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https://github.com/ParadiseSS13/Paradise.git
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Committing the parrot stuff I have so far. It is still a work in progress and I've made sure it's not possible to spawn them yet.
So far they walk around, find a perch and sleep on it... They don't copy speech yet but they do look around for items to steal to add to their collection! So basically I have made a magpie so far... The parrot bits will come later I swear. They currently use the baby chick sprite but there's a much better sprite already in the works thanks to Pewter. Oh also, I've moved that headset/ear variable out of simple_animal and into simple_animal/parrot since only parrots can do anything with them anyway. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4620 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -56,7 +56,6 @@
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var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
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var/obj/item/device/radio/headset/ears = null
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/mob/living/simple_animal/New()
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..()
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verbs -= /mob/verb/observe
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@@ -1,29 +1,107 @@
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/* Parrots!
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* Contains
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* Defines
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* Inventory (headset stuff)
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* Attack responces
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* AI
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* Procs / Verbs (usable by players)
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* Sub-types
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*/
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/*
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* Defines
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*/
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//Only a maximum of one action and one intent should be active at any given time.
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//Actions
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#define PARROT_PERCH 1 //Sitting/sleeping, not moving
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#define PARROT_SWOOP 2 //Moving towards or away from a target
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#define PARROT_WANDER 4 //Moving without a specific target in mind
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//Intents
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#define PARROT_STEAL 8 //Flying towards a target to steal it/from it
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#define PARROT_ATTACK 16 //Flying towards a target to attack it
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#define PARROT_RETURN 32 //Flying towards its perch
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#define PARROT_FLEE 64 //Flying away from its attacker
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/mob/living/simple_animal/parrot
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name = "\improper Parrot"
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desc = "It's a parrot! No dirty words!"
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icon = 'icons/mob/mob.dmi'
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icon_state = "cat"
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icon_living = "cat"
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icon_dead = "cat_dead"
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
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desc = "The parrot squacks, \"It's a Parrot! BAWWK!\""
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icon = 'icons/mob/animal.dmi'
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icon_state = "chick"
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icon_living = "chick"
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icon_dead = "chick_dead"
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pass_flags = PASSTABLE
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me") //TODO: make it pick up on what people are saying.
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speak_emote = list("squawks","says","yells")
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emote_hear = list("squawks","bawks")
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emote_see = list("flutters its wings", "glares at you")
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emote_see = list("flutters its wings")
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speak_chance = 1
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
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response_help = "pets the"
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response_disarm = "gently moves aside the"
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response_harm = "swats the"
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stop_automated_movement = 1
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ears = new /obj/item/device/radio/headset/heads/ce()
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/mob/living/simple_animal/parrot/DrProfessor
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name = "Doctor Professor Parrot, PhD"
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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."
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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")
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response_harm = "is attacked in the face by"
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var/parrot_state = PARROT_WANDER //Hunt for a perch when created
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var/parrot_sleep_max = 25 //The time the parrot sits while perched before looking around. Mosly a way to avoid the parrot's AI in life() being run every single tick.
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var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
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var/parrot_dam_zone = list("chest", "head", "l_arm", "l_leg", "r_arm", "r_leg") //For humans, select a bodypart to attack TODO: pecking out a mob's eyes
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//Headset for Poly to yell at engineers :)
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var/obj/item/device/radio/headset/ears = null
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//The thing the parrot is currently interested in. This gets used for items the parrot wants to pick up, mobs it wants to steal from,
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//mobs it wants to attack or mobs that have attacked it
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var/atom/movable/parrot_interest = null
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//Parrots will generally sit on their pertch unless something catches their eye.
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//These vars store their preffered perch and if they dont have one, what they can use as a perch
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var/obj/parrot_perch = null
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var/obj/desired_perches = list(/obj/structure/computerframe, /obj/structure/displaycase, \
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/obj/structure/closet, /obj/structure/filingcabinet, \
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/obj/machinery/computer, /obj/machinery/clonepod, \
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/obj/machinery/dna_scanner, /obj/machinery/dna_scannernew, \
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/obj/machinery/nuclearbomb, /obj/machinery/particle_accelerator, \
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/obj/machinery/recharge_station, /obj/machinery/smartfridge, \
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/obj/machinery/suit_storage_unit, /obj/machinery/telecomms, \
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/obj/machinery/teleport)
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//Parrots are kleptomaniacs. These vars a used for just that.. holding items and storing items the parrot wants to steal.
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var/obj/item/held_item = null
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var/list/desired_items = list(/obj/item/weapon/reagent_containers/food/snacks/cracker/, \
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/obj/item/smallDelivery, /obj/item/weapon/gift, \
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/obj/item/weapon/soap, /obj/item/toy/spinningtoy, \
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/obj/item/weapon/coin, /obj/item/weapon/stamp,\
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/obj/item/weapon/grenade)
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/mob/living/simple_animal/parrot/New()
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usr << "\red <B>Sorry parrots are not ready yet!</B>"
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del(src)
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/*
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..()
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parrot_sleep_dur = parrot_sleep_max //In case someone decides to change the max without changing the duration var
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ears = new /obj/item/device/radio/headset/headset_eng(src)
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verbs.Add(/mob/living/simple_animal/parrot/proc/steal_from_ground, \
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/mob/living/simple_animal/parrot/proc/steal_from_mob, \
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/mob/living/simple_animal/parrot/proc/drop_held_item)
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*/
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/mob/living/simple_animal/parrot/Die()
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if(held_item)
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held_item.loc = src.loc
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held_item = null
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..()
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/*
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* Inventory
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*/
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/mob/living/simple_animal/parrot/show_inv(mob/user as mob)
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user.machine = src
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if(user.stat) return
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@@ -38,50 +116,475 @@
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onclose(user, "mob[real_name]")
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return
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/mob/living/simple_animal/parrot/Topic(href, href_list)
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if(usr.stat) return
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//Removing from inventory
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if(href_list["remove_inv"])
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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if("ears")
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if(ears)
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src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
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ears.loc = src.loc
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ears = null
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else
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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//Can the usr physically do this?
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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//Adding things to inventory
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else if(href_list["add_inv"])
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/add_to = href_list["add_inv"]
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your hand to put on its [add_to]."
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return
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switch(add_to)
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if("ears")
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if(ears)
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usr << "\red It's already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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if(!item_to_add)
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//Is the usr's mob type able to do this? (lolaliens)
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if(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr))
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//Removing from inventory
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if(href_list["remove_inv"])
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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if("ears")
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if(ears)
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src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
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ears.loc = src.loc
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ears = null
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else
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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if( !istype(item_to_add, /obj/item/device/radio/headset) )
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usr << "\red This object won't fit."
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//Adding things to inventory
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else if(href_list["add_inv"])
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var/add_to = href_list["add_inv"]
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your hand to put on its [add_to]."
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return
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switch(add_to)
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if("ears")
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if(ears)
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usr << "\red It's already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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if(!item_to_add)
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return
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usr.drop_item()
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item_to_add.loc = src
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src.ears = item_to_add
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else
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..()
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if( !istype(item_to_add, /obj/item/device/radio/headset) )
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usr << "\red This object won't fit."
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return
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usr.drop_item()
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item_to_add.loc = src
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src.ears = item_to_add
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else
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..()
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/*
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* Attack responces
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*/
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//Humans, monkeys, aliens
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/mob/living/simple_animal/parrot/attack_hand(mob/living/carbon/M as mob)
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..()
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if(client) return
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if(!stat && M.a_intent == "hurt")
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = M
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parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
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if(M.getMaxHealth() - M.health < 50) //Weakened mob? Fight back!
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parrot_state |= PARROT_ATTACK
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else
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parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
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drop_held_item(0)
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return
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/mob/living/simple_animal/parrot/attack_paw(mob/living/carbon/monkey/M as mob)
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attack_hand(M)
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/mob/living/simple_animal/parrot/attack_alien(mob/living/carbon/monkey/M as mob)
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attack_hand(M)
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//Simple animals
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/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M as mob)
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if(client) return
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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if(M.melee_damage_upper > 0)
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parrot_interest = M
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parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
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//Mobs with objects
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/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob)
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..()
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if(!stat && !client && !istype(O, /obj/item/stack/medical))
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if(O.force)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = user
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parrot_state = PARROT_SWOOP | PARROT_FLEE
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drop_held_item(0)
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return
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//Bullets
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/mob/living/simple_animal/parrot/bullet_act(var/obj/item/projectile/Proj)
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..()
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if(!stat && !client)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = null
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parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
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drop_held_item(0)
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return
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/*
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* AI - Not really intelligent, but I'm calling it AI anyway.
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*/
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/mob/living/simple_animal/parrot/Life()
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..()
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if(client)
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return //Lets not force players to move
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if(!isturf(src.loc) || !canmove || buckled || pulledby)
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return //If it can't move, dont let it move. (The buckled check probably isn't necessary)
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world << "State: [parrot_state]"
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//Alright, here we go... down the slope
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//-----SLEEPING
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if(parrot_state == PARROT_PERCH)
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world << "Perched"
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if(parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
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if(parrot_perch in view(src))
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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else
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parrot_state = PARROT_WANDER
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return
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if(--parrot_sleep_dur) //Zzz
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world << "Perched: sleeping"
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return
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else
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world << "Perched: looking around"
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parrot_sleep_dur = parrot_sleep_max //This way we only call the loop below once every [sleep_max] ticks.
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parrot_interest = search_for_item()
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if(parrot_interest)
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emote("[src] looks in [parrot_interest]'s direction and takes flight.")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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return
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//-----WANDERING - This is basically a 'I dont know what to do yet' state
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else if(parrot_state == PARROT_WANDER)
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world << "Wander"
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//Stop movement, we'll set it later
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walk(src, 0)
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parrot_interest = null
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//Wander around aimlessly. This will help keep the loops from searches down
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//and possibly move the mob into a new are in view of something they can use
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if(prob(90))
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world << "Wander: randomly"
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step(src, pick(cardinal))
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return
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if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
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world << "Wander: looking for perch or item"
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world << parrot_interest
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var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
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if(AM)
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if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
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parrot_interest = AM
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emote("[src] turns and flies towards [parrot_interest].")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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world << parrot_interest
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return
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else //Else it's a perch
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parrot_perch = AM
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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world << parrot_interest
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return
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return
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if(parrot_interest)
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if(parrot_interest in view(src)) //Putting this in a seperate if so it doesnt run the 'in view' loop as often
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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return
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if(parrot_perch)
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world << "Wander: returning to perch"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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else //Have an item but no perch? Find one!
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world << "Wander: looking for perch, holding item"
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parrot_perch = search_for_perch()
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if(parrot_perch)
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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//-----STEALING
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else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
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world << "Steal"
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walk(src,0)
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if(!parrot_interest || held_item)
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world << "Steal: lost interest or holding an item"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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if(!(parrot_interest in view(src)))
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world << "Steal: interest not in view"
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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if(in_range(src, parrot_interest))
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world << "Steal: stealing item"
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if(isliving(parrot_interest))
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steal_from_mob()
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else
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steal_from_ground()
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parrot_interest = null
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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world << "Steal: swooping closer to target"
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var/oldloc = src.loc
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step_towards(src, get_step_towards(src,parrot_interest))
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if(src.loc == oldloc) //Check if the mob is stuck
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parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
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return
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//-----RETURNING TO PERCH
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else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
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world << "Return"
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walk(src, 0)
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if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
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world << "Return: no perch?"
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parrot_perch = null
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parrot_state = PARROT_WANDER
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return
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if(in_range(src, parrot_perch))
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world << "Return: landing"
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||||
src.loc = parrot_perch.loc
|
||||
drop_held_item()
|
||||
parrot_state = PARROT_PERCH
|
||||
return
|
||||
|
||||
world << "Return: returning to perch"
|
||||
var/oldloc = src.loc
|
||||
step_towards(src, get_step_towards(src,parrot_perch))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
return
|
||||
|
||||
//-----FLEEING
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
|
||||
world << "Flee"
|
||||
walk(src,0)
|
||||
if(!parrot_interest || !isliving(parrot_interest)) //Sanity
|
||||
world << "Flee: lost interest"
|
||||
parrot_state = PARROT_WANDER
|
||||
|
||||
world << "Flee: fleeing"
|
||||
var/oldloc = src.loc
|
||||
step(src, get_step_away(src, parrot_interest))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
|
||||
//-----ATTACKING
|
||||
else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
|
||||
world << "Attack"
|
||||
|
||||
//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
|
||||
if(!parrot_interest || !isliving(parrot_interest))
|
||||
world << "Attack: lost interest"
|
||||
parrot_interest = null
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
var/mob/living/L = parrot_interest
|
||||
|
||||
//If the mob is close enough to interact with
|
||||
if(in_range(src, parrot_interest))
|
||||
|
||||
//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
|
||||
if(L.stat)
|
||||
world << "Attack: looting body"
|
||||
parrot_interest = null
|
||||
if(!held_item)
|
||||
held_item = steal_from_ground()
|
||||
if(!held_item)
|
||||
held_item = steal_from_mob() //Apparently it's possible for dead mobs to hang onto items in certain circumstances.
|
||||
if(parrot_perch in view(src)) //If we have a home nearby, go to it, otherwise find a new home
|
||||
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
||||
else
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
//Time for the hurt to begin!
|
||||
var/damage = rand(5,10)
|
||||
|
||||
if(ishuman(parrot_interest))
|
||||
world << "Attack: attacking human"
|
||||
var/mob/living/carbon/human/H = parrot_interest
|
||||
var/datum/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
|
||||
|
||||
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
|
||||
emote(pick("pecks [H]'s [affecting]", "cuts [H]'s [affecting] with its talons"))
|
||||
|
||||
else
|
||||
world << "Attack: attacking non-human"
|
||||
L.adjustBruteLoss(damage)
|
||||
emote(pick("pecks at [L]", "claws [L]"))
|
||||
return
|
||||
|
||||
//Otherwise, fly towards the mob!
|
||||
else
|
||||
world << "Attack: swooping towards the mob"
|
||||
var/oldloc = src.loc
|
||||
step_towards(src, get_step_towards(src,parrot_interest))
|
||||
if(src.loc == oldloc) //Check if the mob is stuck
|
||||
parrot_state = PARROT_WANDER //and demonstrate your amazing obstical avoidance AI
|
||||
|
||||
//-----STATE MISHAP
|
||||
else //This should not happen. If it does lets reset everything and try again
|
||||
world << "Unknown state: resetting to wander"
|
||||
walk(src,0)
|
||||
parrot_interest = null
|
||||
parrot_perch = null
|
||||
drop_held_item()
|
||||
parrot_state = PARROT_WANDER
|
||||
return
|
||||
|
||||
/*
|
||||
* Procs
|
||||
*/
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/search_for_item()
|
||||
for(var/atom/movable/AM in view(src))
|
||||
for(var/path in desired_items)
|
||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
||||
continue
|
||||
|
||||
if(istype(AM, path))
|
||||
return AM
|
||||
|
||||
if(iscarbon(AM))
|
||||
var/mob/living/carbon/C = AM
|
||||
if(istype(C.l_hand, path) || istype(C.r_hand, path))
|
||||
return C
|
||||
return null
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/search_for_perch()
|
||||
for(var/obj/O in view(src))
|
||||
for(var/path in desired_perches)
|
||||
if(istype(O, path))
|
||||
return O
|
||||
return null
|
||||
|
||||
//This proc was made to save on doing two 'in view' loops seperatly
|
||||
/mob/living/simple_animal/parrot/proc/search_for_perch_and_item()
|
||||
for(var/atom/movable/AM in view(src))
|
||||
for(var/perch_path in desired_perches)
|
||||
if(istype(AM, perch_path))
|
||||
return AM
|
||||
|
||||
for(var/item_path in desired_items)
|
||||
if(parrot_perch && AM.loc == parrot_perch.loc) //Skip items we already stole
|
||||
continue
|
||||
|
||||
if(istype(AM, item_path))
|
||||
return AM
|
||||
|
||||
if(iscarbon(AM))
|
||||
var/mob/living/carbon/C = AM
|
||||
if(istype(C.l_hand, item_path) || istype(C.r_hand, item_path))
|
||||
return AM
|
||||
return null
|
||||
|
||||
|
||||
/*
|
||||
* Verbs - These are actually procs, but can be used as verbs by player-controlled parrots.
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/proc/steal_from_ground()
|
||||
set name = "Steal from ground"
|
||||
set category = "Parrot"
|
||||
set desc = "Grabs a nearby item."
|
||||
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
usr << "\red You are already holding the [held_item]"
|
||||
return 1
|
||||
|
||||
for(var/obj/item/I in view(1,src))
|
||||
for(var/path in desired_items)
|
||||
if(istype(I, path))
|
||||
held_item = I
|
||||
I.loc = src
|
||||
visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
|
||||
return held_item
|
||||
|
||||
usr << "\red There is nothing of interest to take."
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/steal_from_mob()
|
||||
set name = "Steal from mob"
|
||||
set category = "Parrot"
|
||||
set desc = "Steals an item right out of a person's hand!"
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(held_item)
|
||||
usr << "\red You are already holding the [held_item]"
|
||||
return 1
|
||||
|
||||
var/obj/item/stolen_item = null
|
||||
|
||||
for(var/mob/living/carbon/C in view(1,src))
|
||||
for(var/path in desired_items)
|
||||
if(istype(C.l_hand, path))
|
||||
stolen_item = C.l_hand
|
||||
|
||||
if(istype(C.r_hand, path))
|
||||
stolen_item = C.r_hand
|
||||
|
||||
if(stolen_item)
|
||||
C.u_equip(stolen_item)
|
||||
held_item = stolen_item
|
||||
stolen_item.loc = src
|
||||
visible_message("[src] grabs the [held_item] out of [C]'s hand!", "\blue You snag the [held_item] out of [C]'s hand!", "You hear the sounds of wings flapping furiously.")
|
||||
return held_item
|
||||
|
||||
usr << "\red There is nothing of interest to take."
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/parrot/proc/drop_held_item(var/drop_gently = 1)
|
||||
set name = "Drop held item"
|
||||
set category = "Parrot"
|
||||
set desc = "Drop the item you're holding."
|
||||
|
||||
if(stat)
|
||||
return -1
|
||||
|
||||
if(!held_item)
|
||||
usr << "\red You have nothing to drop!"
|
||||
return 0
|
||||
|
||||
if(!drop_gently)
|
||||
if(istype(held_item, /obj/item/weapon/grenade))
|
||||
var/obj/item/weapon/grenade/G = held_item
|
||||
G.loc = get_turf(src)
|
||||
G.prime()
|
||||
held_item = null
|
||||
|
||||
usr << "You drop the [held_item]."
|
||||
|
||||
held_item.loc = src.loc
|
||||
held_item = null
|
||||
return 1
|
||||
|
||||
/*
|
||||
* Sub-types
|
||||
*/
|
||||
/mob/living/simple_animal/parrot/Poly
|
||||
name = "Poly"
|
||||
desc = "Poly the Parrot. An expert on quantum cracker theory."
|
||||
speak = list("Poly wanna cracker!", ":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN HARDSUITS?",":e OH GOD ITS FREE CALL THE SHUTTLE")
|
||||
|
||||
Reference in New Issue
Block a user