Merge branch 'master' of github.com:Baystation12/Baystation12

Conflicts:
	code/modules/mob/living/carbon/human/examine.dm
	code/modules/mob/living/carbon/human/life.dm
This commit is contained in:
cib
2012-08-06 15:18:27 -07:00
174 changed files with 15211 additions and 13805 deletions
+55 -1
View File
@@ -4,6 +4,7 @@
see_invisible = 15
see_in_dark = 100
verbs += /mob/dead/observer/proc/dead_tele
verbs += /mob/dead/observer/proc/become_mouse
taj_talk_understand = 1
if(body)
@@ -17,10 +18,17 @@
if(!body.original_name)
body.original_name = real_name
original_name = body.original_name
name = body.original_name
//name = body.original_name //original
name = body.name
real_name = body.real_name
if(!name)
name = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
real_name = name
if( original_name != real_name )
name = name + " (died as [src.real_name])"
if(!safety)
corpse = body
verbs += /mob/dead/observer/proc/reenter_corpse
@@ -76,6 +84,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
verbs -= /mob/proc/ghost
if (ghost.client)
ghost.client.eye = ghost
/*if(issimpleanimal(src))
ghost.name = src.name + " ([src.real_name])"
ghost.voice_name = src.name + " ([src.real_name])"*/
return
/mob/proc/adminghostize()
@@ -153,6 +164,49 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
verbs += /mob/proc/ghost
del(src)
/mob/dead/observer/proc/become_mouse()
set category = "Ghost"
set name = "Become mouse"
//locate an empty mouse
var/list/eligible_targets = new()
for(var/mob/living/simple_animal/mouse/M in world)
if(!M.ckey && !M.stat)
eligible_targets.Add(M)
var/mob/living/simple_animal/mouse/target_mouse
if(ticker.spawn_vermin)
if(eligible_targets.len)
//grab a random existing one
target_mouse = pick(eligible_targets)
else
//make a new mouse
target_mouse = new(pick(ticker.vermin_spawn_turfs))
if(target_mouse)
//move player into mouse
//the mouse ai will deactivate itself
client.mob = target_mouse
target_mouse.original_name = src.original_name
//reset admin verbs
if(client && client.holder && client.holder.state == 2)
var/rank = client.holder.rank
client.clear_admin_verbs()
client.holder.state = 1
client.update_admins(rank)
//update allowed verbs
target_mouse.verbs += /mob/proc/ghost
target_mouse.verbs -= /mob/verb/observe
target_mouse.verbs -= /client/verb/toggle_ghost_ears
target_mouse.verbs -= /client/verb/toggle_ghost_sight
del(src)
else
client << "\red Unable to become a mouse!"
/mob/dead/observer/proc/dead_tele()
set category = "Ghost"
set name = "Teleport"
@@ -819,6 +819,8 @@ Radar-related things
client.screen += closedradar
/mob/living/carbon/human/proc/start_radar()
// this proc lags like hell, why is it even in
return
for(var/obj/screen/x in client.screen)
if(x.name == "radar closed" && x.icon == 'radar.dmi')
@@ -220,9 +220,10 @@
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
var/turf/oldloc = loc
loc = tmob.loc
tmob.loc = oldloc
if(tmob.swap_on_mobbump)
var/turf/oldloc = loc
loc = tmob.loc
tmob.loc = oldloc
now_pushing = 0
for(var/mob/living/carbon/metroid/Metroid in view(1,tmob))
if(Metroid.Victim == tmob)
@@ -969,7 +970,7 @@
// Gloves
var/datum/organ/external/lo = organs["l_hand"]
var/datum/organ/external/ro = organs["r_hand"]
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
if (lo && ro && !(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
if (gloves)
var/t1 = gloves.item_state
if (!t1)
@@ -1419,7 +1420,7 @@
lying_icon.Blend(new /icon('human.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!(head.status & ORGAN_DESTROYED))
if(head && !(head.status & ORGAN_DESTROYED))
stand_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('human.dmi', "head_[g]_l"), ICON_OVERLAY)
+10 -4
View File
@@ -360,7 +360,7 @@
emote("gasp")
updatehealth()
if(damage)
if(damage && organs.len)
var/V = pick(organs)
var/datum/organ/external/O = organs[V]
if(istype(O)) O.add_wound("Radiation Poisoning", damage)
@@ -565,6 +565,8 @@
var/ratio = breath.toxins/safe_toxins_max
adjustToxLoss(min(ratio, 10)) //Limit amount of damage toxin exposure can do per second
toxins_alert = max(toxins_alert, 1)
if(vsc.plc.PLASMA_HALLUCINATION && prob(20))
hallucination += 20
else
toxins_alert = 0
@@ -578,12 +580,15 @@
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20) && isbreathing)
spawn(0) emote(pick("giggle", "laugh"))
if(vsc.plc.N2O_HALLUCINATION && prob(10) && isbreathing)
hallucination += 30
SA.moles = 0 //Hack to stop the damned surgeon from giggling.
if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
if(prob(20))
src << "\red You feel a searing heat in your lungs!"
take_overall_damage(0,2) //burn them a bit.
fire_alert = max(fire_alert, 1)
else
fire_alert = 0
@@ -602,8 +607,6 @@
if(istype(loc, /turf/space))
environment_heat_capacity = loc:heat_capacity
loc_temp = 2.7
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
loc_temp = loc:air_contents.temperature
else
loc_temp = environment.temperature
@@ -691,7 +694,7 @@
var/pressure = environment.return_pressure()
if(!istype(wear_suit, /obj/item/clothing/suit/space) && !istype(wear_suit, /obj/item/clothing/suit/fire))
if(!istype(wear_suit, /obj/item/clothing/suit/space) && !istype(wear_suit, /obj/item/clothing/suit/fire) && !istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
/*if(pressure < 20)
if(prob(25))
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
@@ -819,6 +822,9 @@
handle_chemicals_in_body()
if(reagents && stat != 2) reagents.metabolize(src)
if(vessel && stat != 2) vessel.metabolize(src)
for(var/obj/item/I in src)
if(I.contaminated)
toxloss += vsc.plc.CONTAMINATION_LOSS
if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
@@ -700,10 +700,15 @@ mob/living/carbon/metroid/var/temperature_resistance = T0C+75
health = 150
stat = 0
/mob/living/carbon/metroid/proc/get_obstacle_ok(atom/A)
var/direct = get_dir(src, A)
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( src.loc )
var/obj/item/weapon/dummy/D = locate() in DummyCache //See atom_procs.dm
if(!D)
D = new /obj/item/weapon/dummy( src.loc )
else
D.loc = src.loc
DummyCache.Remove(D)
var/ok = 0
if ( (direct - 1) & direct)
@@ -781,7 +786,8 @@ mob/living/carbon/metroid/var/temperature_resistance = T0C+75
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
ok = 0
del(D)
D.loc = null
DummyCache.Add(D)
if (!( ok ))
return 0
+4 -4
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@@ -194,12 +194,12 @@ mob/living/parasite/meme/proc/select_indoctrinated(var/title, var/message)
// A meme can make people hear things with the thought ability
mob/living/parasite/meme/verb/Thought()
set category = "Meme"
set name = "Thought(150)"
set name = "Thought(50)"
set desc = "Implants a thought into the target, making them think they heard someone talk."
if(meme_points < 150)
if(meme_points < 50)
// just call use_points() to give the standard failure message
use_points(150)
use_points(50)
return
var/list/candidates = indoctrinated.Copy()
@@ -217,7 +217,7 @@ mob/living/parasite/meme/verb/Thought()
if(!message) return
// Use the points at the end rather than the beginning, because the user might cancel
if(!use_points(150)) return
if(!use_points(50)) return
message = say_quote(message)
var/rendered = "<span class='game say'><span class='name'>[speaker]</span> <span class='message'>[message]</span></span>"
@@ -253,7 +253,7 @@
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if(ticker.mode.name == "AI malfunction")
if(ticker.mode && ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if(connected_ai)
+2
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@@ -294,3 +294,5 @@ the mob is also allowed to move without any sort of restriction. For instance, i
var/list/radar_blips = list() // list of screen objects, radar blips
var/radar_open = 0 // nonzero is radar is open
var/swap_on_mobbump = 1 //by default, mob collisions will swap the two mobs (if allowed)
+1 -1
View File
@@ -326,7 +326,7 @@
var/dat = "<html><body><center>"
dat += "Round Duration: [round(hours)]h [round(mins)]m<br>"
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
if(emergency_shuttle) //In case NanoTrasen decides reposess CentComm's shuttles.
if(emergency_shuttle.direction == 2) //Shuttle is going to centcomm, not recalled
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
if(emergency_shuttle.direction == 1 && emergency_shuttle.timeleft() < 300) //Shuttle is past the point of no recall
+1 -1
View File
@@ -62,7 +62,7 @@ datum/skill/management
datum/skill/knowledge/law
ID = "law"
name = "NanoTrasen Law"
desc = "Your knowledge of NanoTrasen law and procedures. This includes space law, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
desc = "Your knowledge of NanoTrasen law and procedures. This includes Space Law, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
field = "Security"
secondary = 1
+160
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@@ -0,0 +1,160 @@
#define BEAR_STANCE_IDLE 1
#define BEAR_STANCE_ALERT 2
#define BEAR_STANCE_ATTACK 3
#define BEAR_STANCE_ATTACKING 4
#define BEAR_STANCE_TIRED 5
//Space bears!
/mob/living/simple_animal/bear
name = "space bear"
desc = "RawrRawr!!"
icon_state = "bear"
icon_living = "bear"
icon_dead = "bear_dead"
icon_gib = "bear_gib"
speak = list("RAWR!","Rawr!","GRR!","Growl!")
speak_emote = list("growls", "roars")
emote_hear = list("rawrs","grumbles","grawls")
emote_see = list("stares ferociously", "stomps")
speak_chance = 1
turns_per_move = 5
see_in_dark = 6
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "pokes the"
stop_automated_movement_when_pulled = 0
maxHealth = 60
health = 60
//Space bears aren't affected by atmos.
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
var/stance = BEAR_STANCE_IDLE //Used to determine behavior
var/stance_step = 0 //Used to delay checks depending on what stance the bear is in
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.
/proc/isbear(var/mob/M)
return istype(M, /mob/living/simple_animal/bear)
/mob/living/simple_animal/bear/Life()
..()
if(!stat)
if(loc && istype(loc,/turf/space))
icon_state = "bear"
else
icon_state = "bearfloor"
switch(stance)
if(BEAR_STANCE_IDLE)
stop_automated_movement = 0
stance_step++
if(stance_step > 5)
stance_step = 0
for( var/mob/living/L in viewers(7,src) )
if(isbear(L)) continue
if(!L.stat)
emote("stares alertly at [L]")
stance = BEAR_STANCE_ALERT
break
if(BEAR_STANCE_ALERT)
stop_automated_movement = 1
var/found_mob = 0
for( var/mob/living/L in viewers(7,src) )
if(isbear(L)) continue
if(!L.stat)
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
stance_step++
found_mob = 1
target_mob = L
src.dir = get_dir(src,target_mob) //Keep staring at the mob
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [L]", "stares angrily at [L]", "prepares to attack [L]", "closely watches [L]" ) )
if(action)
emote(action)
break
if(!found_mob)
stance_step--
if(stance_step <= -20) //If we have not found a mob for 20-ish ticks, revert to idle mode
stance = BEAR_STANCE_IDLE
if(stance_step >= 7) //If we have been staring at a mob for 7 ticks,
stance = BEAR_STANCE_ATTACK
if(BEAR_STANCE_ATTACK) //This one should only be active for one tick,
stop_automated_movement = 1
if(!target_mob || target_mob.stat)
stance = BEAR_STANCE_ALERT
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
if(target_mob in viewers(7,src))
walk_to(src, target_mob, 1, 3)
stance = BEAR_STANCE_ATTACKING
stance_step = 0
if(BEAR_STANCE_ATTACKING)
stop_automated_movement = 1
stance_step++
if(!target_mob || target_mob.stat)
stance = BEAR_STANCE_ALERT
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
return
if(!(target_mob in viewers(7,src)))
stance = BEAR_STANCE_ALERT
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
target_mob = null
return
if(get_dist(src, target_mob) <= 1) //Attacking
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
var/damage = rand(20,30)
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
else if(isliving(target_mob))
var/mob/living/L = target_mob
L.adjustBruteLoss(damage)
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
emote( "is worn out and needs to rest" )
stance = BEAR_STANCE_TIRED
stance_step = 0
walk(src, 0) //This stops the bear's walking
return
if(BEAR_STANCE_TIRED)
stop_automated_movement = 1
stance_step++
if(stance_step >= 10) //rests for 10 ticks
if(target_mob && target_mob in viewers(7,src))
stance = BEAR_STANCE_ATTACK //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
else
stance = BEAR_STANCE_IDLE
/mob/living/simple_animal/bear/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(stance != BEAR_STANCE_ATTACK && stance != BEAR_STANCE_ATTACKING)
stance = BEAR_STANCE_ALERT
stance_step = 6
target_mob = user
..()
/mob/living/simple_animal/bear/attack_hand(mob/living/carbon/human/M as mob)
if(stance != BEAR_STANCE_ATTACK && stance != BEAR_STANCE_ATTACKING)
stance = BEAR_STANCE_ALERT
stance_step = 6
target_mob = M
..()
/mob/living/simple_animal/bear/Process_Spacemove(var/check_drift = 0)
return //No drifting in space for space bears!
+185
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@@ -0,0 +1,185 @@
#define CARP_STANCE_IDLE 1
#define CARP_STANCE_ATTACK 2
#define CARP_STANCE_ATTACKING 3
/mob/living/simple_animal/carp
name = "space carp"
desc = "A ferocious, fang-bearing creature that resembles a fish."
icon_state = "carp"
icon_living = "carp"
icon_dead = "carp_dead"
icon_gib = "carp_gib"
speak_chance = 0
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/carpmeat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
stop_automated_movement_when_pulled = 0
maxHealth = 25
health = 25
harm_intent_damage = 8
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "bites"
attack_sound = 'bite.ogg'
//Space carp aren't affected by atmos.
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0 //so they don't freeze in space
maxbodytemp = 295 //if it's just 25 degrees, they start to burn up
var/stance = CARP_STANCE_IDLE //Used to determine behavior
var/stance_step = 0 //Used to delay checks depending on what stance the bear is in
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.
heat_damage_per_tick = 1
/mob/living/simple_animal/carp/elite
desc = "A ferocious, fang-bearing creature that resembles a fish. It has an evil gleam in its eye."
maxHealth = 50
health = 50
melee_damage_lower = 10
melee_damage_upper = 20
/proc/iscarp(var/mob/M)
return istype(M, /mob/living/simple_animal/carp)
/mob/living/simple_animal/carp/Life()
..()
if(!stat)
switch(stance)
if(CARP_STANCE_IDLE)
stop_automated_movement = 0
stance_step++
if(stance_step > 5)
stance_step = 0
for( var/mob/living/L in viewers(7,src) )
if(iscarp(L)) continue
if(!L.stat)
if(prob(50))
src.visible_message("<b>[src]</b> gnashes at [L]!")
stance = CARP_STANCE_ATTACK
target_mob = L
break
if(CARP_STANCE_ATTACK) //This one should only be active for one tick
stop_automated_movement = 1
if(!target_mob || target_mob.stat)
stance = CARP_STANCE_IDLE
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
if(target_mob in viewers(7,src))
walk_to(src, target_mob, 1, 3)
stance = CARP_STANCE_ATTACKING
stance_step = 0
if(CARP_STANCE_ATTACKING)
stop_automated_movement = 1
stance_step++
if(!target_mob || target_mob.stat)
stance = CARP_STANCE_IDLE
stance_step = 4 //Make it very alert, so it quickly attacks again if a mob returns
target_mob = null
walk(src,0)
return
if(!(target_mob in viewers(7,src)))
stance = CARP_STANCE_IDLE
stance_step = 1
target_mob = null
walk(src,0)
return
if(get_dist(src, target_mob) <= 1) //Attacking
if(isliving(target_mob))
var/mob/living/L = target_mob
L.attack_animal(src)
if(prob(10))
L.Weaken(5)
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
/mob/living/simple_animal/carp/Die()
..()
target_mob = null
stance = CARP_STANCE_IDLE
walk(src,0)
/mob/living/simple_animal/carp/Process_Spacemove(var/check_drift = 0)
return 0 //No drifting in space for space carp! //original comments do not steal
/mob/living/simple_animal/carp/Process_Spaceslipping(var/prob_slip = 5)
return 0
//----
/mob/living/simple_animal/carp/cyborg
name = "cyborg space carp"
desc = "A ferocious, fang-bearing cyborg that resembles a fish. It has glowing red eyes."
speak = list("Objective established.","Goal: Terminate.","Mission parameters defined.","All casualties are acceptable.")
speak_emote = list("beeps")
emote_hear = list("makes a sinister clanking noise.","hisses and steams.","makes a menacing beeping noise.")
emote_see = list("sparks slightly.","flashes a red light ominously.")
speak_chance = 10
var/firing = 0
/mob/living/simple_animal/carp/cyborg/Life()
..()
walk(src,0)
if(!stat)
if(prob(5))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
switch(stance)
if(CARP_STANCE_ATTACKING)
if(target_mob)
src.dir = get_dir(src, target_mob)
/*if(get_dist(src, target_mob) > 5)
step_towards(src,target_mob)*/
if(get_dist(src, target_mob) > 1 && !firing)
//fire laser eyes
firing = 1
if(prob(40))
emote("auto",1,"[pick("makes an ominous whining noise!","makes a low humming noise!","begins charging up something!")]")
spawn(40)
if(!target_mob)
return
firing = 0
//load_into_chamber()
var/obj/item/projectile/beam/B = new(src)
B.firer = src
//B.def_zone = targloc
//in_chamber.def_zone = user.zone_sel.selecting
var/turf/targloc = get_turf(target_mob)
var/turf/myloc = get_turf(src)
B.original = targloc
B.loc = myloc
B.starting = myloc
B.silenced = 0
B.current = myloc
B.yo = targloc.y - myloc.y
B.xo = targloc.x - myloc.x
//
B.fired()
//shake the camera? probably not, these lasers don't explode... yet
/*for(var/mob/M in view(src,7))
shake_camera(user, recoil + 1, recoil)*/
playsound(src, pick('pulse.ogg','pulse2.ogg','pulse3.ogg'), 50, 1)
/mob/living/simple_animal/carp/cyborg/Die()
if(prob(15))
src.say_auto("I'll be back!")
..()
+39 -7
View File
@@ -1,8 +1,7 @@
//Cat
/mob/living/simple_animal/cat
name = "cat"
desc = "Kitty!!"
icon = 'mob.dmi'
desc = "A domesticated, feline pet. Has a tendency to adopt crewmembers."
icon_state = "cat"
icon_living = "cat"
icon_dead = "cat_dead"
@@ -13,15 +12,48 @@
speak_chance = 1
turns_per_move = 5
see_in_dark = 6
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
var/turns_since_scan = 0
var/mob/living/simple_animal/mouse/movement_target
/mob/living/simple_animal/cat/Life()
//MICE!
if((src.loc) && isturf(src.loc))
if(!stat && !resting && !buckled)
for(var/mob/living/simple_animal/mouse/M in view(1,src))
if(!M.stat)
M.splat()
emote("splats \the [M]")
movement_target = null
stop_automated_movement = 0
break
..()
if(!stat && !resting && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
walk_to(src,0)
turns_since_scan = 0
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
movement_target = null
stop_automated_movement = 0
for(var/mob/living/simple_animal/mouse/snack in oview(src,3))
if(isturf(snack.loc) && !snack.stat)
movement_target = snack
break
if(movement_target)
stop_automated_movement = 1
walk_to(src,movement_target,0,3)
//RUNTIME IS ALIVE! SQUEEEEEEEE~
/mob/living/simple_animal/cat/Runtime
name = "Runtime"
desc = ""
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
desc = "Its fur has the look and feel of velvet, and it's tail quivers occasionally."
+26 -61
View File
@@ -3,7 +3,6 @@
name = "\improper corgi"
real_name = "corgi"
desc = "It's a corgi."
icon = 'mob.dmi'
icon_state = "corgi"
icon_living = "corgi"
icon_dead = "corgi_dead"
@@ -13,41 +12,16 @@
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 10
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/corgi
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
meat_amount = 3
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_disarm = "bops the"
response_harm = "kicks the"
see_in_dark = 5
var/obj/item/inventory_head
var/obj/item/inventory_back
var/obj/item/inventory_mouth
/mob/living/simple_animal/corgi/update_clothing()
overlays = list()
if(inventory_head)
var/head_icon_state = inventory_head.icon_state
if(health <= 0)
head_icon_state += "2"
var/icon/head_icon = icon('corgi_head.dmi',head_icon_state)
if(head_icon)
overlays += head_icon
if(inventory_back)
var/back_icon_state = inventory_back.icon_state
if(health <= 0)
back_icon_state += "2"
var/icon/back_icon = icon('corgi_back.dmi',back_icon_state)
if(back_icon)
overlays += back_icon
return
/mob/living/simple_animal/corgi/Life()
..()
rebuild_appearance()
var/turns_since_scan = 0
var/obj/movement_target
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
/*
@@ -104,7 +78,6 @@
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.ul_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
@@ -148,7 +121,7 @@
/obj/item/clothing/head/caphat,
/obj/item/clothing/head/collectable/captain,
/obj/item/clothing/head/that,
/obj/item/clothing/head/helmet/that,
/obj/item/clothing/head/that,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/collectable/kitty,
/obj/item/clothing/head/rabbitears,
@@ -166,13 +139,10 @@
/obj/item/clothing/head/wizard/fake,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/collectable/wizard,
/obj/item/clothing/head/helmet/hardhat,
/obj/item/clothing/head/collectable/hardhat,
/obj/item/clothing/head/helmet/hardhat/white,
/obj/item/weapon/bedsheet,
/obj/item/clothing/head/helmet/space/santahat,
/obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/cargosoft
)
if( ! ( item_to_add.type in allowed_types ) )
@@ -182,6 +152,7 @@
usr.drop_item()
item_to_add.loc = src
src.inventory_head = item_to_add
rebuild_appearance()
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
@@ -239,11 +210,6 @@
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.ul_SetLuminosity(6)
if(/obj/item/clothing/head/cargosoft)
name = "Corgi Tech [real_name]"
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
desc = "The reason your yellow gloves have chew-marks."
if("back")
if(inventory_back)
@@ -269,29 +235,18 @@
usr.drop_item()
item_to_add.loc = src
src.inventory_back = item_to_add
update_clothing()
rebuild_appearance()
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
else
..()
//IAN! SQUEEEEEEEEE~
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
gender = "male"
desc = "It's a corgi."
var/turns_since_scan = 0
var/obj/movement_target
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
/mob/living/simple_animal/corgi/Ian/Life()
/mob/living/simple_animal/corgi/Life()
..()
rebuild_appearance()
//Feeding, chasing food, FOOOOODDDD
if(alive && !resting && !buckled)
if(!stat && !resting && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
turns_since_scan = 0
@@ -338,11 +293,11 @@
dir = i
sleep(1)
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/corgi
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
name = "Corgi meat"
desc = "Tastes like... well you know..."
/mob/living/simple_animal/corgi/Ian/Bump(atom/movable/AM as mob|obj, yes)
/mob/living/simple_animal/corgi/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
@@ -350,11 +305,11 @@
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
/* if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(70))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return*/
return
if(tmob.nopush)
now_pushing = 0
return
@@ -388,7 +343,7 @@
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/weapon/newspaper))
if(alive)
if(!stat)
for(var/mob/M in viewers(user, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] baps [name] on the nose with the rolled up [O]")
@@ -397,4 +352,14 @@
dir = i
sleep(1)
else
..()
..()
//IAN! SQUEEEEEEEEE~
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
gender = "male"
desc = "It's a somewhat notorious corgi."
response_help = "pets"
response_disarm = "bops"
response_harm = "kicks"
+6 -44
View File
@@ -1,8 +1,7 @@
//Look Sir, free crabs!
/mob/living/simple_animal/crab
name = "crab"
desc = "Free crabs!"
icon = 'mob.dmi'
desc = "A hard-shelled crustacean. Seems quite content to lounge around all the time."
icon_state = "crab"
icon_living = "crab"
icon_dead = "crab_dead"
@@ -11,59 +10,22 @@
emote_see = list("clacks")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "stomps the"
stop_automated_movement = 1
friendly = "pinches"
var/obj/item/inventory_head
var/obj/item/inventory_mask
/mob/living/simple_animal/crab/Life()
..()
//CRAB movement
if(!ckey && alive)
if(!ckey && !stat)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(4,8)))
turns_since_move = 0
//COFFEE! SQUEEEEEEEEE!
/mob/living/simple_animal/crab/Coffee
name = "Coffee"
desc = "It's Coffee, the other pet!"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stomps"
//LOOK AT THIS - ..()??
/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/wirecutters))
user << "\red \b This kills the crab."
health -= 20
Die()
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
rebuild_appearance()
+31
View File
@@ -0,0 +1,31 @@
//kobold
/mob/living/simple_animal/kobold
name = "kobold"
desc = "A small, rat-like creature."
icon = 'mob.dmi'
icon_state = "kobold_idle"
icon_living = "kobold_idle"
icon_dead = "kobold_dead"
//speak = list("You no take candle!","Ooh, pretty shiny.","Me take?","Where gold here...","Me likey.")
speak_emote = list("mutters","hisses","grumbles")
emote_hear = list("mutters under it's breath.","grumbles.", "yips!")
emote_see = list("looks around suspiciously.", "scratches it's arm.","putters around a bit.")
speak_chance = 15
turns_per_move = 5
see_in_dark = 6
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
minbodytemp = 250
min_oxy = 1
/mob/living/simple_animal/kobold/Life()
..()
if(prob(15) && turns_since_move && !stat)
flick("kobold_act",src)
/mob/living/simple_animal/kobold/Move(var/dir)
..()
if(!stat)
flick("kobold_walk",src)
-414
View File
@@ -1,414 +0,0 @@
/mob/living/simple_animal
name = "animal"
var/icon_living = ""
var/icon_dead = ""
maxHealth = 20
var/alive = 1
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0
var/list/emote_hear = list() //EHearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
health = 20
var/turns_per_move = 1
var/turns_since_move = 0
universal_speak = 1
var/meat_amount = 0
var/meat_type
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/harm_intent_damage = 3
//Temperature effect
var/minbodytemp = 270
var/maxbodytemp = 370
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
var/min_oxy = 5
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
var/min_tox = 0
var/max_tox = 1
var/min_co2 = 0
var/max_co2 = 5
var/min_n2 = 0
var/max_n2 = 0
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
var/melee_damage_lower = 0
var/melee_damage_upper = 0
var/attacktext = "attacks"
var/attack_sound = null
var/friendly = "nuzzles" //If the mob does no damage with it's attack
var/wall_smash = 0 //if they can smash walls
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
var/obj/item/device/radio/headset/ears = null
/mob/living/simple_animal/New()
..()
verbs -= /mob/verb/observe
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = null
..()
/mob/living/simple_animal/Life()
//Health
if(!alive)
if(health > 0)
icon_state = icon_living
alive = 1
stat = CONSCIOUS
density = 1
return
if(health < 1)
Die()
if(health > maxHealth)
health = maxHealth
/*
// Stun/Weaken
if (paralysis || stunned || weakened) //Stunned etc.
if (stunned > 0)
AdjustStunned(-1)
stat = 0
if (weakened > 0)
AdjustWeakened(-1)
lying = 1
stat = 0
if (paralysis > 0)
AdjustParalysis(-1)
blinded = 1
lying = 1
stat = 1
var/h = hand
hand = 0
drop_item()
hand = 1
drop_item()
hand = h
else //Not stunned.
lying = 0
stat = 0
if(paralysis || stunned || weakened || buckled)
canmove = 0
else
canmove = 1
*/
//Movement
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
//Speaking
if(speak_chance)
if(prob(speak_chance))
if(speak && speak.len)
if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
var/length = speak.len
if(emote_hear && emote_hear.len)
length += emote_hear.len
if(emote_see && emote_see.len)
length += emote_see.len
var/randomValue = rand(1,length)
if(randomValue <= speak.len)
say(pick(speak))
else
randomValue -= speak.len
if(emote_see && randomValue <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
else
say(pick(speak))
else
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
emote(pick(emote_see),1)
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
emote(pick(emote_hear),2)
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
//Atmos
var/atmos_suitable = 1
var/atom/A = src.loc
if(isturf(A))
var/turf/T = A
var/areatemp = T.temperature
if( abs(areatemp - bodytemperature) > 50 )
var/diff = areatemp - bodytemperature
diff = diff / 5
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
bodytemperature += diff
if(istype(T,/turf/simulated))
var/turf/simulated/ST = T
if(ST.air)
var/tox = ST.air.toxins
var/oxy = ST.air.oxygen
var/n2 = ST.air.nitrogen
var/co2 = ST.air.carbon_dioxide
if(min_oxy)
if(oxy < min_oxy)
atmos_suitable = 0
if(max_oxy)
if(oxy > max_oxy)
atmos_suitable = 0
if(min_tox)
if(tox < min_tox)
atmos_suitable = 0
if(max_tox)
if(tox > max_tox)
atmos_suitable = 0
if(min_n2)
if(n2 < min_n2)
atmos_suitable = 0
if(max_n2)
if(n2 > max_n2)
atmos_suitable = 0
if(min_co2)
if(co2 < min_co2)
atmos_suitable = 0
if(max_co2)
if(co2 > max_co2)
atmos_suitable = 0
//Atmos effect
if(bodytemperature < minbodytemp)
health -= cold_damage_per_tick
else if(bodytemperature > maxbodytemp)
health -= heat_damage_per_tick
if(!atmos_suitable)
health -= unsuitable_atoms_damage
/mob/living/simple_animal/Bumped(AM as mob|obj)
if(!AM) return
if(isturf(src.loc) && !resting && !buckled)
if(ismob(AM))
var/newamloc = src.loc
src.loc = AM:loc
AM:loc = newamloc
else
..()
/mob/living/simple_animal/gib()
if(meat_amount && meat_type)
for(var/i = 0; i < meat_amount; i++)
new meat_type(src.loc)
..()
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
if(emote)
return "[emote], \"[text]\""
return "says, \"[text]\"";
/mob/living/simple_animal/emote(var/act,var/m_type=1,var/message = null)
switch(act)
if ("scream")
message = "<B>[src]</B> screams!"
m_type = 2
if ("custom")
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
if (!input)
return
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("me")
if(silent)
return
if (src.client && (client.muted || client.muted_complete))
src << "You are muted."
return
if (stat)
return
if(!(message))
return
else
if(cmptext(copytext(message, 1, 3), "v "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 1
else if(cmptext(copytext(message, 1, 3), "h "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 2
else
message = "<B>[src]</B> [message]"
else
src << text("Invalid Emote: []", act)
if ((message && src.stat == 0))
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
return
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage
return 0
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
switch(M.a_intent)
if ("help")
if (health > 0)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_help] [src]")
if ("grab")
if (M == src)
return
if (nopush)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
grabbed_by += G
G.synch()
LAssailant = M
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if ("hurt")
health -= harm_intent_damage
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\red [M] [response_harm] [src]")
if ("disarm")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_disarm] [src]")
return
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/movement_delay()
var/tally = 0 //Incase I need to add stuff other than "speed" later
tally = speed
return tally
/mob/living/simple_animal/Stat()
..()
statpanel("Status")
stat(null, "Health: [round((health / maxHealth) * 100)]%")
/mob/living/simple_animal/proc/Die()
alive = 0
icon_state = icon_dead
stat = DEAD
density = 0
return
/mob/living/simple_animal/ex_act(severity)
flick("flash", flash)
switch (severity)
if (1.0)
health -= 500
gib()
return
if (2.0)
health -= 60
if(3.0)
health -= 30
+146
View File
@@ -0,0 +1,146 @@
/mob/living/simple_animal/mouse
name = "mouse"
real_name = "mouse"
desc = "It's a small, disease-ridden rodent."
icon_state = "mouse_gray"
icon_living = "mouse_gray"
icon_dead = "mouse_gray_dead"
speak = list("Squeek!","SQUEEK!","Squeek?")
speak_emote = list("squeeks","squeeks","squiks")
emote_hear = list("squeeks","squeaks","squiks")
emote_see = list("runs in a circle", "shakes", "scritches at something")
speak_chance = 1
turns_per_move = 5
see_in_dark = 6
health = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "splats the"
density = 0
var/color //brown, gray and white
layer = 2.5 //so they can hide under objects
swap_on_mobbump = 0
/mob/living/simple_animal/mouse/Life()
..()
if(!stat && prob(speak_chance))
for(var/mob/M in view())
M << 'sound/effects/mousesqueek.ogg'
/mob/living/simple_animal/mouse/gray
color = "gray"
icon_state = "mouse_gray"
/mob/living/simple_animal/mouse/white
color = "white"
icon_state = "mouse_white"
/mob/living/simple_animal/mouse/brown
color = "brown"
icon_state = "mouse_brown"
/mob/living/simple_animal/mouse/New()
if(!color)
color = pick( list("brown","gray","white") )
icon_state = "mouse_[color]"
icon_living = "mouse_[color]"
icon_dead = "mouse_[color]_dead"
desc = "It's a small [color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/simple_animal/mouse/proc/splat()
src.health = 0
src.stat = DEAD
src.icon_dead = "mouse_[color]_splat"
src.icon_state = "mouse_[color]_splat"
/proc/ismouse(var/obj/O)
return istype(O,/mob/living/simple_animal/mouse)
//copy paste from alien/larva, if that func is updated please update this one also
/mob/living/simple_animal/mouse/verb/ventcrawl()
set name = "Crawl through Vent"
set desc = "Enter an air vent and crawl through the pipe system."
set category = "Mouse"
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
var/welded = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
break
else
welded = 1
if(vent_found)
if(vent_found.network&&vent_found.network.normal_members.len)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
if(temp_vent.loc == loc)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in oviewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
loc = target_vent.loc
else
src << "\blue You need to remain still while entering a vent."
else
src << "\blue This vent is not connected to anything."
else if(welded)
src << "\red That vent is welded."
else
src << "\blue You must be standing on or beside an air vent to enter it."
return
//copy paste from alien/larva, if that func is updated please update this one alsoghost
/mob/living/simple_animal/mouse/verb/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Mouse"
if (layer != TURF_LAYER+0.2)
layer = TURF_LAYER+0.2
src << text("\blue You are now hiding.")
for(var/mob/O in oviewers(src, null))
if ((O.client && !( O.blinded )))
O << text("<B>[] scurries to the ground!</B>", src)
else
layer = MOB_LAYER
src << text("\blue You have stopped hiding.")
for(var/mob/O in oviewers(src, null))
if ((O.client && !( O.blinded )))
O << text("[] slowly peaks up from the ground...", src)
//make mice fit under tables etc? this was hacky, and not working
/*
/mob/living/simple_animal/mouse/Move(var/dir)
var/turf/target_turf = get_step(src,dir)
//CanReachThrough(src.loc, target_turf, src)
var/can_fit_under = 0
if(target_turf.ZCanPass(get_turf(src),1))
can_fit_under = 1
..(dir)
if(can_fit_under)
src.loc = target_turf
for(var/d in cardinal)
var/turf/O = get_step(T,d)
//Simple pass check.
if(O.ZCanPass(T, 1) && !(O in open) && !(O in closed) && O in possibles)
open += O
*/
+15 -15
View File
@@ -2,26 +2,26 @@
name = "\improper Parrot"
desc = "It's a parrot! No dirty words!"
icon = 'mob.dmi'
icon_state = "cat"
icon_living = "cat"
icon_dead = "cat_dead"
icon_state = "parrot"
icon_living = "parrot"
icon_dead = "parrot_dead"
speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
speak_emote = list("squawks","says","yells")
emote_hear = list("squawks","bawks")
emote_see = list("flutters its wings", "glares at you")
speak_chance = 1
emote_hear = list("squawks.","bawks.")
emote_see = list("flutters its wings.", "glares at you.")
speak_chance = 5
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
response_help = "pets the"
response_disarm = "gently moves aside the"
response_harm = "swats the"
ears = new /obj/item/device/radio/headset/heads/ce()
l_ear = new /obj/item/device/radio/headset/headset_eng()
/mob/living/simple_animal/parrot/DrProfessor
name = "Doctor Professor Parrot, PhD"
desc = "That's the Doctor Professor. He has more degrees than all of the engineering team put together, and has several published papers on quantum cracker theory."
speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE")
speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE",":e Open secure storage please.",":e I think something happened to the containment field...")
response_harm = "is attacked in the face by"
/obj/item/weapon/reagent_containers/food/snacks/cracker/
@@ -33,8 +33,8 @@
if(user.stat) return
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
if(ears)
dat += "<br><b>Headset:</b> [ears] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
if(l_ear)
dat += "<br><b>Headset:</b> [l_ear] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
else
dat += "<br><b>Headset:</b> <a href='?src=\ref[src];add_inv=ears'>Nothing</a>"
@@ -54,10 +54,10 @@
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("ears")
if(ears)
if(l_ear)
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
ears.loc = src.loc
ears = null
l_ear.loc = src.loc
l_ear = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
@@ -72,7 +72,7 @@
return
switch(add_to)
if("ears")
if(ears)
if(l_ear)
usr << "\red It's already wearing something."
return
else
@@ -86,6 +86,6 @@
usr.drop_item()
item_to_add.loc = src
src.ears = item_to_add
src.l_ear = item_to_add
else
..()
@@ -0,0 +1,58 @@
/mob/living/simple_animal
name = "animal"
icon = 'animal.dmi'
var/icon_living = ""
var/icon_dead = ""
var/icon_gib = null //We only try to show a gibbing animation if this exists.
maxHealth = 20
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0
var/list/emote_hear = list() //EHearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
health = 20
var/turns_per_move = 1
var/turns_since_move = 0
universal_speak = 1
var/meat_amount = 0
var/meat_type
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/harm_intent_damage = 3
//Temperature effect
var/minbodytemp = 270
var/maxbodytemp = 325
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
var/min_oxy = 5
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
var/min_tox = 0
var/max_tox = 1
var/min_co2 = 0
var/max_co2 = 5
var/min_n2 = 0
var/max_n2 = 0
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
var/melee_damage_lower = 0
var/melee_damage_upper = 0
var/attacktext = "attacks"
var/attack_sound = null
var/friendly = "nuzzles" //If the mob does no damage with it's attack
var/wall_smash = 0 //if they can smash walls
var/speed = 5
var/can_open_doors = 0 //door opening kind of guy
var/obj/item/device/radio/headset/l_ear = null
@@ -0,0 +1,95 @@
/mob/living/simple_animal/Life()
//Health
if(stat == DEAD)
if(health > 0)
icon_state = icon_living
stat = CONSCIOUS
density = 1
return
else if(health < 1)
Die()
else if(health > maxHealth)
health = maxHealth
//Movement
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
//Speaking
if(!ckey && prob(speak_chance))
var/length = (speak ? speak.len : 0) + (emote_see ? emote_see.len : 0) + (emote_hear ? emote_hear.len : 0)
if(speak && speak.len && prob((speak.len / length) * 100))
src.say_auto(pick(speak))
else if(emote_see && emote_see.len && prob((emote_see.len / length) * 100))
emote("auto",1,pick(emote_see))
else if(emote_hear && emote_hear.len)
emote("auto",2,pick(emote_hear))
//var/act,var/m_type=1,var/message = null
//Atmos
var/atmos_suitable = 1
var/atom/A = src.loc
if(isturf(A))
var/turf/T = A
var/areatemp = T.temperature
if( abs(areatemp - bodytemperature) > 50 )
var/diff = areatemp - bodytemperature
diff = diff / 5
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
bodytemperature += diff
if(istype(T,/turf/simulated))
var/turf/simulated/ST = T
if(ST.air)
var/tox = ST.air.toxins
var/oxy = ST.air.oxygen
var/n2 = ST.air.nitrogen
var/co2 = ST.air.carbon_dioxide
if(min_oxy)
if(oxy < min_oxy)
atmos_suitable = 0
if(max_oxy)
if(oxy > max_oxy)
atmos_suitable = 0
if(min_tox)
if(tox < min_tox)
atmos_suitable = 0
if(max_tox)
if(tox > max_tox)
atmos_suitable = 0
if(min_n2)
if(n2 < min_n2)
atmos_suitable = 0
if(max_n2)
if(n2 > max_n2)
atmos_suitable = 0
if(min_co2)
if(co2 < min_co2)
atmos_suitable = 0
if(max_co2)
if(co2 > max_co2)
atmos_suitable = 0
//Atmos effect
if(bodytemperature < minbodytemp)
health -= cold_damage_per_tick
if(prob(15))
emote("auto",1,"shivers![prob(50) ? "[pick(" It seems quite cold."," It seems to be freezing.")]" : ""]")
else if(bodytemperature > maxbodytemp)
health -= heat_damage_per_tick
if(prob(15))
emote("auto",1,"sweats![prob(50) ? "[pick(" It seems quite hot."," It seems to be burning up.")]" : ""]")
if(!atmos_suitable)
health -= unsuitable_atoms_damage
if(prob(15))
emote("auto",1,"gasps![prob(50) ? "[pick(" It seems unable to breath."," It seems to be asphyxiating.")]" : ""]")
@@ -0,0 +1,219 @@
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = null
..()
/mob/living/simple_animal/Bumped(AM as mob|obj)
if(!AM) return
if(isturf(src.loc) && !resting && !buckled)
if(ismob(AM))
var/newamloc = src.loc
src.loc = AM:loc
AM:loc = newamloc
else
..()
/mob/living/simple_animal/gib()
if(meat_amount && meat_type)
for(var/i = 0; i < meat_amount; i++)
new meat_type(src.loc)
..()
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
if(emote)
return "<b>[src]</b> [emote], \"[text]\""
return "says, \"[text]\"";
//when talking, simple_animals can only understand each other
/mob/living/simple_animal/say(var/message)
for(var/mob/M in view(src,7))
if(istype(M, src.type) || M.universal_speak)
M << say_quote(message)
else
M << "<b>[src]</b> [pick("makes some strange noises.","makes some strange noises.","makes some strange noises.","makes a small commotion.","kicks up a fuss about something.")]"
return
//when talking, simple_animals can only understand each other
/mob/living/simple_animal/proc/say_auto(var/message)
for(var/mob/M in view(src,7))
M << "<b>[src]</b> [pick(speak_emote)], \"[message]\""
/mob/living/simple_animal/emote(var/act,var/m_type=1,var/message = null)
switch(act)
if ("scream")
message = "<B>[src]</B> makes a loud and pained whimper"
m_type = 2
if ("custom")
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
if (!input)
return
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("me")
if(silent)
return
if (src.client && (client.muted || client.muted_complete))
src << "You are muted."
return
if (stat)
return
if(!(message))
return
else
if(cmptext(copytext(message, 1, 3), "v "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 1
else if(cmptext(copytext(message, 1, 3), "h "))
message = "<B>[src]</B> [copytext(message, 3)]"
m_type = 2
else
message = "<B>[src]</B> [message]"
if("auto")
message = "<B>[src]</B> [message]"
/*else
if(!message)
src << "Invalid Emote: [act]"*/
if ((message && src.stat == 0))
if (m_type & 1)
for(var/mob/O in viewers(src, null))
O.show_message(message, m_type)
else
for(var/mob/O in hearers(src, null))
O.show_message(message, m_type)
return
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage
return 0
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
switch(M.a_intent)
if ("help")
if (health > 0)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_help] [src]")
if ("grab")
if (M == src)
return
if (nopush)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
if (M.hand)
M.l_hand = G
else
M.r_hand = G
G.layer = 20
G.affecting = src
grabbed_by += G
G.synch()
LAssailant = M
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if ("hurt")
health -= harm_intent_damage
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\red [M] [response_harm] [src]")
if ("disarm")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_disarm] [src]")
return
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/stack/medical))
if(stat != DEAD)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/movement_delay()
return speed
/mob/living/simple_animal/Stat()
..()
statpanel("Status")
stat(null, "Health: [round((health / maxHealth) * 100)]%")
/mob/living/simple_animal/proc/Die()
icon_state = icon_dead
stat = DEAD
density = 0
src << "\red You have died!"
verbs -= /mob/living/simple_animal/say
return
/mob/living/simple_animal/ex_act(severity)
flick("flash", flash)
switch (severity)
if (1.0)
health -= 500
gib()
return
if (2.0)
health -= 60
if(3.0)
health -= 30
/proc/issimpleanimal(var/mob/AM)
return istype(AM,/mob/living/simple_animal)