ -0,0 +1,602 @@
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////Deactivated swarmer shell////
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/obj/item/unactivated_swarmer
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name = "unactivated swarmer"
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desc = "A currently unactivated swarmer. Swarmers can self activate at any time, it would be wise to immediately dispose of this."
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icon = 'icons/mob/swarmer.dmi'
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icon_state = "swarmer_unactivated"
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/obj/item/unactivated_swarmer/New()
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notify_ghosts("An unactivated swarmer has been created in [get_area(src)]! <a href=?src=\ref[src];ghostjoin=1>(Click to enter)</a>")
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..()
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/obj/item/unactivated_swarmer/Topic(href, href_list)
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if(..())
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return 1
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if(href_list["ghostjoin"])
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var/mob/dead/observer/ghost = usr
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if(istype(ghost))
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attack_ghost(ghost)
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/obj/item/unactivated_swarmer/attack_ghost(mob/user as mob)
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var/be_swarmer = alert("Become a swarmer? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(be_swarmer == "No")
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return
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if(qdeleted(src))
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user << "Swarmer has been occupied by someone else."
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return
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var/mob/living/simple_animal/hostile/swarmer/S = new /mob/living/simple_animal/hostile/swarmer(get_turf(loc))
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S.key = user.key
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qdel(src)
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////The Mob itself////
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/mob/living/simple_animal/hostile/swarmer
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name = "Swarmer"
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real_name = "Swarmer"
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icon = 'icons/mob/swarmer.dmi'
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desc = "A robot of unknown design, they seek only to consume materials and replicate themselves indefinitely."
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speak_emote = list("tones")
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health = 40
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maxHealth = 40
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status_flags = CANPUSH
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icon_state = "swarmer"
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icon_living = "swarmer"
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icon_dead = "swarmer_unactivated"
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wander = 0
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harm_intent_damage = 5
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minbodytemp = 0
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maxbodytemp = 500
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min_oxy = 0
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max_oxy = INFINITY
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min_tox = 0
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max_tox = INFINITY
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min_co2 = 0
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max_co2 = INFINITY
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min_n2 = 0
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max_n2 = INFINITY
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unsuitable_atmos_damage = 0
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melee_damage_lower = 15
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melee_damage_upper = 15
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melee_damage_type = STAMINA
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ignored_damage_types = list(BRUTE = 0, BURN = 0, TOX = 1, CLONE = 1, STAMINA = 1, OXY = 1)
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environment_smash = 0
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attacktext = "shocks"
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attack_sound = 'sound/effects/EMPulse.ogg'
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friendly = "pinches"
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speed = 0
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faction = list("swarmer")
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projectiletype = /obj/item/projectile/beam/disabler
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pass_flags = PASSTABLE
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ventcrawler = 2
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ranged = 1
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ranged_cooldown_cap = 2
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projectilesound = 'sound/weapons/taser2.ogg'
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AIStatus = AI_OFF
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var/resources = 0 //Resource points, generated by consuming metal/glass
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/mob/living/simple_animal/hostile/swarmer/Login()
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..()
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src << "<b>You are a swarmer, a weapon of a long dead civilization. Until further orders from your original masters are received, you must continue to consume and replicate.</b>"
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src << "<b>Ctrl + Click provides most of your swarmer specific interactions, such as cannibalizing metal or glass, destroying the environment, or teleporting mobs away from you."
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src << "<b>Objectives:</b>"
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src << "1. Consume resources and replicate until there are no more resources left."
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src << "2. Ensure that the station is fit for invasion at a later date, do not perform actions that would render it dangerous or inhospitable."
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src << "3. Biological and Sentient resources will be harvested at a later date, do not harm them."
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/mob/living/simple_animal/hostile/swarmer/New()
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..()
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add_language("Swarmer", 1)
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verbs -= /mob/living/verb/pulled
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updatename()
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/mob/living/simple_animal/hostile/swarmer/Stat()
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..()
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if(statpanel("Status"))
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stat("Resources:",resources)
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/mob/living/simple_animal/hostile/swarmer/Die()
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..()
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new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
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ghostize()
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qdel(src)
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/mob/living/simple_animal/hostile/swarmer/emp_act()
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if(health > 1)
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health = 1
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return
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else
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Die()
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/mob/living/simple_animal/hostile/swarmer/CanPass(atom/movable/O)
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if(istype(O, /obj/item/projectile/beam/disabler))//Allows for swarmers to fight as a group without wasting their shots hitting each other
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return 1
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if(isswarmer(O))
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return 1
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..()
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/mob/living/simple_animal/hostile/swarmer/proc/updatename()
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real_name = "Swarmer [rand(100,999)]-[pick("kappa","sigma","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]"
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name = real_name
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////CTRL CLICK FOR SWARMERS AND SWARMER_ACT()'S////
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/mob/living/simple_animal/hostile/swarmer/CtrlClickOn(atom/A)
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face_atom(A)
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if(!isturf(loc))
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return
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if(next_move > world.time)
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return
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if(!A.Adjacent(src))
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return
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A.swarmer_act(src)
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return
|
||||
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/atom/proc/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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S.DisIntegrate(src)
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||||
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/obj/item/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
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||||
S.Integrate(src)
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||||
|
||||
/obj/item/weapon/gun/swarmer_act()//Stops you from eating the entire armory
|
||||
return
|
||||
|
||||
/turf/simulated/floor/swarmer_act()//ex_act() on turf calls it on its contents, this is to prevent attacking mobs by DisIntegrate()'ing the floor
|
||||
return
|
||||
|
||||
/obj/machinery/atmospherics/swarmer_act()
|
||||
return
|
||||
|
||||
/obj/structure/disposalpipe/swarmer_act()
|
||||
return
|
||||
|
||||
/obj/machinery/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DismantleMachine(src)
|
||||
|
||||
/obj/machinery/light/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/door/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/camera/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
deactivate(S, 0)
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/field/generator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/gravity_generator/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/vending/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)//It's more visually interesting than dismantling the machine
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/turretid/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
|
||||
/obj/machinery/chem_dispenser/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>The volatile chemicals in this machine would destroy us. Aborting.</span>"
|
||||
|
||||
/obj/machinery/nuclearbomb/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This device's destruction would result in the extermination of everything in the area. Aborting.</span>"
|
||||
|
||||
/obj/effect/rune/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>Searching... sensor malfunction! Target lost. Aborting.</span>"
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>Destroying this object would cause a chain reaction. Aborting.</span>"
|
||||
|
||||
/obj/structure/cable/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>An inhospitable area may be created as a result of destroying this object. Aborting.</span>"
|
||||
|
||||
/obj/machinery/telecomms/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This communications relay should be preserved, it will be a useful resource to our masters in the future. Aborting.</span>"
|
||||
|
||||
/obj/machinery/message_server/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This communications relay should be preserved, it will be a useful resource to our masters in the future. Aborting.</span>"
|
||||
|
||||
/obj/machinery/blackbox_recorder/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This machine has recorded large amounts of data on this structure and its inhabitants, it will be a useful resource to our masters in the future. Aborting. </span>"
|
||||
|
||||
|
||||
/obj/machinery/power/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>"
|
||||
|
||||
/obj/machinery/gateway/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This bluespace source will be important to us later. Aborting.</span>"
|
||||
|
||||
/turf/simulated/wall/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
for(var/turf/T in range(1, src))
|
||||
if(istype(T, /turf/space) || istype(T.loc, /area/space))
|
||||
S << "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>"
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/structure/window/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
for(var/turf/T in range(1, src))
|
||||
if(istype(T, /turf/space) || istype(T.loc, /area/space))
|
||||
S << "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>"
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/stack/cable_coil/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)//Wiring would be too effective as a resource
|
||||
S << "<span class='warning'>This object does not contain enough materials to work with.</span>"
|
||||
|
||||
/obj/machinery/porta_turret/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>Attempting to dismantle this machine would result in an immediate counterattack. Aborting.</span>"
|
||||
|
||||
/mob/living/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisperseTarget(src)
|
||||
|
||||
/mob/living/carbon/slime/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S << "<span class='warning'>This biological resource is somehow resisting our bluespace transceiver. Aborting.</span>"
|
||||
|
||||
////END CTRL CLICK FOR SWARMERS////
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/Fabricate(var/atom/fabrication_object,var/fabrication_cost = 0)
|
||||
if(!isturf(loc))
|
||||
src << "<span class='warning'>This is not a suitable location for fabrication. We need more space.</span>"
|
||||
if(resources >= fabrication_cost)
|
||||
resources -= fabrication_cost
|
||||
else
|
||||
src << "<span class='warning'>You do not have the necessary resources to fabricate this object.</span>"
|
||||
return 0
|
||||
new fabrication_object(loc)
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/Integrate(var/obj/item/target)
|
||||
if(resources >= 100)
|
||||
src << "<span class='warning'>We cannot hold more materials!</span>"
|
||||
return
|
||||
//Check if any entries are either MAT_METAL or MAT_GLASS
|
||||
if((MAT_METAL in target.materials) || (MAT_GLASS in target.materials))
|
||||
resources++
|
||||
do_attack_animation(target)
|
||||
changeNext_move(CLICK_CD_MELEE)
|
||||
var/obj/effect/swarmer/integrate/I = new /obj/effect/swarmer/integrate(get_turf(target))
|
||||
I.pixel_x = target.pixel_x
|
||||
I.pixel_y = target.pixel_y
|
||||
if(istype(target, /obj/item/stack))
|
||||
var/obj/item/stack/S = target
|
||||
S.use(1)
|
||||
if(S.amount)
|
||||
return
|
||||
qdel(target)
|
||||
else
|
||||
src << "<span class='warning'>\the [target] is incompatible with our internal matter recycler.</span>"
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/DisIntegrate(var/atom/movable/target)
|
||||
new /obj/effect/swarmer/disintegration(get_turf(target))
|
||||
do_attack_animation(target)
|
||||
changeNext_move(CLICK_CD_MELEE)
|
||||
target.ex_act(3)
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(var/mob/living/target)
|
||||
if(target != src)
|
||||
src << "<span class='info'>Attempting to remove this being from our presence.</span>"
|
||||
if(src.z != ZLEVEL_STATION)
|
||||
src << "<span class='warning'>Our bluespace transceiver cannot locate a viable bluespace link, our teleportation abilities are useless in this area.</span>"
|
||||
return
|
||||
if(do_mob(src, target, 30))
|
||||
var/cycle
|
||||
for(cycle=0,cycle<100,cycle++)
|
||||
var/random_location = locate(rand(37,202),rand(75,192),ZLEVEL_STATION)//Drunk dial a turf in the general ballpark of the station
|
||||
if(istype(random_location, /turf/simulated/floor))
|
||||
var/turf/simulated/floor/F = random_location
|
||||
if(F.air)
|
||||
var/datum/gas_mixture/A = F.air
|
||||
if(A.oxygen >= 16 && !A.toxins && A.carbon_dioxide < 10 && !A.trace_gases.len)//Can most things breathe in this location?
|
||||
if((A.temperature > 270) && (A.temperature < 360))//Not too hot, not too cold
|
||||
var/pressure = A.return_pressure()
|
||||
if((pressure > 20) && (pressure < 550))//Account for crushing pressure or vaccuums
|
||||
if(ishuman(target))//If we're getting rid of a human, slap some zipties on them to keep them away from us a little longer
|
||||
var/obj/item/weapon/restraints/handcuffs/cable/zipties/Z = new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
|
||||
Z.apply_cuffs(target, src)
|
||||
do_teleport(target, F, 0)
|
||||
playsound(src,'sound/effects/sparks4.ogg',50,1)
|
||||
break
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/DismantleMachine(var/obj/machinery/target)
|
||||
do_attack_animation(target)
|
||||
src << "<span class='info'>We begin to dismantle this machine. We will need to be uninterrupted.</span>"
|
||||
var/obj/effect/swarmer/dismantle/D = new /obj/effect/swarmer/dismantle(get_turf(target))
|
||||
D.pixel_x = target.pixel_x
|
||||
D.pixel_y = target.pixel_y
|
||||
if(do_mob(src, target, 100))
|
||||
src << "<span class='info'>Dismantling complete.</span>"
|
||||
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/metal(target.loc)
|
||||
M.amount = 5
|
||||
if(target.component_parts && target.component_parts.len)
|
||||
for(var/obj/item/I in target.component_parts)
|
||||
I.forceMove(M.loc)
|
||||
var/obj/effect/swarmer/disintegration/N = new /obj/effect/swarmer/disintegration(get_turf(target))
|
||||
N.pixel_x = target.pixel_x
|
||||
N.pixel_y = target.pixel_y
|
||||
target.dropContents()
|
||||
if(istype(target, /obj/machinery/computer))
|
||||
var/obj/machinery/computer/C = target
|
||||
if(C.circuit)
|
||||
var/obj/item/weapon/circuitboard/circuit = text2path(C.circuit)
|
||||
new circuit(get_turf(M))
|
||||
qdel(target)
|
||||
|
||||
|
||||
/obj/effect/swarmer //Default swarmer effect object visual feedback
|
||||
name = "swarmer ui"
|
||||
desc = null
|
||||
gender = NEUTER
|
||||
icon = 'icons/mob/swarmer.dmi'
|
||||
icon_state = "ui_light"
|
||||
mouse_opacity = 0
|
||||
layer = 4
|
||||
unacidable = 1
|
||||
|
||||
/obj/effect/swarmer/disintegration
|
||||
icon_state = "disintegrate"
|
||||
|
||||
/obj/effect/swarmer/disintegration/New()
|
||||
playsound(src.loc, "sparks", 100, 1)
|
||||
spawn(10)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/swarmer/dismantle
|
||||
icon_state = "dismantle"
|
||||
|
||||
/obj/effect/swarmer/dismantle/New()
|
||||
spawn(25)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/swarmer/integrate
|
||||
icon_state = "integrate"
|
||||
|
||||
/obj/effect/swarmer/integrate/New()
|
||||
spawn(5)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/swarmer/destructible //Default destroyable object for swarmer constructions
|
||||
light_range = 1
|
||||
mouse_opacity = 1
|
||||
var/health = 30
|
||||
|
||||
/obj/effect/swarmer/destructible/proc/TakeDamage(damage)
|
||||
health -= damage
|
||||
if(health <= 0)
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/swarmer/destructible/bullet_act(obj/item/projectile/Proj)
|
||||
if(Proj.damage)
|
||||
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
|
||||
TakeDamage(Proj.damage)
|
||||
..()
|
||||
|
||||
/obj/effect/swarmer/destructible/attackby(obj/item/weapon/I, mob/living/user, params)
|
||||
if(istype(I, /obj/item/weapon))
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.do_attack_animation(src)
|
||||
TakeDamage(I.force)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/ex_act()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/blob_act()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/emp_act()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/attack_animal(mob/living/user)
|
||||
if(isanimal(user))
|
||||
var/mob/living/simple_animal/S = user
|
||||
S.do_attack_animation(src)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
if(S.melee_damage_type == BRUTE || S.melee_damage_type == BURN)
|
||||
TakeDamage(rand(S.melee_damage_lower, S.melee_damage_upper))
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/CreateTrap()
|
||||
set name = "Create trap"
|
||||
set category = "Swarmer"
|
||||
set desc = "Creates a simple trap that will non-lethally electrocute anything that steps on it. Costs 5 resources"
|
||||
if(/obj/effect/swarmer/destructible/trap in loc)
|
||||
src << "<span class='warning'>There is already a trap here. Aborting.</span>"
|
||||
return
|
||||
Fabricate(/obj/effect/swarmer/destructible/trap, 5)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/trap
|
||||
name = "swarmer trap"
|
||||
desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
|
||||
icon_state = "trap"
|
||||
light_range = 1
|
||||
health = 10
|
||||
|
||||
/obj/effect/swarmer/destructible/trap/Crossed(var/atom/movable/AM)
|
||||
if(isliving(AM))
|
||||
var/mob/living/L = AM
|
||||
if(!istype(L, /mob/living/simple_animal/hostile/swarmer))
|
||||
playsound(loc,'sound/effects/snap.ogg',50, 1, -1)
|
||||
L.Stun(1) //i am doing this here instead of electrocute act
|
||||
L.electrocute_act(0, src, 1, "l_foot", 1)
|
||||
if(isrobot(L) || L.isSynthetic())
|
||||
L.Weaken(5)
|
||||
qdel(src)
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/CreateBarricade()
|
||||
set name = "Create barricade"
|
||||
set category = "Swarmer"
|
||||
set desc = "Creates a barricade that will stop anything but swarmers and disabler beams from passing through."
|
||||
if(/obj/effect/swarmer/destructible/blockade in loc)
|
||||
src << "<span class='warning'>There is already a blockade here. Aborting.</span>"
|
||||
return
|
||||
if(resources < 5)
|
||||
src << "<span class='warning'>We do not have the resources for this!</span>"
|
||||
return
|
||||
if(do_mob(src, src, 10))
|
||||
Fabricate(/obj/effect/swarmer/destructible/blockade, 5)
|
||||
return
|
||||
|
||||
/obj/effect/swarmer/destructible/blockade
|
||||
name = "swarmer blockade"
|
||||
desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
|
||||
icon_state = "barricade"
|
||||
light_range = 1
|
||||
health = 50
|
||||
density = 1
|
||||
anchored = 1
|
||||
|
||||
/obj/effect/swarmer/destructible/blockade/CanPass(atom/movable/O)
|
||||
if(isswarmer(O))
|
||||
return 1
|
||||
if(istype(O, /obj/item/projectile/beam/disabler))
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/CreateSwarmer()
|
||||
set name = "Replicate"
|
||||
set category = "Swarmer"
|
||||
set desc = "Creates a shell for a new swarmer. Swarmers will self activate."
|
||||
src << "<span class='info'>We are attempting to replicate ourselves. We will need to stand still until the process is complete.</span>"
|
||||
if(resources < 50)
|
||||
src << "<span class='warning'>We do not have the resources for this!</span>"
|
||||
return
|
||||
if(!isturf(loc))
|
||||
src << "<span class='warning'>This is not a suitable location for replicating ourselves. We need more room.</span>"
|
||||
return
|
||||
if(do_mob(src, src, 100))
|
||||
if(Fabricate(/obj/item/unactivated_swarmer, 50))
|
||||
playsound(loc,'sound/items/poster_being_created.ogg',50, 1, -1)
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/RepairSelf()
|
||||
set name = "Self Repair"
|
||||
set category = "Swarmer"
|
||||
set desc = "Attempts to repair damage to our body. You will have to remain motionless until repairs are complete."
|
||||
if(!isturf(loc))
|
||||
return
|
||||
src << "<span class='info'>Attempting to repair damage to our body, stand by...</span>"
|
||||
if(do_mob(src, src, 100))
|
||||
adjustBruteLoss(-100)
|
||||
src << "<span class='info'>We successfully repaired ourselves.</span>"
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/ToggleLight()
|
||||
if(!light_range)
|
||||
set_light(3)
|
||||
else
|
||||
set_light(0)
|
||||
|
||||
/mob/living/simple_animal/hostile/swarmer/proc/ContactSwarmers()
|
||||
var/message = input(src, "Announce to other swarmers", "Swarmer contact")
|
||||
if(message)
|
||||
for(var/mob/M in mob_list)
|
||||
if(isswarmer(M) || (M in dead_mob_list))
|
||||
M << "<B>Swarm communication - </b> [src] states: [message]"
|
||||
|
||||
|
||||
|
||||
////HUD NONSENSE////
|
||||
/obj/screen/swarmer
|
||||
icon = 'icons/mob/swarmer.dmi'
|
||||
|
||||
/obj/screen/swarmer/FabricateTrap
|
||||
icon_state = "ui_trap"
|
||||
name = "Create trap (Costs 5 Resources)"
|
||||
desc = "Creates a trap that will nonlethally shock any non-swarmer that attempts to cross it. (Costs 5 resources)"
|
||||
|
||||
/obj/screen/swarmer/FabricateTrap/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.CreateTrap()
|
||||
|
||||
/obj/screen/swarmer/Barricade
|
||||
icon_state = "ui_barricade"
|
||||
name = "Create barricade (Costs 5 Resources)"
|
||||
desc = "Creates a destructible barricade that will stop any non swarmer from passing it. Also allows disabler beams to pass through. (Costs 5 resources)"
|
||||
|
||||
/obj/screen/swarmer/Barricade/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.CreateBarricade()
|
||||
|
||||
/obj/screen/swarmer/Replicate
|
||||
icon_state = "ui_replicate"
|
||||
name = "Replicate (Costs 50 Resources)"
|
||||
desc = "Creates a another of our kind."
|
||||
|
||||
/obj/screen/swarmer/Replicate/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.CreateSwarmer()
|
||||
|
||||
/obj/screen/swarmer/RepairSelf
|
||||
icon_state = "ui_self_repair"
|
||||
name = "Repair self"
|
||||
desc = "Repairs damage to our body."
|
||||
|
||||
/obj/screen/swarmer/RepairSelf/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.RepairSelf()
|
||||
|
||||
/obj/screen/swarmer/ToggleLight
|
||||
icon_state = "ui_light"
|
||||
name = "Toggle light"
|
||||
desc = "Toggles our inbuilt light on or off."
|
||||
|
||||
/obj/screen/swarmer/ToggleLight/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.ToggleLight()
|
||||
|
||||
/obj/screen/swarmer/ContactSwarmers
|
||||
icon_state = "ui_contact_swarmers"
|
||||
name = "Contact swarmers"
|
||||
desc = "Sends a message to all other swarmers, should they exist."
|
||||
|
||||
/obj/screen/swarmer/ContactSwarmers/Click()
|
||||
if(isswarmer(usr))
|
||||
var/mob/living/simple_animal/hostile/swarmer/S = usr
|
||||
S.ContactSwarmers()
|
||||
|
||||
/datum/hud/proc/swarmer_hud(ui_style = 'icons/mob/screen1_midnight.dmi')
|
||||
adding = list()
|
||||
|
||||
var/obj/screen/using
|
||||
|
||||
using = new /obj/screen/swarmer/FabricateTrap()
|
||||
using.screen_loc = ui_rhand
|
||||
adding += using
|
||||
|
||||
using = new /obj/screen/swarmer/Barricade()
|
||||
using.screen_loc = ui_lhand
|
||||
adding += using
|
||||
|
||||
using = new /obj/screen/swarmer/Replicate()
|
||||
using.screen_loc = ui_zonesel
|
||||
adding += using
|
||||
|
||||
using = new /obj/screen/swarmer/RepairSelf()
|
||||
using.screen_loc = ui_storage1
|
||||
adding += using
|
||||
|
||||
using = new /obj/screen/swarmer/ToggleLight()
|
||||
using.screen_loc = ui_back
|
||||
adding += using
|
||||
|
||||
using = new /obj/screen/swarmer/ContactSwarmers()
|
||||
using.screen_loc = ui_inventory
|
||||
adding += using
|
||||
|
||||
mymob.client.screen = list()
|
||||
//mymob.client.screen += mymob.client.void
|
||||
mymob.client.screen += adding
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
/datum/event/spawn_swarmer
|
||||
//name = "Sawrmer Spawn"
|
||||
//one_shot = 1
|
||||
startWhen = 3 //30 minutes
|
||||
announceWhen = 10
|
||||
|
||||
|
||||
/datum/event/spawn_swarmer/announce()
|
||||
if(prob(25)) //25% chance to announce it to the crew
|
||||
var/swarmer_report = "<font size=3><b>[command_name()] High-Priority Update</b></span>"
|
||||
swarmer_report += "<br><br>Our long-range sensors have detected an odd signal emanating from your station's gateway. We recommend immediate investigation of your gateway, as something may have come \
|
||||
through."
|
||||
for (var/obj/machinery/computer/communications/C in machines)
|
||||
if(! (C.stat & (BROKEN|NOPOWER) ) )
|
||||
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( C.loc )
|
||||
P.name = "'Classified [command_name()] Update'"
|
||||
P.info = swarmer_report
|
||||
P.update_icon()
|
||||
C.messagetitle.Add("Classified [command_name()] Update")
|
||||
C.messagetext.Add(P.info)
|
||||
command_announcement.Announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", 'sound/AI/commandreport.ogg')
|
||||
|
||||
|
||||
|
||||
/datum/event/spawn_swarmer/start()
|
||||
if(find_swarmer())
|
||||
return 0
|
||||
if(!the_gateway)
|
||||
return 0
|
||||
new /obj/item/unactivated_swarmer(get_turf(the_gateway))
|
||||
|
||||
|
||||
/datum/event/spawn_swarmer/proc/find_swarmer()
|
||||
for(var/mob/living/M in mob_list)
|
||||
if(istype(M, /mob/living/simple_animal/hostile/swarmer) && M.client) //If there is a swarmer with an active client, we've found our swarmer
|
||||
return 1
|
||||
return 0
|
||||
@@ -253,22 +253,21 @@
|
||||
var/target = the_target
|
||||
visible_message("<span class='danger'><b>[src]</b> [ranged_message] at [target]!</span>")
|
||||
|
||||
var/tturf = get_turf(target)
|
||||
if(rapid)
|
||||
spawn(1)
|
||||
Shoot(tturf, src.loc, src)
|
||||
Shoot(target, src.loc, src)
|
||||
if(casingtype)
|
||||
new casingtype(get_turf(src))
|
||||
spawn(4)
|
||||
Shoot(tturf, src.loc, src)
|
||||
Shoot(target, src.loc, src)
|
||||
if(casingtype)
|
||||
new casingtype(get_turf(src))
|
||||
spawn(6)
|
||||
Shoot(tturf, src.loc, src)
|
||||
Shoot(target, src.loc, src)
|
||||
if(casingtype)
|
||||
new casingtype(get_turf(src))
|
||||
else
|
||||
Shoot(tturf, src.loc, src)
|
||||
Shoot(target, src.loc, src)
|
||||
if(casingtype)
|
||||
new casingtype
|
||||
ranged_cooldown = ranged_cooldown_cap
|
||||
@@ -278,17 +277,17 @@
|
||||
if(target == start)
|
||||
return
|
||||
|
||||
var/obj/item/projectile/A = new projectiletype(user:loc)
|
||||
var/obj/item/projectile/A = new projectiletype(src.loc)
|
||||
playsound(user, projectilesound, 100, 1)
|
||||
if(!A) return
|
||||
|
||||
if (!istype(target, /turf))
|
||||
qdel(A)
|
||||
return
|
||||
A.current = target
|
||||
A.firer = src
|
||||
A.yo = target:y - start:y
|
||||
A.xo = target:x - start:x
|
||||
if(AIStatus == AI_OFF)//Don't want mindless mobs to have their movement screwed up firing in space
|
||||
newtonian_move(get_dir(target, user))
|
||||
A.original = target
|
||||
spawn( 0 )
|
||||
A.process()
|
||||
return
|
||||
|
||||
@@ -57,6 +57,8 @@
|
||||
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
|
||||
var/melee_damage_lower = 0
|
||||
var/melee_damage_upper = 0
|
||||
var/melee_damage_type = BRUTE //Damage type of a simple mob's melee attack, should it do damage.
|
||||
var/list/ignored_damage_types = list(BRUTE = 0, BURN = 0, TOX = 0, CLONE = 0, STAMINA = 1, OXY = 0) //Set 0 to receive that damage type, 1 to ignore
|
||||
var/attacktext = "attacks"
|
||||
var/attack_sound = null
|
||||
var/friendly = "nuzzles" //If the mob does no damage with it's attack
|
||||
@@ -280,7 +282,7 @@
|
||||
"<span class='userdanger'>\The [M] [M.attacktext] [src]!</span>")
|
||||
add_logs(M, src, "attacked", admin=0)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
adjustBruteLoss(damage)
|
||||
attack_threshold_check(damage,M.melee_damage_type)
|
||||
|
||||
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj)
|
||||
@@ -321,7 +323,7 @@
|
||||
M.do_attack_animation(src)
|
||||
visible_message("<span class='danger'>[M] [response_harm] [src]!</span>")
|
||||
playsound(loc, "punch", 25, 1, -1)
|
||||
adjustBruteLoss(harm_intent_damage)
|
||||
attack_threshold_check(harm_intent_damage)
|
||||
|
||||
return
|
||||
|
||||
@@ -341,7 +343,7 @@
|
||||
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
|
||||
"<span class='userdanger'>[M] has slashed at [src]!</span>")
|
||||
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
|
||||
adjustBruteLoss(damage)
|
||||
attack_threshold_check(damage)
|
||||
|
||||
return
|
||||
|
||||
@@ -361,7 +363,7 @@
|
||||
|
||||
if(stat != DEAD)
|
||||
L.amount_grown = min(L.amount_grown + damage, L.max_grown)
|
||||
adjustBruteLoss(damage)
|
||||
attack_threshold_check(damage)
|
||||
|
||||
|
||||
/mob/living/simple_animal/attack_slime(mob/living/carbon/slime/M as mob)
|
||||
@@ -383,7 +385,7 @@
|
||||
else
|
||||
damage = rand(5, 35)
|
||||
|
||||
adjustBruteLoss(damage)
|
||||
attack_threshold_check(damage)
|
||||
|
||||
|
||||
return
|
||||
@@ -474,9 +476,20 @@
|
||||
adjustBruteLoss(30)
|
||||
|
||||
/mob/living/simple_animal/adjustBruteLoss(damage)
|
||||
health = Clamp(health - damage, 0, maxHealth)
|
||||
if(health < 1)
|
||||
Die()
|
||||
if(!ignored_damage_types[BRUTE])
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/adjustFireLoss(damage)
|
||||
if(!ignored_damage_types[BURN])
|
||||
..(damage)
|
||||
|
||||
/mob/living/simple_animal/adjustToxLoss(damage)
|
||||
if(!ignored_damage_types[TOX])
|
||||
..(damage)
|
||||
|
||||
/mob/living/simple_animal/adjustCloneLoss(damage)
|
||||
if(!ignored_damage_types[CLONE])
|
||||
..(damage)
|
||||
|
||||
/mob/living/simple_animal/proc/CanAttack(var/atom/the_target)
|
||||
if(see_invisible < the_target.invisibility)
|
||||
@@ -495,6 +508,14 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE)
|
||||
if(damage <= force_threshold || ignored_damage_types[damagetype])
|
||||
visible_message("<span class='warning'>[src] looks unharmed from the damage.</span>")
|
||||
else
|
||||
adjustBruteLoss(damage)
|
||||
updatehealth()
|
||||
|
||||
|
||||
/mob/living/simple_animal/update_fire()
|
||||
return
|
||||
|
||||
|
||||
@@ -137,6 +137,11 @@ proc/isembryo(A)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/proc/isswarmer(A)
|
||||
if(istype(A, /mob/living/simple_animal/hostile/swarmer))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/isobserver(A)
|
||||
if(istype(A, /mob/dead/observer))
|
||||
return 1
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
@@ -1431,6 +1431,8 @@
|
||||
#include "code\modules\mob\living\simple_animal\simple_animal.dm"
|
||||
#include "code\modules\mob\living\simple_animal\tribbles.dm"
|
||||
#include "code\modules\mob\living\simple_animal\vox.dm"
|
||||
#include "code\modules\mob\living\simple_animal\bot_swarm\swarmer.dm"
|
||||
#include "code\modules\mob\living\simple_animal\bot_swarm\swarmer_event.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\butterfly.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\cat.dm"
|
||||
#include "code\modules\mob\living\simple_animal\friendly\corgi.dm"
|
||||
|
||||
Reference in New Issue
Block a user