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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 17:13:46 +01:00
Removed the alertness level thing for carp/hostile mobs in general. Neat idea in theory, but in practice it just meant people could run up and beat carp to death before they'd even enter their hostile state. Bears still have it though.
Carp are slightly faster (in testing, I walked away from one as a borg, this seems a bit silly). This might not work well in practice though what with lag on a live server, so I'm guessing I might have to change this back. Carp/syndicate also keep chasing their target as long as they're within 10 tiles, to compensate for them being slower than humans. Removed the restriction on debraining changelings, this was a terrible "fix" to half-changelings and just lets you metagame. Added a mineral var (metal) to floors to stop runtimes when you hit them with mining tools. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5052 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -33,7 +33,7 @@
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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var/stance_step = 0
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//SPACE BEARS! SQUEEEEEEEE~ OW! FUCK! IT BIT MY HAND OFF!!
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/mob/living/simple_animal/hostile/bear/Hudson
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name = "Hudson"
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@@ -1,7 +1,6 @@
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/mob/living/simple_animal/hostile
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var/stance = HOSTILE_STANCE_IDLE //Used to determine behavior
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var/stance_step = 0 //Used to delay checks depending on what stance the hostile
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var/mob/living/target_mob //Once the bear enters attack stance, it will try to chase this mob. This it to prevent it changing it's mind between multiple mobs.
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var/attack_same = 0
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@@ -9,42 +8,36 @@
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var/atom/T = null
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stop_automated_movement = 0
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stance_step++
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if(stance_step > 5)
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stance_step = 0
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for(var/atom/A in ListTargets())
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for(var/atom/A in ListTargets())
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if(!attack_same && istype(A, src.type))
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continue
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if(!attack_same && istype(A, src.type))
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continue
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if(isliving(A))
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var/mob/living/L = A
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if(!L.stat)
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stance = HOSTILE_STANCE_ATTACK
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T = L
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break
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if(istype(A, /obj/mecha))
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var/obj/mecha/M = A
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if (M.occupant)
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stance = HOSTILE_STANCE_ATTACK
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T = M
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break
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return T
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if(isliving(A))
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var/mob/living/L = A
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if(!L.stat)
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stance = HOSTILE_STANCE_ATTACK
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T = L
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break
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if(istype(A, /obj/mecha))
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var/obj/mecha/M = A
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if (M.occupant)
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stance = HOSTILE_STANCE_ATTACK
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T = M
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break
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return T
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/mob/living/simple_animal/hostile/proc/MoveToTarget(var/step = 5)
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stop_automated_movement = 1
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if(!target_mob || SA_attackable(target_mob))
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stance = HOSTILE_STANCE_IDLE
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stance_step = step //Make it very alert, so it quickly attacks again if a mob returns
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if(target_mob in ListTargets())
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walk_to(src, target_mob, 1, 3)
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walk_to(src, target_mob, 1, 2)
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stance = HOSTILE_STANCE_ATTACKING
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stance_step = 0
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/mob/living/simple_animal/hostile/proc/AttackTarget()
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stop_automated_movement = 1
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stance_step++
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if(!target_mob || SA_attackable(target_mob))
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LoseTarget()
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return
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@@ -64,20 +57,18 @@
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M.attack_animal(src)
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return M
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/mob/living/simple_animal/hostile/proc/LoseTarget(var/step = 3)
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/mob/living/simple_animal/hostile/proc/LoseTarget()
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stance = HOSTILE_STANCE_IDLE
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stance_step = step
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target_mob = null
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walk(src, 0)
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/mob/living/simple_animal/hostile/proc/LostTarget(var/step = 1)
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/mob/living/simple_animal/hostile/proc/LostTarget()
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stance = HOSTILE_STANCE_IDLE
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stance_step = step
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walk(src, 0)
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/mob/living/simple_animal/hostile/proc/ListTargets()
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return view(src, 7)
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return view(src, 10)
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/mob/living/simple_animal/hostile/Die()
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..()
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@@ -101,7 +101,7 @@
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stop_automated_movement = 1
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if(!target_mob || SA_attackable(target_mob))
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stance = SYNDICATE_STANCE_IDLE
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if(target_mob in view(7, src))
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if(target_mob in view(10, src))
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if(ranged)
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if(get_dist(src, target_mob) <= 6)
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OpenFire(target_mob)
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@@ -117,7 +117,7 @@
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stance = SYNDICATE_STANCE_IDLE
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target_mob = null
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return
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if(!(target_mob in view(7, src)))
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if(!(target_mob in view(10, src)))
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stance = SYNDICATE_STANCE_IDLE
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target_mob = null
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return
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@@ -187,7 +187,7 @@
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/mob/living/simple_animal/syndicate/melee/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(O.force)
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if(prob(80))
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if(prob(65))
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var/damage = O.force
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if (O.damtype == HALLOSS)
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damage = 0
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