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Basic mobs core implementation and cow migration. (#28667)
* Basic mobs core implementation and cow migration. * fix whitespace * uncomfortable fix for null weirdness * update updatepaths script number * lewc review 1 * fix delta * Update code/datums/ai/basic_mobs/basic_ai_behaviors/tipped_reaction.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> --------- Signed-off-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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RESTRICT_TYPE(/mob/living/basic)
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/// # Basic Mob
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///
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/// Basic mobs are a modern replacement for the simple_animal/"simple mob"
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/// system. Rather than deep type trees with overrides for AI, basic mobs rely
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/// on their AI controllers for the majority of their behavior.
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///
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/// It is also intended that as little implementation as possible be part of the
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/// basic mob definition directly; rather, as much behavior as possible should
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/// be delegated to components and elements, such as
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/// [/datum/element/atmos_requirements] for handling reacting to atmosphere, and
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/// [/datum/element/body_temperature] for handling changes in body temperature.
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///
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/// Migrating simple mobs to basic mobs is an incremental effort; and refactors
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/// should be considered before making large changes to existing simple mob
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/// code.
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/mob/living/basic
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name = "basic mob"
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desc = "If you can see this, make an issue report on GitHub."
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healable = TRUE
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var/basic_mob_flags
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// State changes and data for alive/dead/gibbed.
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// TODO: Refactor into an element
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/// Icon to use when the animal is alive.
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var/icon_living
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/// Icon when the animal is dead.
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var/icon_dead
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/// We only try to show a gibbing animation if this exists.
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var/icon_gib
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/// The sound played on death
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var/death_sound
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/// The message displayed on death
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var/death_message
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// Xenobiology/sentience
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/// What is heard by mobs who cannot understand this one when speaking.
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/// This doesn't feel like it belongs here but say code and language code
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/// is a mess to untangle so maybe it can move somewhere later.
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var/list/unintelligble_phrases
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var/list/unintelligble_speak_verbs
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/// If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood
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var/gold_core_spawnable = NO_SPAWN
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/// Holding var for determining who own/controls a sentient simple animal (for sentience potions).
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var/mob/living/carbon/human/master_commander = null
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/// Higher speed is slower, negative speed is faster
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var/speed = 1
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/// Leaving something at 0 means it's off - has no maximum.
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var/list/atmos_requirements = list(
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"min_oxy" = 5,
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"max_oxy" = 0,
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"min_plas" = 0,
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"max_plas" = 1,
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"min_co2" = 0,
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"max_co2" = 5,
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"min_n2" = 0,
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"max_n2" = 0
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)
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/// This damage is taken when atmos doesn't fit all the requirements above.
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/// Set to 0 to avoid adding the atmos_requirements element.
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var/unsuitable_atmos_damage = 1
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/// Minimal body temperature without receiving damage
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var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
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/// Maximal body temperature without receiving damage
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var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
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/// This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_cold_damage = 1
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/// This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the body_temp_sensitive element.
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var/unsuitable_heat_damage = 1
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// String interpolation for actions.
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//
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// Currently only the continuous tense forms are used because there's
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// typically no specific to_chat message for the instigator of the action.
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// Rather, they get the same message as everyone around them, e.g. "Foo
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// pokes the cow" instead of "You poke the cow." Properly integrating the
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// simple tense would require ensuring visible_message doesn't show to the
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// instigator via something like a list of ignored mobs.
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/// When someone interacts with the simple animal.
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/// Help-intent verb in present continuous tense.
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var/response_help_continuous = "pokes"
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/// Help-intent verb in present simple tense.
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var/response_help_simple = "poke"
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/// Disarm-intent verb in present continuous tense.
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var/response_disarm_continuous = "shoves"
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/// Disarm-intent verb in present simple tense.
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var/response_disarm_simple = "shove"
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/// Harm-intent verb in present continuous tense.
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var/response_harm_continuous = "hits"
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/// Harm-intent verb in present simple tense.
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var/response_harm_simple = "hit"
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/// Basic mob's own attacks verbs,
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/// Attacking verb in present continuous tense.
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var/attack_verb_continuous = "attacks"
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/// Attacking verb in present simple tense.
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var/attack_verb_simple = "attack"
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/// Attacking, but without damage, verb in present continuous tense.
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var/friendly_verb_continuous = "nuzzles"
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/// Attacking, but without damage, verb in present simple tense.
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var/friendly_verb_simple = "nuzzle"
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// Attack related vars.
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// Unclear how much of this should either be componentized or pulled to /mob/living
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var/attacked_sound = 'sound/weapons/punch1.ogg'
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/// The amount of damage done to the mob when hand-attacked on harm intent.
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var/harm_intent_damage = 3
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/// 1 for full damage, 0 for none, -1 for 1:1 heal from that source.
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var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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/// Minimum force required to deal any damage
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var/force_threshold = 0
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/mob/living/basic/Initialize(mapload)
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. = ..()
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if(!loc)
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stack_trace("Basic mob being instantiated in nullspace")
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apply_atmos_requirements()
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apply_temperature_requirements()
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/mob/living/basic/movement_delay()
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. = speed
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if(forced_look)
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. += DIRECTION_LOCK_SLOWDOWN
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. += GLOB.configuration.movement.animal_delay
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/mob/living/basic/proc/apply_atmos_requirements()
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if(unsuitable_atmos_damage == 0)
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return
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atmos_requirements = string_assoc_list(atmos_requirements)
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AddElement(/datum/element/atmos_requirements, atmos_requirements, unsuitable_atmos_damage)
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/mob/living/basic/proc/apply_temperature_requirements()
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AddElement(/datum/element/body_temperature, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
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/mob/living/basic/vv_edit_var(vname, vval)
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switch(vname)
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if("atmos_requirements", "unsuitable_atmos_damage")
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RemoveElement(/datum/element/atmos_requirements, atmos_requirements, unsuitable_atmos_damage)
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. = TRUE
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if("minimum_survivable_temperature", "maximum_survivable_temperature", "unsuitable_cold_damage", "unsuitable_heat_damage")
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RemoveElement(/datum/element/body_temperature, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
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. = TRUE
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. = ..()
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switch(vname)
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if("habitable_atmos", "unsuitable_atmos_damage")
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apply_atmos_requirements()
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if("minimum_survivable_temperature", "maximum_survivable_temperature", "unsuitable_cold_damage", "unsuitable_heat_damage")
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apply_temperature_requirements()
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/// Return whether or not ghosts can take over this mob via "Respawn as NPC"
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/mob/living/basic/proc/valid_respawn_target_for(mob/user)
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return FALSE
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/mob/living/basic/handle_environment(datum/gas_mixture/readonly_environment)
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SEND_SIGNAL(src, COMSIG_SIMPLEANIMAL_HANDLE_ENVIRONMENT, readonly_environment)
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/mob/living/basic/update_stat(reason = "none given")
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if(status_flags & GODMODE)
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return
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if(stat != DEAD)
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if(health <= 0)
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death()
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create_debug_log("died of damage, trigger reason: [reason]")
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else
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if(HAS_TRAIT(src, TRAIT_KNOCKEDOUT))
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if(stat == CONSCIOUS)
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KnockOut()
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create_debug_log("knocked out, trigger reason: [reason]")
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else if(stat == UNCONSCIOUS)
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WakeUp()
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create_debug_log("woke up, trigger reason: [reason]")
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med_hud_set_status()
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/mob/living/basic/death(gibbed)
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. = ..()
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if(!.)
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return FALSE
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if(!gibbed)
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if(death_sound)
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playsound(get_turf(src), death_sound, 200, 1)
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if(death_message)
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visible_message("<span class='danger'>\The [src] [death_message]</span>")
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else if(!(basic_mob_flags & DEL_ON_DEATH))
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visible_message("<span class='danger'>\The [src] stops moving...</span>")
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if(HAS_TRAIT(src, TRAIT_XENOBIO_SPAWNED))
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SSmobs.xenobiology_mobs--
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if(basic_mob_flags & DEL_ON_DEATH)
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// From simplemob implementation; prevent infinite loops if the mob
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// Destroy() is overridden in such a manner as to cause a call to
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// death() again. One hopes this isn't still necessary but whatevs
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basic_mob_flags &= ~DEL_ON_DEATH
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ghostize()
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qdel(src)
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else
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health = 0
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icon_state = icon_dead
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if(basic_mob_flags & FLIP_ON_DEATH)
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transform = transform.Turn(180)
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density = FALSE
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/mob/living/basic/attack_hand(mob/living/carbon/human/M)
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..()
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switch(M.a_intent)
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if(INTENT_HELP)
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if(health > 0)
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visible_message(
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"<span class='notice'>[M] [response_help_continuous] [src].</span>",
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"<span class='notice'>[M] [response_help_continuous] you.</span>"
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)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
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if(INTENT_GRAB)
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grabbedby(M)
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if(INTENT_HARM, INTENT_DISARM)
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if(HAS_TRAIT(M, TRAIT_PACIFISM))
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to_chat(M, "<span class='warning'>You don't want to hurt [src]!</span>")
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return
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M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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visible_message(
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"<span class='danger'>[M] [response_harm_continuous] [src]!</span>",
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"<span class='userdanger'>[M] [response_harm_continuous] you!</span>"
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)
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playsound(loc, attacked_sound, 25, TRUE, -1)
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attack_threshold_check(harm_intent_damage)
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add_attack_logs(M, src, "Melee attacked with fists")
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updatehealth()
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return TRUE
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// TODO: Could probably be moved to /mob/living but would need more testing to
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// ensure it doesn't interfere with carbons.
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/mob/living/basic/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
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var/temp_damage = damage
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if(!damage_coeff[damagetype])
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temp_damage = 0
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else
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temp_damage *= damage_coeff[damagetype]
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if(temp_damage >= 0 && temp_damage <= force_threshold)
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visible_message("<span class='warning'>[src] looks unharmed.</span>")
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return FALSE
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else
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apply_damage(damage, damagetype, null, getarmor(null, armorcheck))
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return TRUE
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