Converts giant spiders to basic mobs (#29796)

* Giant spiders initial

* Ling spiders, araneous, conversion to basic

* Removed some extra

* Fixes cling spiders

* Linters

* Do_afters

* Nurse AI works now

* Cling spider AI

* Forgot an element

* Updatepaths

* New Linters

* AI New linters

* Fixed action buttons

* No longer wraps spiderlings, adds a movement delay

* Fixes the sarge hatching from eggs, increases action cooldown on eggs

* Improved cling spider AI, improved insect random speech

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
PollardTheDragon
2025-07-31 06:08:18 +00:00
committed by GitHub
co-authored by Burzah
parent 435637e257
commit 8976c80adc
30 changed files with 732 additions and 438 deletions
@@ -1,6 +1,6 @@
#define IDLE_AGGRESSIVE 0
#define FOLLOW_AGGRESSIVE 1
#define FOLLOW_RETALIATE 2
#define FOLLOW_AGGRESSIVE 0
#define FOLLOW_RETALIATE 1
#define IDLE_AGGRESSIVE 2
#define IDLE_RETALIATE 3
/datum/action/changeling/spiders
@@ -30,9 +30,11 @@
if(do_after(user, 4 SECONDS, FALSE, target = user, hidden = TRUE)) // Takes 4 seconds to spawn a spider
spider_counter++
user.visible_message("<span class='danger'>[user] vomits up an arachnid!</span>")
var/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/S = new(user.loc)
var/mob/living/basic/giant_spider/hunter/infestation_spider/S = new(user.loc)
S.owner_UID = user.UID()
S.faction |= list("spiders", "\ref[owner]") // Makes them friendly only to the owner & other spiders
S.ai_controller.set_blackboard_key(BB_CURRENT_PET_TARGET, user)
S.ai_controller.set_blackboard_key(BB_CHANGELING_SPIDER_ORDER, IDLE_AGGRESSIVE)
S.befriend(user)
SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
is_operating = FALSE
return TRUE
@@ -40,26 +42,28 @@
return FALSE
/// Child of giant_spider because this should do everything the spider does and more
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider
/mob/living/basic/giant_spider/hunter/infestation_spider
/// References to the owner changeling
var/mob/owner_UID
/// Handles the spider's behavior
var/current_order = IDLE_AGGRESSIVE
var/list/enemies = list()
sentience_type = SENTIENCE_OTHER
venom_per_bite = 3
speak_chance = 0
wander = 0
gold_core_spawnable = NO_SPAWN
ai_controller = /datum/ai_controller/basic_controller/giant_spider/changeling
/// To check and gib the spider when dead, then remove only one of the counter for the changeling owner
var/gibbed = FALSE
/mob/living/basic/giant_spider/hunter/infestation_spider/Initialize(mapload)
. = ..()
AddElement(/datum/element/ai_retaliate)
//These two below 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
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/gib()
/mob/living/basic/giant_spider/hunter/infestation_spider/gib()
gibbed = TRUE
return ..()
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/death(gibbed)
/mob/living/basic/giant_spider/hunter/infestation_spider/death(gibbed)
var/mob/owner_mob = locateUID(owner_UID)
if(!ismob(owner_mob))
return ..(TRUE)
@@ -71,7 +75,7 @@
gib()
return ..(TRUE)
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/examine(mob/user)
/mob/living/basic/giant_spider/hunter/infestation_spider/examine(mob/user)
. = ..()
if(user.UID() != owner_UID)
return
@@ -85,113 +89,37 @@
if(IDLE_RETALIATE)
. += "<span class='notice'>The giant spider will remain idle and calm, only attacking if it is attacked.</span>"
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/AltShiftClick(mob/user)
/mob/living/basic/giant_spider/hunter/infestation_spider/AltShiftClick(mob/user)
. = ..()
if(user.UID() != owner_UID)
return
var/list/possible_orders = list("Escort", "Escort Aggressively", "Idle", "Idle Aggressively")
var/new_order = tgui_input_list(user, "How do you want your spiders to behave?", "Spider Orders", possible_orders)
switch(new_order)
if("Escort")
current_order = FOLLOW_RETALIATE
if("Escort Aggressively")
current_order = FOLLOW_AGGRESSIVE
if("Idle")
current_order = IDLE_RETALIATE
if("Idle Aggressively")
current_order = IDLE_AGGRESSIVE
spider_order(user)
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/proc/spider_order(mob/user)
enemies = list()
/mob/living/basic/giant_spider/hunter/infestation_spider/proc/spider_order(mob/user)
switch(current_order)
if(IDLE_AGGRESSIVE)
if(FOLLOW_AGGRESSIVE)
to_chat(user, "<span class='notice'>We order the giant spider to follow us but attack anyone on sight.</span>")
current_order = FOLLOW_AGGRESSIVE
if(FOLLOW_AGGRESSIVE)
ai_controller.set_blackboard_key(BB_CHANGELING_SPIDER_ORDER, FOLLOW_AGGRESSIVE)
if(FOLLOW_RETALIATE)
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>")
current_order = FOLLOW_RETALIATE
if(FOLLOW_RETALIATE)
ai_controller.set_blackboard_key(BB_CHANGELING_SPIDER_ORDER, FOLLOW_RETALIATE)
if(IDLE_RETALIATE)
to_chat(user, "<span class='notice'>We order the giant spider to remain idle and calm, only attacking if it is attacked.</span>")
current_order = IDLE_RETALIATE
if(IDLE_RETALIATE)
to_chat(user, "<span class='notice'>We order the giant spider to remain idle, but ready to attack anyone on sight.</span>")
current_order = IDLE_AGGRESSIVE
handle_automated_movement()
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/handle_automated_movement() //Hacky and ugly.
. = ..()
var/list/around = view(src, vision_range)
switch(current_order)
ai_controller.set_blackboard_key(BB_CHANGELING_SPIDER_ORDER, IDLE_RETALIATE)
if(IDLE_AGGRESSIVE)
Find_Enemies(around)
GLOB.move_manager.stop_looping(src)
if(FOLLOW_AGGRESSIVE)
Find_Enemies(around)
for(var/mob/living/carbon/C in around)
if(!faction_check_mob(C))
continue
if(Adjacent(C))
return TRUE
Goto(C, 0.5 SECONDS, 1)
if(FOLLOW_RETALIATE)
for(var/mob/living/carbon/C in around)
if(!faction_check_mob(C))
continue
if(Adjacent(C))
return TRUE
Goto(C, 0.5 SECONDS, 1)
if(IDLE_RETALIATE)
GLOB.move_manager.stop_looping(src)
for(var/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/H in around)
if(faction_check_mob(H) && !attack_same && !H.attack_same)
H.enemies |= enemies
return TRUE
// Bellow is the way the spiders react and retaliate when in an idle/aggresive mode.
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/ListTargets()
if(!length(enemies))
return list()
var/list/see = ..()
see &= enemies // Remove all entries that aren't in enemies
return see
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/proc/Find_Enemies(around)
enemies = list() // Reset enemies list, only focus on the ones around you, spiders don't have grudges
for(var/mob/living/A in around)
if(A == src)
continue
if(!isliving(A))
continue
var/mob/living/M = A
if(!faction_check_mob(M))
enemies |= M
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_by(obj/item/W, mob/living/user, params)
if(..())
return FINISH_ATTACK
if(W.force == 0)
return FINISH_ATTACK
if(!faction_check_mob(user))
enemies |= user
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/bullet_act(obj/item/projectile/P)
. = ..()
if(!faction_check_mob(P.firer))
enemies |= P.firer
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_alien(mob/living/carbon/alien/user)
. = ..()
if(user.a_intent == INTENT_HELP)
return
if(!faction_check_mob(user))
enemies |= user
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_animal(mob/living/simple_animal/M)
. = ..()
if(M.a_intent == INTENT_HELP)
return
if(!faction_check_mob(M))
enemies |= M
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/infestation_spider/attack_hand(mob/living/carbon/human/H)
. = ..()
if(H.a_intent == INTENT_HELP)
return
if(!faction_check_mob(H))
enemies |= H
to_chat(user, "<span class='notice'>We order the giant spider to remain idle, but ready to attack anyone on sight.</span>")
ai_controller.set_blackboard_key(BB_CHANGELING_SPIDER_ORDER, IDLE_AGGRESSIVE)
#undef IDLE_AGGRESSIVE
#undef FOLLOW_AGGRESSIVE