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Merge pull request #10648 from FalseIncarnate/nanomob
Nanomob Battle Refactor
This commit is contained in:
@@ -9,23 +9,20 @@
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anchored = 1
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var/obj/item/nanomob_card/card
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var/datum/mob_hunt/mob_info
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var/obj/effect/landmark/battle_mob_point/avatar_point
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var/obj/effect/nanomob/battle/avatar
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var/ready = 0
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var/team = "Grey"
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var/avatar_x_offset = 4
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var/avatar_y_offset = 0
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/obj/machinery/computer/mob_battle_terminal/red
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pixel_y = 24
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dir = SOUTH
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team = "Red"
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avatar_y_offset = -1
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/obj/machinery/computer/mob_battle_terminal/blue
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pixel_y = -24
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dir = NORTH
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team = "Blue"
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avatar_y_offset = 1
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/obj/machinery/computer/mob_battle_terminal/red/Initialize()
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..()
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@@ -94,7 +91,11 @@
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/obj/machinery/computer/mob_battle_terminal/proc/update_avatar()
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//if we don't have avatars yet, spawn them
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if(!avatar)
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avatar = new(locate((x + avatar_x_offset), (y + avatar_y_offset), z))
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if(!avatar_point)
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log_debug("[src] attempted to spawn a battle mob avatar without a spawn point!")
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return
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else
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avatar = new(get_turf(avatar_point))
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//update avatar info from card
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if(mob_info)
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avatar.mob_info = mob_info
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@@ -211,6 +212,29 @@
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if(SSmob_hunt && !SSmob_hunt.blue_terminal)
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SSmob_hunt.blue_terminal = src
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find_avatar_spawn_point()
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/obj/machinery/computer/mob_battle_terminal/proc/find_avatar_spawn_point()
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if(avatar_point)
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return
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var/obj/effect/landmark/battle_mob_point/closest
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for(var/obj/effect/landmark/battle_mob_point/bmp in GLOB.landmarks_list)
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if(!istype(bmp, /obj/effect/landmark/battle_mob_point))
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continue
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if(bmp.z != z) //only match with points on the same z-level)
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continue
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if(!closest || isnull(closest))
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closest = bmp
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continue
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if(closest == bmp)
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continue
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if((abs(x-bmp.x)+abs(y-bmp.y)) < (abs(x-closest.x)+abs(y-closest.y))) //get_dist would be preferable if it didn't count diagonals as 1 distance, so we have to rely on actual x/y distances in this janky way.
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closest = bmp
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if(closest)
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avatar_point = closest
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else
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log_debug("[src] was unable to locate a nearby mob battle landmark! Unable to spawn battle avatars!")
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/obj/machinery/computer/mob_battle_terminal/proc/do_attack()
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if(!ready) //no attacking if you arent ready to fight (duh)
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return
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