TG: Sanity check for facehuggers.

Sanity checks galore for simple_animals (if(list) behaviour seems to have
changed lately).
Humans once again get their bodies burned into husks in fire. This only changes
their appearance and name now, however, leaving their DNA intact.
WIP space worms.
Revision: r3140
Author: 	 uporotiy
This commit is contained in:
Ren Erthilo
2012-04-23 21:52:32 +01:00
parent 234f8a4787
commit 0f0f126142
3 changed files with 223 additions and 421 deletions
-399
View File
@@ -220,402 +220,3 @@ var/const
return
/* NOPE.png -- Urist
// Returns the surrounding cardinal turfs with open links
// Including through doors openable with the ID
// Includes spacetiles
/turf/proc/CardinalTurfsWithAccessSpace(var/obj/item/weapon/card/id/ID)
var/L[] = new()
for(var/d in cardinal)
var/turf/simulated/T = get_step(src, d)
if((istype(T) || istype(T,/turf/space))&& !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
/obj/effect/alien/facehugger
name = "alien"
desc = "An alien, looks pretty scary!"
icon_state = "facehugger"
layer = 5.0
density = 1
anchored = 0
var/state = 0
var/list/path = new/list()
var/frustration = 0
var/mob/living/carbon/target
var/list/path_target = new/list()
var/turf/trg_idle
var/list/path_idle = new/list()
var/alive = 1 //1 alive, 0 dead
var/health = 10
var/maxhealth = 10
var/lamarr = 0
flags = 258.0
New()
..()
if(aliens_allowed)
health = maxhealth
process()
else
del(src)
examine()
set src in view()
..()
if(!alive)
usr << text("\red <B>The alien is not moving.</B>")
else if (health > 5)
usr << text("\red <B>The alien looks fresh, just out of the egg.</B>")
else
usr << text("\red <B>The alien looks injured.</B>")
if (lamarr)
usr << text("\red <B>It looks like the proboscis has been removed.</B>")
return
attack_hand(user as mob)
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
switch(W.damtype)
if("fire")
health -= W.force * 0.75
if("brute")
health -= W.force * 0.5
else
if (health <= 0)
death()
else if (W.force)
if(ishuman(user) || ismonkey(user))
target = user
state = 1
..()
bullet_act(var/obj/item/projectile/Proj)
health -= round(Proj.damage / 2)
..()
healthcheck()
ex_act(severity)
switch(severity)
if(1.0)
death()
if(2.0)
health -= 15
healthcheck()
return
meteorhit()
death()
return
blob_act()
if(prob(50))
death()
return
Bumped(AM as mob|obj)
if(ismob(AM) && (ishuman(AM) || ismonkey(AM)) )
target = AM
set_attack()
else if(ismob(AM))
spawn(0)
var/turf/T = get_turf(src)
AM:loc = T
Bump(atom/A)
if(ismob(A) && (ishuman(A) || ismonkey(A)))
target = A
set_attack()
else if(ismob(A))
loc = A:loc
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
health -= 5
healthcheck()
verb/follow()
set src in view() //set src in get_aliens(view()) - does not work, damn shitty byond :( -- rastaf0
set name = "Follow Me"
set category = "Object" //"Alien" does not work perfect - humans get "Alien" tab too, that's annoying
if(!alive) return
if(!isalien(usr))
usr << text("\red <B>The alien ignores you.</B>")
return
if(state != 2 || health < maxhealth)
usr << text("\red <B>The alien is too busy to follow you.</B>")
return
usr << text("\green <B>The alien will now try to follow you.</B>")
trg_idle = usr
path_idle = new/list()
return
verb/stop()
set src in view()
set name = "Stop Following"
set category = "Object"
if(!alive) return
if(!isalien(usr))
usr << text("\red <B>The alien ignores you.</B>")
return
if(state != 2)
usr << text("\red <B>The alien is too busy to follow you.</B>")
return
usr << text("\green <B>The alien stops following you.</B>")
set_null()
return
proc/call_to(var/mob/user)
if(!alive || !isalien(user) || state != 2) return
trg_idle = user
path_idle = new/list()
return
proc/set_attack()
state = 1
if(path_idle.len) path_idle = new/list()
trg_idle = null
proc/set_idle()
state = 2
if (path_target.len) path_target = new/list()
target = null
frustration = 0
proc/set_null()
state = 0
if (path_target.len) path_target = new/list()
if (path_idle.len) path_idle = new/list()
target = null
trg_idle = null
frustration = 0
process()
set background = 1
var/quick_move = 0
if (!alive)
return
if (!target)
if (path_target.len) path_target = new/list()
var/last_health = INFINITY
var/view
if (lamarr)
view = 1
else
view = viewrange-2
for (var/mob/living/carbon/C in range(view,loc))
if (C.stat == 2 || isalien(C) || C.alien_egg_flag || !can_see(src,C,viewrange) || istype(C, /mob/living/carbon/metroid))
continue
if(C:stunned || C:paralysis || C:weakened)
target = C
break
if(C:health < last_health)
last_health = C:health
target = C
if(target)
if (!lamarr || prob(10))
set_attack()
else if(state != 2)
set_idle()
idle()
else if(target)
var/turf/distance = get_dist(src, target)
if (!lamarr || prob(10))
set_attack()
if(can_see(src,target,viewrange))
if(distance <= 1 && (!lamarr || prob(20)))
for(var/mob/O in viewers(world.view,src))
O.show_message("\red <B>[target] has been leapt on by [lamarr ? name : "the alien"]!</B>", 1, "\red You hear someone fall", 2)
if (!lamarr)
target:take_overall_damage(5)
if(prob(70))
target:paralysis = max(target:paralysis, 5)
loc = target.loc
if(!target.alien_egg_flag && ( ishuman(target) || ismonkey(target) ) )
if (!lamarr && target)
var/mob/trg = target
death()
//if(trg.virus)//Viruses are stored in a global database.
//trg.virus.cure(0)//You need to either cure() or del() them to stop their processing.
trg.contract_disease(new /datum/disease/alien_embryo(0))//So after that you need to infect the target anew.
for(var/datum/disease/alien_embryo/A in trg.viruses)
trg.alien_egg_flag = 1//We finally set their flag to 1.
return
else
sleep(50)
else
set_null()
spawn(cycle_pause) process()
return
step_towards(src,get_step_towards2(src , target))
else
if( !path_target.len )
path_attack(target)
if(!path_target.len)
set_null()
spawn(cycle_pause) process()
return
else
var/turf/next = path_target[1]
if(next in range(1,src))
path_attack(target)
if(!path_target.len)
frustration += 5
else
next = path_target[1]
path_target -= next
step_towards(src,next)
quick_move = 1
if (get_dist(src, target) >= distance) frustration++
else frustration--
if(frustration >= 35 || lamarr) set_null()
if(quick_move)
spawn(cycle_pause/2)
process()
else
spawn(cycle_pause)
process()
proc/idle()
set background = 1
var/quick_move = 0
if(state != 2 || !alive || target) return
if(locate(/obj/effect/alien/weeds) in loc && health < maxhealth)
health++
spawn(cycle_pause) idle()
return
if(!path_idle.len)
if(isalien(trg_idle))
if(can_see(src,trg_idle,viewrange))
step_towards(src,get_step_towards2(src , trg_idle))
else
path_idle(trg_idle)
if(!path_idle.len)
trg_idle = null
set_idle()
spawn(cycle_pause) idle()
return
else
var/obj/effect/alien/weeds/W = null
if(health < maxhealth)
var/list/the_weeds = new/list()
find_weeds:
for(var/obj/effect/alien/weeds/weed in range(viewrange,loc))
if(!can_see(src,weed,viewrange)) continue
for(var/atom/A in get_turf(weed))
if(A.density) continue find_weeds
the_weeds += weed
if(the_weeds.len)
W = pick(the_weeds)
if(W)
path_idle(W)
if(!path_idle.len)
trg_idle = null
spawn(cycle_pause) idle()
return
else
for(var/mob/living/carbon/alien/humanoid/H in range(1,src))
spawn(cycle_pause) idle()
return
step(src,pick(cardinal))
else
if(can_see(src,trg_idle,viewrange))
switch(get_dist(src, trg_idle))
if(1)
if(istype(trg_idle,/obj/effect/alien/weeds))
step_towards(src,get_step_towards2(src , trg_idle))
if(2 to INFINITY)
step_towards(src,get_step_towards2(src , trg_idle))
if(path_idle.len) path_idle = new/list()
/*
if(viewrange+1 to INFINITY)
step_towards(src,get_step_towards2(src , trg_idle))
if(path_idle.len) path_idle = new/list()
quick_move = 1
*/
else
var/turf/next = path_idle[1]
if(!next in range(1,src))
path_idle(trg_idle)
if(!path_idle.len)
spawn(cycle_pause) idle()
return
else
next = path_idle[1]
path_idle -= next
step_towards(src,next)
quick_move = 1
if(quick_move)
spawn(cycle_pause/2)
idle()
else
spawn(cycle_pause)
idle()
proc/path_idle(var/atom/trg)
path_idle = AStar(loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
path_idle = reverselist(path_idle)
proc/path_attack(var/atom/trg)
target = trg
path_target = AStar(loc, target.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
path_target = reverselist(path_target)
proc/death()
if(!alive) return
alive = 0
density = 0
icon_state = "facehugger_l"
set_null()
for(var/mob/O in hearers(src, null))
O.show_message("\red <B>[src] curls up into a ball!</B>", 1)
proc/healthcheck()
if (health <= 0)
death()
*/
+24 -22
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@@ -68,7 +68,7 @@
if(health > 0)
icon_state = icon_living
alive = 1
stat = 0 //Alive - conscious
stat = CONSCIOUS
density = 1
return
@@ -128,35 +128,37 @@
//Speaking
if(speak_chance)
if(prob(speak_chance))
if(speak && (emote_hear || emote_see) )
var/length = speak.len
if(emote_hear)
length += emote_hear.len
if(emote_see)
length += emote_see.len
var/pick = rand(1,length)
if(pick <= speak.len)
say(pick(speak))
else
pick -= speak.len
if(emote_see && pick <= emote_see.len)
emote(pick(emote_see),1)
if(speak && speak.len)
if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
var/length = speak.len
if(emote_hear && emote_hear.len)
length += emote_hear.len
if(emote_see && emote_see.len)
length += emote_see.len
var/randomValue = rand(1,length)
if(randomValue <= speak.len)
say(pick(speak))
else
emote(pick(emote_hear),2)
if(!speak)
if(!emote_hear && emote_see)
randomValue -= speak.len
if(emote_see && randomValue <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
else
say(pick(speak))
else
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
emote(pick(emote_see),1)
if(emote_hear && !emote_see)
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
emote(pick(emote_hear),2)
if(emote_hear && emote_see)
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
if(speak && !(emote_see || emote_hear))
say(pick(speak))
//Atmos
var/atmos_suitable = 1
@@ -230,7 +232,7 @@
..()
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
if(emote)
return "[emote], \"[text]\""
+199
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@@ -0,0 +1,199 @@
/mob/living/simple_animal/space_worm
name = "space worm segment"
desc = "A part of a space worm."
icon = 'critter.dmi'
icon_state = "spaceworm"
icon_living = "spaceworm"
icon_dead = "spacewormdead"
speak_emote = list("transmits") //not supposed to be used under AI control
emote_hear = list("transmits") //I'm just adding it so it doesn't runtime if controlled by player who speaks
response_help = "touches"
response_disarm = "flails at"
response_harm = "punches the"
harm_intent_damage = 2
maxHealth = 30
health = 30
stop_automated_movement = 1
animate_movement = SYNC_STEPS
minbodytemp = 0
maxbodytemp = 350
min_oxy = 0
max_co2 = 0
max_tox = 0
a_intent = "harm" //so they don't get pushed around
nopush = 1
wall_smash = 1
speed = -1
var/mob/living/simple_animal/space_worm/previous //next/previous segments, correspondingly
var/mob/living/simple_animal/space_worm/next //head is the nextest segment
var/stomachProcessProbability = 50
var/digestionProbability = 20
var/flatPlasmaValue = 5 //flat plasma amount given for non-items
var/atom/currentlyEating //what the worm is currently eating
var/eatingDuration = 0 //how long he's been eating it for
head
name = "space worm head"
icon_state = "spacewormhead"
icon_living = "spacewormhead"
icon_dead = "spacewormdead"
maxHealth = 20
health = 20
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "bites"
animate_movement = SLIDE_STEPS
New(var/location, var/segments = 6)
..()
var/mob/living/simple_animal/space_worm/current = src
for(var/i = 1 to segments)
var/mob/living/simple_animal/space_worm/newSegment = new /mob/living/simple_animal/space_worm(loc)
current.Attach(newSegment)
current = newSegment
update_icon()
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
icon_state = "spacewormhead[previous?1:0]"
if(previous)
dir = get_dir(previous,src)
else
icon_state = "spacewormheaddead"
Life()
..()
if(next && !(next in view(src,1)))
Detach()
if(stat == DEAD) //dead chunks fall off and die immediately
if(previous)
previous.Detach()
if(next)
Detach(1)
if(prob(stomachProcessProbability))
ProcessStomach()
update_icon()
return
Del() //if a chunk a destroyed, make a new worm out of the split halves
if(previous)
previous.Detach()
..()
Move()
var/attachementNextPosition = loc
if(..())
if(previous)
previous.Move(attachementNextPosition)
update_icon()
Bump(atom/obstacle)
if(currentlyEating != obstacle)
currentlyEating = obstacle
eatingDuration = 0
if(!AttemptToEat(obstacle))
eatingDuration++
else
currentlyEating = null
eatingDuration = 0
return
proc/update_icon() //only for the sake of consistency with the other update icon procs
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
if(previous) //midsection
icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
else //tail
icon_state = "spacewormtail"
dir = get_dir(src,next) //next will always be present since it's not a head and if it's dead, it goes in the other if branch
else
icon_state = "spacewormdead"
return
proc/AttemptToEat(var/atom/target)
if(istype(target,/turf/simulated/wall))
if((!istype(target,/turf/simulated/wall/r_wall) && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one
var/turf/simulated/wall/wall = target
wall.ReplaceWithFloor()
new /obj/item/stack/sheet/metal(src, flatPlasmaValue)
return 1
else if(istype(target,/atom/movable))
if(istype(target,/mob) || eatingDuration >= 50) //5 ticks to eat stuff like airlocks
var/atom/movable/objectOrMob = target
contents += objectOrMob
return 1
return 0
proc/Attach(var/mob/living/simple_animal/space_worm/attachement)
if(!attachement)
return
previous = attachement
attachement.next = src
return
proc/Detach(die = 0)
var/mob/living/simple_animal/space_worm/newHead = new /mob/living/simple_animal/space_worm/head(loc,0)
var/mob/living/simple_animal/space_worm/newHeadPrevious = previous
previous = null //so that no extra heads are spawned
newHead.Attach(newHeadPrevious)
if(die)
newHead.Die()
del(src)
proc/ProcessStomach()
for(var/atom/movable/stomachContent in contents)
if(prob(digestionProbability))
if(istype(stomachContent,/obj/item/stack)) //converts to plasma, keeping the stack value
if(!istype(stomachContent,/obj/item/stack/sheet/plasma))
var/obj/item/stack/oldStack = stomachContent
new /obj/item/stack/sheet/plasma(src, oldStack.amount)
del(oldStack)
continue
else if(istype(stomachContent,/obj/item)) //converts to plasma, keeping the w_class
var/obj/item/oldItem = stomachContent
new /obj/item/stack/sheet/plasma(src, oldItem.w_class)
del(oldItem)
continue
else
new /obj/item/stack/sheet/plasma(src, flatPlasmaValue) //just flat amount
del(stomachContent)
continue
if(previous)
for(var/atom/movable/stomachContent in contents) //transfer it along the digestive tract
previous.contents += stomachContent
else
for(var/atom/movable/stomachContent in contents) //or poop it out
loc.contents += stomachContent
return