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ClingspiderRework Revival (#21435)
* ClingspiderRework Revival
* No sentient pots
* HenriReview
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* ChangesP1
* ChangesFix(I'm dumb)
* Fix(?)
* Revert "ChangesP1"
This reverts commit 91d340dc95.
* lewcc review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* ChangesP2
* GibGib
* Le text
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
@@ -1,18 +1,195 @@
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#define IDLE_AGGRESSIVE 0
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#define FOLLOW_AGGRESSIVE 1
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#define FOLLOW_RETALIATE 2
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#define IDLE_RETALIATE 3
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/datum/action/changeling/spiders
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name = "Spread Infestation"
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desc = "Our form divides, creating arachnids which will grow into deadly beasts."
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helptext = "The spiders are thoughtless creatures, and may attack their creators when fully grown. Requires at least 5 stored DNA."
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desc = "Our form divides, creating an aggressive arachnid which will regard us as a friend. Costs 45 chemicals."
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helptext = "The spiders are thoughtless creatures, but will not attack their creators. Requires at least 7 stored DNA. Their orders can be changed via remote hivemind (Alt+Shift click)."
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button_icon_state = "spread_infestation"
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chemical_cost = 45
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dna_cost = 1
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req_dna = 5
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dna_cost = 2
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req_dna = 7
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/// This var keeps track of the changeling's spider count
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var/spider_counter = 0
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/// Checks if changeling is already spawning a spider
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var/is_operating = FALSE
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power_type = CHANGELING_PURCHASABLE_POWER
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//Makes some spiderlings. Good for setting traps and causing general trouble.
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/// Makes a spider. Good for setting traps and combat.
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/datum/action/changeling/spiders/sting_action(mob/user)
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for(var/i in 1 to 2)
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var/obj/structure/spider/spiderling/S = new(user.loc)
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S.grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
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if(is_operating) // To stop spawning multiple at once
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return FALSE
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is_operating = TRUE
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if(spider_counter >= 3)
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to_chat(user, "<span class='warning'>We cannot sustain more than three spiders!</span>")
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is_operating = FALSE
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return FALSE
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user.visible_message("<span class='danger'>[user] begins vomiting an arachnid!</span>")
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if(do_after(user, 4 SECONDS, FALSE, target = user)) // Takes 4 seconds to spawn a spider
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spider_counter++
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user.visible_message("<span class='danger'>[user] vomits up an arachnid!</span>")
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var/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/S = new(user.loc)
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S.owner_UID = user.UID()
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S.faction |= list("spiders", "\ref[owner]") // Makes them friendly only to the owner & other spiders
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SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
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is_operating = FALSE
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return TRUE
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is_operating = FALSE
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return FALSE
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/// Child of giant_spider because this should do everything the spider does and more
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider
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/// References to the owner changeling
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var/mob/owner_UID
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/// Handles the spider's behavior
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var/current_order = IDLE_AGGRESSIVE
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var/list/enemies = list()
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sentience_type = SENTIENCE_OTHER
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venom_per_bite = 3
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speak_chance = 0
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wander = 0
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/// To check and gib the spider when dead, then remove only one of the counter for the changeling owner
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var/gibbed = FALSE
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//These two bellow are needed to both gib the spider always, and even if it was gibbed only remove 1 from the counter of spider_counter instead of death's gib calling death again and removing 2
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/gib()
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gibbed = TRUE
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return ..()
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/death(gibbed)
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var/mob/owner_mob = locateUID(owner_UID)
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var/datum/action/changeling/spiders/S = locate() in owner_mob.actions
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if(!isnull(S))
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if(gibbed)
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S.spider_counter--
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if(!gibbed)
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gib()
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return ..(TRUE)
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/examine(mob/user)
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. = ..()
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if(user.UID() != owner_UID)
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return
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switch(current_order)
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if(IDLE_AGGRESSIVE)
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. += "<span class='notice'>The giant spider will remain idle but will attack anyone on sight.</span>"
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if(FOLLOW_AGGRESSIVE)
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. += "<span class='notice'>The giant spider is following us, but will attack anyone on sight.</span>"
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if(FOLLOW_RETALIATE)
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. += "<span class='notice'>The giant spider is following us and staying calm, only attacking if it is attacked.</span>"
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if(IDLE_RETALIATE)
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. += "<span class='notice'>The giant spider will remain idle and calm, only attacking if it is attacked.</span>"
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/AltShiftClick(mob/user)
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. = ..()
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if(user.UID() != owner_UID)
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return
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spider_order(user)
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/proc/spider_order(mob/user)
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enemies = list()
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switch(current_order)
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if(IDLE_AGGRESSIVE)
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to_chat(user, "<span class='notice'>We order the giant spider to follow us but attack anyone on sight.</span>")
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current_order = FOLLOW_AGGRESSIVE
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if(FOLLOW_AGGRESSIVE)
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to_chat(user, "<span class='notice'>We order the giant spider to follow us and to remain calm, only attacking if it is attacked.</span>")
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current_order = FOLLOW_RETALIATE
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if(FOLLOW_RETALIATE)
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to_chat(user, "<span class='notice'>We order the giant spider to remain idle and calm, only attacking if it is attacked.</span>")
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current_order = IDLE_RETALIATE
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if(IDLE_RETALIATE)
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to_chat(user, "<span class='notice'>We order the giant spider to remain idle, but ready to attack anyone on sight.</span>")
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current_order = IDLE_AGGRESSIVE
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handle_automated_movement()
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/handle_automated_movement() //Hacky and ugly.
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. = ..()
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var/list/around = view(src, vision_range)
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switch(current_order)
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if(IDLE_AGGRESSIVE)
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Find_Enemies(around)
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walk(src, 0)
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if(FOLLOW_AGGRESSIVE)
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Find_Enemies(around)
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for(var/mob/living/carbon/C in around)
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if(!faction_check_mob(C))
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continue
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if(Adjacent(C))
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return TRUE
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Goto(C, 0.5 SECONDS, 1)
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if(FOLLOW_RETALIATE)
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for(var/mob/living/carbon/C in around)
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if(!faction_check_mob(C))
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continue
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if(Adjacent(C))
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return TRUE
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Goto(C, 0.5 SECONDS, 1)
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if(IDLE_RETALIATE)
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walk(src, 0)
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for(var/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/H in around)
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if(faction_check_mob(H) && !attack_same && !H.attack_same)
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H.enemies |= enemies
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SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
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return TRUE
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// Bellow is the way the spiders react and retaliate when in an idle/aggresive mode.
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/ListTargets()
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if(!length(enemies))
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return list()
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var/list/see = ..()
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see &= enemies // Remove all entries that aren't in enemies
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return see
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/proc/Find_Enemies(around)
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enemies = list() // Reset enemies list, only focus on the ones around you, spiders don't have grudges
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for(var/mob/living/A in around)
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if(A == src)
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continue
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if(!isliving(A))
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continue
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var/mob/living/M = A
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if(!faction_check_mob(M))
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enemies |= M
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attackby(obj/item/W, mob/user, params)
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. = ..()
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if(W.force == 0)
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return
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if(!faction_check_mob(user))
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enemies |= user
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/bullet_act(obj/item/projectile/P)
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. = ..()
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if(!faction_check_mob(P.firer))
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enemies |= P.firer
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_alien(mob/living/carbon/alien/user)
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. = ..()
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if(user.a_intent == INTENT_HELP)
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return
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if(!faction_check_mob(user))
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enemies |= user
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_animal(mob/living/simple_animal/M)
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. = ..()
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if(M.a_intent == INTENT_HELP)
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return
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if(!faction_check_mob(M))
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enemies |= M
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/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_hand(mob/living/carbon/human/H)
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. = ..()
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if(H.a_intent == INTENT_HELP)
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return
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if(!faction_check_mob(H))
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enemies |= H
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#undef IDLE_AGGRESSIVE
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#undef FOLLOW_AGGRESSIVE
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#undef FOLLOW_RETALIATE
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#undef IDLE_RETALIATE
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