mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
Just Starting and testing
This commit is contained in:
@@ -0,0 +1,562 @@
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/mob/living/simple_animal/bot/griefsky
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name = "\improper General Griefsky"
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desc = "A little security robot. He looks less than thrilled."
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icon = 'icons/obj/aibots.dmi'
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icon_state = "griefsky0"
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density = 0
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anchored = 0
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health = 25
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maxHealth = 25
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damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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pass_flags = PASSMOB
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radio_channel = "Security" //Security channel
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bot_type = SEC_BOT
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bot_filter = RADIO_SECBOT
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model = "Securitron"
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bot_purpose = "seek out criminals, handcuff them, and report their location to security"
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bot_core_type = /obj/machinery/bot_core/secbot
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window_id = "autosec"
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window_name = "Automatic Security Unit v9.0"
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path_image_color = "#FF0000"
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data_hud_type = DATA_HUD_SECURITY_ADVANCED
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allow_pai = 0
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var/base_icon = "griefsky"
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var/mob/living/carbon/target
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var/oldtarget_name
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var/threatlevel = 0
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var/target_lastloc //Loc of target when arrested.
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var/last_found //There's a delay
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var/declare_arrests = 1 //When making an arrest, should it notify everyone on the security channel?
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//var/idcheck = 0 //If true, arrest people with no IDs
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var/weaponscheck = 0 //If true, arrest people for weapons if they lack access
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var/check_records = 1 //Does it check security records?
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var/arrest_type = 0 //If true, don't handcuff
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var/harmbaton = 1 //If true, beat instead of stun
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var/flashing_lights = 0 //If true, flash lights
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var/prev_flashing_lights = 0 //REMOVE VARS WHEN DONE!!!!!!!!!!!!!PLEASE SACALAS >:/, ya estna en beepsky
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var/onetime = 0
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var/baton_type = /obj/item/melee/baton
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/mob/living/simple_animal/bot/secbot/grievous/Initialize()
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. = ..()
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weapon = new baton_type(src)
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weapon.attack_self(src)
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/mob/living/simple_animal/bot/secbot/grievous/stun_attack(mob/living/carbon/C) //Criminals don't deserve to live
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weapon.attack(C, src)
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playsound(src, 'sound/weapons/blade1.ogg', 50, TRUE, -1)
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if(C.stat == DEAD)
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addtimer(CALLBACK(src, .proc/update_icon), 2)
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back_to_idle()
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/mob/living/simple_animal/bot/griefsky/explode()
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var/turf/Tsec = get_turf(src)
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new /obj/item/stock_parts/cell/potato(Tsec)
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var/obj/item/reagent_containers/food/drinks/drinkingglass/S = new(Tsec)
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S.reagents.add_reagent("whiskey", 15)
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S.on_reagent_change()
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..()
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/mob/living/simple_animal/bot/griefsky/New()
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..()
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icon_state = "[base_icon][on]"
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spawn(3)
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var/datum/job/detective/J = new/datum/job/detective
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access_card.access += J.get_access()
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prev_access = access_card.access
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//SECHUD
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var/datum/atom_hud/secsensor = huds[DATA_HUD_SECURITY_ADVANCED]
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secsensor.add_hud_to(src)
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permanent_huds |= secsensor
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/mob/living/simple_animal/bot/griefsky/turn_on()
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..()
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icon_state = "[base_icon][on]"
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/mob/living/simple_animal/bot/griefsky/turn_off()
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..()
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icon_state = "[base_icon][on]"
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/mob/living/simple_animal/bot/griefsky/bot_reset()
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..()
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target = null
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oldtarget_name = null
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anchored = 0
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walk_to(src,0)
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last_found = world.time
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/mob/living/simple_animal/bot/griefsky/set_custom_texts()
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text_hack = "You overload [name]'s target identification system."
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text_dehack = "You reboot [name] and restore the target identification."
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text_dehack_fail = "[name] refuses to accept your authority!"
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/mob/living/simple_animal/bot/griefsky/get_controls(mob/user)
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var/dat
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dat += hack(user)
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dat += showpai(user)
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dat += text({"
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<TT><B>Securitron v1.6 controls</B></TT><BR><BR>
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Status: []<BR>
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Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
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Maintenance panel panel is [open ? "opened" : "closed"]"},
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"<A href='?src=[UID()];power=1'>[on ? "On" : "Off"]</A>" )
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if(!locked || issilicon(user) || user.can_admin_interact())
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dat += text({"<BR>
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Arrest Unidentifiable Persons: []<BR>
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Arrest for Unauthorized Weapons: []<BR>
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Arrest for Warrant: []<BR>
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Operating Mode: []<BR>
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Report Arrests[]<BR>
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Auto Patrol: []"},
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"<A href='?src=[UID()];operation=idcheck'>[idcheck ? "Yes" : "No"]</A>",
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"<A href='?src=[UID()];operation=weaponscheck'>[weaponscheck ? "Yes" : "No"]</A>",
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"<A href='?src=[UID()];operation=ignorerec'>[check_records ? "Yes" : "No"]</A>",
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"<A href='?src=[UID()];operation=switchmode'>[arrest_type ? "Detain" : "Arrest"]</A>",
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"<A href='?src=[UID()];operation=declarearrests'>[declare_arrests ? "Yes" : "No"]</A>",
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"<A href='?src=[UID()];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
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return dat
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/mob/living/simple_animal/bot/griefsky/Topic(href, href_list)
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if(..())
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return 1
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switch(href_list["operation"])
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if("idcheck")
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idcheck = !idcheck
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update_controls()
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if("weaponscheck")
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weaponscheck = !weaponscheck
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update_controls()
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if("ignorerec")
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check_records = !check_records
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update_controls()
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if("switchmode")
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arrest_type = !arrest_type
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update_controls()
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if("declarearrests")
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declare_arrests = !declare_arrests
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update_controls()
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/*
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/mob/living/simple_animal/bot/griefsky/proc/retaliate(mob/living/carbon/human/H)
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threatlevel = H.assess_threat(src)
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threatlevel += 6
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if(threatlevel >= 4)
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target = H
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mode = BOT_HUNT
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/mob/living/simple_animal/bot/griefsky/attack_hand(mob/living/carbon/human/H)
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if(H.a_intent == INTENT_HARM || H.a_intent == INTENT_DISARM)
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retaliate(H)
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return ..()
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/mob/living/simple_animal/bot/griefsky/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
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return
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if(!istype(W, /obj/item/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
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retaliate(user)
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/mob/living/simple_animal/bot/griefsky/emag_act(mob/user)
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..()
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if(emagged == 2)
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if(user)
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to_chat(user, "<span class='danger'>You short out [src]'s target assessment circuits.</span>")
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oldtarget_name = user.name
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audible_message("<span class='danger'>[src] buzzes oddly!</span>")
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declare_arrests = 0
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icon_state = "[base_icon][on]"
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/mob/living/simple_animal/bot/griefsky/bullet_act(obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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if(!Proj.nodamage && Proj.damage < src.health)
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retaliate(Proj.firer)
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..()
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/mob/living/simple_animal/bot/griefsky/UnarmedAttack(atom/A)
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if(!on)
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return
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if(iscarbon(A))
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var/mob/living/carbon/C = A
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if(!C.stunned || arrest_type)
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stun_attack(A)
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else if(C.canBeHandcuffed() && !C.handcuffed)
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cuff(A)
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else
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..()
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/mob/living/simple_animal/bot/griefsky/hitby(atom/movable/AM, skipcatch = 0, hitpush = 1, blocked = 0)
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if(istype(AM, /obj/item))
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var/obj/item/I = AM
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if(I.throwforce < src.health && I.thrownby && ishuman(I.thrownby))
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var/mob/living/carbon/human/H = I.thrownby
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retaliate(H)
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..()
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/mob/living/simple_animal/bot/griefsky/proc/cuff(mob/living/carbon/C)
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mode = BOT_ARREST
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playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
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C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
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"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
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spawn(60)
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if( !Adjacent(C) || !isturf(C.loc) ) //if he's in a closet or not adjacent, we cancel cuffing.
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return
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if(!C.handcuffed)
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C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
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C.update_handcuffed()
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playsound(loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
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back_to_idle()
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/mob/living/simple_animal/bot/griefsky/proc/stun_attack(mob/living/carbon/C)
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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if(harmbaton)
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playsound(loc, 'sound/weapons/genhit1.ogg', 50, 1, -1)
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spawn(2)
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icon_state = "[base_icon][on]"
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var/threat = C.assess_threat(src)
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if(ishuman(C) && harmbaton) // Bots with harmbaton enabled become shitcurity. - Dave
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C.apply_damage(10, BRUTE)
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C.SetStuttering(5)
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C.Stun(5)
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C.Weaken(5)
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add_attack_logs(src, C, "stunned")
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if(declare_arrests)
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var/area/location = get_area(src)
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speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
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C.visible_message("<span class='danger'>[src] has [harmbaton ? "beaten" : "stunned"] [C]!</span>",\
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"<span class='userdanger'>[src] has [harmbaton ? "beaten" : "stunned"] you!</span>")
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/mob/living/simple_animal/bot/griefsky/Life(seconds, times_fired)
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. = ..()
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if(flashing_lights)
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switch(light_color)
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if(LIGHT_COLOR_PURE_RED)
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light_color = LIGHT_COLOR_PURE_BLUE
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if(LIGHT_COLOR_PURE_BLUE)
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light_color = LIGHT_COLOR_PURE_RED
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update_light()
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else if(prev_flashing_lights)
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light_color = LIGHT_COLOR_PURE_RED
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update_light()
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prev_flashing_lights = flashing_lights
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/mob/living/simple_animal/bot/griefsky/verb/toggle_flashing_lights()
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set name = "Toggle Flashing Lights"
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set category = "Object"
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set src = usr
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flashing_lights = !flashing_lights
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/mob/living/simple_animal/bot/griefsky/handle_automated_action()
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if(!..())
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return
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flashing_lights = mode == BOT_HUNT
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switch(mode)
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if(BOT_IDLE) // idle
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walk_to(src,0)
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look_for_perp() // see if any criminals are in range
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if(!mode && auto_patrol) // still idle, and set to patrol
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mode = BOT_START_PATROL // switch to patrol mode
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if(BOT_HUNT) // hunting for perp
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// if can't reach perp for long enough, go idle
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if(frustration >= 8)
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walk_to(src,0)
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back_to_idle()
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return
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if(target) // make sure target exists
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if(Adjacent(target) && isturf(target.loc)) // if right next to perp
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stun_attack(target)
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mode = BOT_PREP_ARREST
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anchored = 1
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target_lastloc = target.loc
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return
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else // not next to perp
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var/turf/olddist = get_dist(src, target)
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walk_to(src, target,1,4)
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if((get_dist(src, target)) >= (olddist))
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frustration++
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else
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frustration = 0
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else
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back_to_idle()
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if(BOT_PREP_ARREST) // preparing to arrest target
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icon_state = "griefsky-c"
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// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
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if( !Adjacent(target) || !isturf(target.loc) || target.weakened < 2 )
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back_to_hunt()
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return
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if(iscarbon(target) && target.canBeHandcuffed())
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if(!arrest_type)
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if(!target.handcuffed) //he's not cuffed? Try to cuff him!
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cuff(target)
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else
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back_to_idle()
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return
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else
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back_to_idle()
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return
|
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if(BOT_ARREST)
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if(!target)
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anchored = 0
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mode = BOT_IDLE
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last_found = world.time
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frustration = 0
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return
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if(target.handcuffed) //no target or target cuffed? back to idle.
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back_to_idle()
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return
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if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && target.weakened < 2)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again.
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back_to_hunt()
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return
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else //Try arresting again if the target escapes.
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mode = BOT_PREP_ARREST
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anchored = 0
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if(BOT_START_PATROL)
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look_for_perp()
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start_patrol()
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if(BOT_PATROL)
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look_for_perp()
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bot_patrol()
|
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return
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/mob/living/simple_animal/bot/griefsky/proc/back_to_idle()
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anchored = 0
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mode = BOT_IDLE
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target = null
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last_found = world.time
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frustration = 0
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spawn(0)
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handle_automated_action() //ensure bot quickly responds
|
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/mob/living/simple_animal/bot/griefsky/proc/back_to_hunt()
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anchored = 0
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frustration = 0
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mode = BOT_HUNT
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spawn(0)
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handle_automated_action() //ensure bot quickly responds
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// look for a criminal in view of the bot
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/mob/living/simple_animal/bot/griefsky/proc/look_for_perp()
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anchored = 0
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for(var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
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if((C.stat) || (C.handcuffed))
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continue
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if((C.name == oldtarget_name) && (world.time < last_found + 100))
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||||
continue
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||||
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||||
threatlevel = C.assess_threat(src)
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||||
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if(!threatlevel)
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||||
continue
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||||
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||||
else if(threatlevel >= 4)
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||||
target = C
|
||||
oldtarget_name = C.name
|
||||
speak("Level [threatlevel] infraction alert!")
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||||
playsound(loc, pick('sound/voice/bcriminal.ogg', 'sound/voice/bjustice.ogg', 'sound/voice/bfreeze.ogg'), 50, 0)
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||||
visible_message("<b>[src]</b> points at [C.name]!")
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||||
mode = BOT_HUNT
|
||||
icon_state = "griefsky-c"
|
||||
spawn(0)
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||||
handle_automated_action() // ensure bot quickly responds to a perp
|
||||
break
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||||
else
|
||||
continue
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||||
/mob/living/simple_animal/bot/griefsky/proc/check_for_weapons(var/obj/item/slot_item)
|
||||
if(slot_item && slot_item.needs_permit)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/*/mob/living/simple_animal/bot/griefsky/explode()
|
||||
|
||||
walk_to(src,0)
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||||
visible_message("<span class='userdanger'>[src] blows apart!</span>")
|
||||
var/turf/Tsec = get_turf(src)
|
||||
|
||||
var/obj/item/griefsky_assembly/Sa = new /obj/item/griefsky_assembly(Tsec)
|
||||
Sa.build_step = 1
|
||||
Sa.overlays += "hs_hole"
|
||||
Sa.created_name = name
|
||||
new /obj/item/assembly/prox_sensor(Tsec)
|
||||
new /obj/item/melee/baton(Tsec)
|
||||
|
||||
if(prob(50))
|
||||
new /obj/item/robot_parts/l_arm(Tsec)
|
||||
|
||||
do_sparks(3, 1, src)
|
||||
|
||||
new /obj/effect/decal/cleanable/blood/oil(loc)
|
||||
..()*/
|
||||
|
||||
/mob/living/simple_animal/bot/griefsky/attack_alien(var/mob/living/carbon/alien/user as mob)
|
||||
..()
|
||||
if(!isalien(target))
|
||||
target = user
|
||||
mode = BOT_HUNT
|
||||
|
||||
/mob/living/simple_animal/bot/griefsky/Crossed(atom/movable/AM)
|
||||
if(ismob(AM) && target)
|
||||
var/mob/living/carbon/C = AM
|
||||
if(!istype(C) || !C || in_range(src, target))
|
||||
return
|
||||
C.visible_message("<span class='warning'>[pick( \
|
||||
"[C] dives out of [src]'s way!", \
|
||||
"[C] stumbles over [src]!", \
|
||||
"[C] jumps out of [src]'s path!", \
|
||||
"[C] trips over [src] and falls!", \
|
||||
"[C] topples over [src]!", \
|
||||
"[C] leaps out of [src]'s way!")]</span>")
|
||||
C.Weaken(2)
|
||||
return
|
||||
..() */
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/Crossed(atom/movable/AM)
|
||||
..()
|
||||
if(ismob(AM) && AM == target)
|
||||
visible_message("[src] flails his swords and cuts [AM]!")
|
||||
playsound(src,'sound/effects/beepskyspinsabre.ogg',100,TRUE,-1)
|
||||
stun_attack(AM)
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/Initialize()
|
||||
. = ..()
|
||||
weapon = new baton_type(src)
|
||||
weapon.attack_self(src)
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/Destroy()
|
||||
QDEL_NULL(weapon)
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/special_retaliate_after_attack(mob/user)
|
||||
if(mode != BOT_HUNT)
|
||||
return
|
||||
if(prob(block_chance))
|
||||
visible_message("[src] deflects [user]'s attack with his energy swords!")
|
||||
playsound(src, 'sound/weapons/blade1.ogg', 50, TRUE, -1)
|
||||
return TRUE
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/stun_attack(mob/living/carbon/C) //Criminals don't deserve to live
|
||||
weapon.attack(C, src)
|
||||
playsound(src, 'sound/weapons/blade1.ogg', 50, TRUE, -1)
|
||||
if(C.stat == DEAD)
|
||||
addtimer(CALLBACK(src, .proc/update_icon), 2)
|
||||
back_to_idle()
|
||||
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/handle_automated_action()
|
||||
if(!on)
|
||||
return
|
||||
switch(mode)
|
||||
if(BOT_IDLE) // idle
|
||||
update_icon()
|
||||
walk_to(src,0)
|
||||
look_for_perp() // see if any criminals are in range
|
||||
if(!mode && auto_patrol) // still idle, and set to patrol
|
||||
mode = BOT_START_PATROL // switch to patrol mode
|
||||
if(BOT_HUNT) // hunting for perp
|
||||
update_icon()
|
||||
playsound(src,'sound/effects/beepskyspinsabre.ogg',100,TRUE,-1)
|
||||
// general beepsky doesn't give up so easily, jedi scum
|
||||
if(frustration >= 20)
|
||||
walk_to(src,0)
|
||||
back_to_idle()
|
||||
return
|
||||
if(target) // make sure target exists
|
||||
if(Adjacent(target) && isturf(target.loc)) // if right next to perp
|
||||
target_lastloc = target.loc //stun_attack() can clear the target if they're dead, so this needs to be set first
|
||||
stun_attack(target)
|
||||
anchored = TRUE
|
||||
return
|
||||
else // not next to perp
|
||||
var/turf/olddist = get_dist(src, target)
|
||||
walk_to(src, target,1,4)
|
||||
if((get_dist(src, target)) >= (olddist))
|
||||
frustration++
|
||||
else
|
||||
frustration = 0
|
||||
else
|
||||
back_to_idle()
|
||||
|
||||
if(BOT_START_PATROL)
|
||||
look_for_perp()
|
||||
start_patrol()
|
||||
|
||||
if(BOT_PATROL)
|
||||
look_for_perp()
|
||||
bot_patrol()
|
||||
|
||||
/mob/living/simple_animal/bot/secbot/griefsky/look_for_perp()
|
||||
anchored = FALSE
|
||||
var/judgement_criteria = judgement_criteria()
|
||||
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
|
||||
if((C.stat) || (C.handcuffed))
|
||||
continue
|
||||
|
||||
if((C.name == oldtarget_name) && (world.time < last_found + 100))
|
||||
continue
|
||||
|
||||
threatlevel = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
|
||||
|
||||
if(!threatlevel)
|
||||
continue
|
||||
|
||||
else if(threatlevel >= 4)
|
||||
target = C
|
||||
oldtarget_name = C.name
|
||||
speak("Level [threatlevel] infraction alert!")
|
||||
playsound(src, pick('sound/voice/beepsky/criminal.ogg', 'sound/voice/beepsky/justice.ogg', 'sound/voice/beepsky/freeze.ogg'), 50, FALSE)
|
||||
playsound(src,'sound/weapons/saberon.ogg',50,TRUE,-1)
|
||||
visible_message("[src] ignites his energy swords!")
|
||||
icon_state = "griefsky-c"
|
||||
visible_message("<b>[src]</b> points at [C.name]!")
|
||||
mode = BOT_HUNT
|
||||
INVOKE_ASYNC(src, .proc/handle_automated_action)
|
||||
break
|
||||
else
|
||||
continue
|
||||
|
||||
/obj/machinery/bot_core/secbot
|
||||
req_access = list(access_security)
|
||||
Reference in New Issue
Block a user