mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-30 15:37:36 +01:00
Implants, Explosions, and Carps, Oh my!
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method. - Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much. - Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart. - New Random Event: "Unknown biological entities have been detected on the station, Please Stand By." - Chicks! Can't do anything with them yet but they're cute! - Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -216,6 +216,7 @@
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continue
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if(C:stunned || C:paralysis || C:weakened)
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target = C
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break
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if(C:health < last_health)
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last_health = C:health
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@@ -55,6 +55,12 @@ IMPLANTER
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..()
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return
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/obj/item/weapon/implantcase/explosive/New()
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src.imp = new /obj/item/weapon/implant/explosive( src )
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..()
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return
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/obj/item/weapon/implantpad/proc/update()
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if (src.case)
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@@ -135,9 +141,8 @@ ID (1-100):
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<A href='byond://?src=\ref[src];id=-1'>-</A> [T.id]
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<A href='byond://?src=\ref[src];id=1'>+</A>
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<A href='byond://?src=\ref[src];id=10'>+</A><BR>"}
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else
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if (istype(src.case.imp, /obj/item/weapon/implant/freedom))
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dat += {"
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else if (istype(src.case.imp, /obj/item/weapon/implant/freedom))
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Freedom Beacon<BR>
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<b>Zone:</b> Right Hand> Near wrist<BR>
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@@ -154,8 +159,23 @@ mechanisms<BR>
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<b>Integrity:</b> The battery is extremely weak and commonly after injection its
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life can drive down to only 1 use.<HR>
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No Implant Specifics"}
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else
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dat += "Implant ID not in database"
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else if (istype(src.case.imp, /obj/item/weapon/implant/explosive))
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Prisoner Management Implant<BR>
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<b>Zone:</b> Spinal Column>Atlantis Vertebrae<BR>
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<b>Power Source:</b> Nervous System Ion Withdrawl Gradient<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes:</b><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal.<BR>
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<b>Special Features:</b><BR>
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<i>Direct-Interface</i>- You can use the prisoner management system to transmit short messages directly into the brain of the implanted subject.<BR>
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<i>Safe-break</i>- Can be safely deactivated remotely.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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else
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dat += "Implant ID not in database"
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else
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dat += "The implant casing is empty."
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else
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@@ -238,14 +258,14 @@ No Implant Specifics"}
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return
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/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
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if (!istype(M, /mob))
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if (!istype(M, /mob/living/carbon))
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return
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if (user && src.imp)
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for (var/mob/O in viewers(M, null))
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O.show_message("\red [M] has been implanted by [user].", 1)
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src.imp.loc = M
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src.imp.imp_in = M
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src.imp.implanted = 1
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src.imp.implanted(M)
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src.imp = null
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@@ -0,0 +1,294 @@
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//Blatently copy/pasted from facehugger code + a few changes.
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/obj/livestock
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name = "animal thing"
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desc = "This doesn't seem so bad..."
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icon = 'livestock.dmi'
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layer = 5.0
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density = 1
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anchored = 0
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var/state = 0 //0 = null, 1 = attack, 2 = idle
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var/list/path = new/list()
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var/frustration = 0 //How long it's gone without reaching it's target.
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var/patience = 35 //The maximum time it'll chase a target.
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var/mob/living/carbon/target //It's combat target.
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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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var/alive = 1 //1 alive, 0 dead
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var/maxhealth = 25
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var/health = 25
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var/aggressive = 0
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flags = 258.0
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var/strength = 10 //The damage done by the creature if it attacks something.
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var/cycle_pause = 5
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var/view_range = 7 //How far it can see.
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var/obj/item/weapon/card/id/anicard //By default, animals can open doors but not any with access restrictions.
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var/intelligence = null // the intelligence var allows for additional access (by job).
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New() //Initializes the livestock's AI and access
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..()
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anicard = new(src)
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if(!isnull(src.intelligence))
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anicard.access = get_access(intelligence)
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else
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anicard.access = null
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src.process()
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examine()
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set src in view()
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..()
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if(!alive)
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usr << text("\red <B>The animal is not moving</B>")
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else if (src.health == src.health)
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usr << text("\red <B>The animal looks healthy.</B>")
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else
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usr << text("\red <B>The animal looks beat up</B>")
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if (aggressive && alive)
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usr << text("\red <B>Looks fierce!</B>")
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return
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attack_hand(user as mob)
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(W.damtype)
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if("fire")
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src.health -= W.force * 0.75
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if("brute")
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src.health -= W.force * 0.5
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else
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if (src.health <= 0)
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src.death()
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else if (W.force)
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if(src.aggressive && (ishuman(user) || ismonkey(user)))
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src.target = user
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src.state = 1
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..()
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bullet_act(flag, A as obj)
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if (flag == PROJECTILE_BULLET)
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src.health -= 20
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else if (flag == PROJECTILE_WEAKBULLET)
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src.health -= 4
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else if (flag == PROJECTILE_LASER)
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src.health -= 10
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healthcheck()
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ex_act(severity)
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switch(severity)
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if(1.0)
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src.death()
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if(2.0)
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src.health -= 15
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healthcheck()
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return
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meteorhit()
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src.death()
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return
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blob_act()
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if(prob(50))
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src.death()
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return
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Bumped(AM as mob|obj)
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if(ismob(AM) && src.aggressive && (ishuman(AM) || ismonkey(AM)) )
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src.target = AM
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set_attack()
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else if(ismob(AM))
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spawn(0)
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var/turf/T = get_turf(src)
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AM:loc = T
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Bump(atom/A)
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if(ismob(A) && src.aggressive && (ishuman(A) || ismonkey(A)))
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src.target = A
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set_attack()
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else if(ismob(A))
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src.loc = A:loc
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..()
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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health -= 5
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healthcheck()
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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/process() //Master AI proc.
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set background = 1
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if (!alive) //If it isn't alive, it shouldn't be doing anything.
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return
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if (!target)
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if (path_target.len) path_target = new/list() //No target but there's still path data? reset it.
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var/last_health = INFINITY //Set as high as possible as an initial value.
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var/view = view_range-2 //Actual sight slightly lower then it's total sight.
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for (var/mob/living/carbon/C in range(view,src.loc)) //Checks all carbon creatures in range.
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if (!aggressive) //Is this animal angry? If not, what the fuck are you doing?
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break
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if (C.stat == 2 || !can_see(src,C,view_range)) //Can it see it at all or is the target a ghost?
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continue
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if(C:stunned || C:paralysis || C:weakened) //An easy target, bwahaha!
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target = C
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break
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if(C:health < last_health) //Selects the target but does NOT break the FOR loop.
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last_health = C:health // As such, it'll keep going until it finds the one with the
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target = C // lowest health.
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if(target) //Does it have a target NOW?
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if (aggressive) //Double checking if it is aggressive or not.
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set_attack()
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else if(state != 2) //If it doesn't have a target and it isn't idling already, idle.
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set_idle()
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idle()
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else if(target) //It already has a target? YAY!
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var/turf/distance = get_dist(src, target)
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if (src.aggressive) //I probably don't need this check, but just in case.
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set_attack()
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else
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set_idle()
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idle()
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if(can_see(src,target,view_range )) //Can I see it?
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if(distance <= 1) //Am I close enough to attack it?
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for(var/mob/O in viewers(world.view,src))
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O.show_message("\red <B>[src.target] has been leapt on by [src.name]!</B>", 1, "\red You hear someone fall", 2)
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target:bruteloss += strength
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target:stunned = max(target:stunned, (strength / 2))
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src.loc = target.loc
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set_null() //Break off the attack for a sec.
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step_towards(src,get_step_towards2(src , target)) // Move towards the target.
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else
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if( !path_target.len ) //Don't have a path yet but do have a target?
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path_attack(target) //Find a path!
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if(!path_target.len) //Still no path?
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set_null() //Fuck this shit.
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if( path_target.len ) //Ok, I DO have a path
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var/turf/next = path_target[1] //Select the next square to move to.
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if(next in range(1,src)) //Is it next to it?
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path_attack(target) //Re-find path.
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if(!path_target.len) //If can't path to the target, it gets really angry.
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src.frustration += 5
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else
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next = path_target[1] //If it CAN path to the target, select the next move point
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path_target -= next
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step_towards(src,next) //And move in that direction.
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if (get_dist(src, src.target) >= distance) src.frustration++ //If it hasn't reached the target yet, get a little angry.
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else src.frustration-- //It reached the target! Get less angry.
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if(frustration >= patience) set_null() //If too angry? Fuck this shit.
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if(target)
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spawn(3)
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src.process()
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else
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spawn(cycle_pause)
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src.process()
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proc/idle() //Idle proc for when it isn't in combat mode. Called by itself and process()
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set background = 1
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if(state != 2 || !alive || target) return //If you arne't idling, aren't alive, or have a target, you shouldn't be here.
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if(prob(5) && health < maxhealth) //5% chance of healing every cycle.
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health++
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if(isnull(trg_idle)) //No one to follow? Find one.
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for(var/mob/living/O in viewers(world.view,src))
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if(O.mutations == (0 || 16)) //Hates mutants and fatties.
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trg_idle = O
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break
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if(isnull(trg_idle)) //Still no one to follow? Step in a random direction.
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step(src,pick(cardinal))
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else if(!path_idle.len) //Has a target but no path?
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if(can_see(src,trg_idle,view_range)) //Can see it? Then move towards it.
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step_towards(src,get_step_towards2(src , trg_idle))
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else
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path_idle(trg_idle) //Can't see it? Find a path.
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if(!path_idle.len) //Still no path? Stop trying to follow it.
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trg_idle = null
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step(src,pick(cardinal))
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else
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if(can_see(src,trg_idle,view_range)) //Has a path and can see the target?
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if(get_dist(src, trg_idle) >= 2) //If 2 or more squares away, re-find path and move towards it.
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step_towards(src,get_step_towards2(src , trg_idle))
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if(path_idle.len) path_idle = new/list()
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else
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var/turf/next = path_idle[1] //Has a target and a path but can't see it?
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if(!next in range(1,src)) //If end of path and not next to target, find new path.
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path_idle(trg_idle)
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if(path_idle.len) //If still some path left, move along path.
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next = path_idle[1]
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path_idle -= next
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step_towards(src,next)
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spawn(cycle_pause)
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idle()
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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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proc/death()
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if(!alive) return
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src.alive = 0
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density = 0
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icon_state = "[initial(icon_state)]_d"
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set_null()
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] curls up into a ball!</B>", 1)
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proc/healthcheck()
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if (src.health <= 0)
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src.death()
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/obj/livestock/chick
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name = "Chick"
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desc = "A harmless little baby chicken, it's so cute!"
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icon_state = "chick"
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health = 10
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maxhealth = 10
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strength = 5
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cycle_pause = 15
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patience = 25
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/obj/livestock/spesscarp
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name = "Spess Carp"
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desc = "Oh shit, you're really fucked now."
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icon_state = "spesscarp"
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aggressive = 1
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health = 40
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maxhealth = 40
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strength = 15
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cycle_pause = 10
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patience = 50
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view_range = 10
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/obj/livestock/spesscarp/elite
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desc = "Oh shit, you're really fucked now. It has an evil gleam in it's eye."
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health = 50
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maxhealth = 50
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view_range = 14
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intelligence = "Assistant"
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@@ -80,6 +80,18 @@
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..()
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return
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/obj/item/weapon/storage/explosiveimp_kit/New()
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new /obj/item/weapon/implantcase/explosive( src )
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new /obj/item/weapon/implantcase/explosive( src )
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new /obj/item/weapon/implantcase/explosive( src )
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new /obj/item/weapon/implantcase/explosive( src )
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new /obj/item/weapon/implantcase/explosive( src )
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new /obj/item/weapon/implanter( src )
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new /obj/item/weapon/implantpad( src )
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..()
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return
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/obj/item/weapon/storage/injectbox/New()
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new /obj/item/weapon/dnainjector/h2m( src )
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Reference in New Issue
Block a user