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:
johnsonmt88@gmail.com
2012-09-05 02:04:54 +00:00
parent b888b60567
commit ec0ef6e42a
2 changed files with 556 additions and 54 deletions
@@ -56,7 +56,6 @@
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
+556 -53
View File
@@ -1,29 +1,107 @@
/* Parrots!
* Contains
* Defines
* Inventory (headset stuff)
* Attack responces
* AI
* Procs / Verbs (usable by players)
* Sub-types
*/
/*
* Defines
*/
//Only a maximum of one action and one intent should be active at any given time.
//Actions
#define PARROT_PERCH 1 //Sitting/sleeping, not moving
#define PARROT_SWOOP 2 //Moving towards or away from a target
#define PARROT_WANDER 4 //Moving without a specific target in mind
//Intents
#define PARROT_STEAL 8 //Flying towards a target to steal it/from it
#define PARROT_ATTACK 16 //Flying towards a target to attack it
#define PARROT_RETURN 32 //Flying towards its perch
#define PARROT_FLEE 64 //Flying away from its attacker
/mob/living/simple_animal/parrot
name = "\improper Parrot"
desc = "It's a parrot! No dirty words!"
icon = 'icons/mob/mob.dmi'
icon_state = "cat"
icon_living = "cat"
icon_dead = "cat_dead"
speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
desc = "The parrot squacks, \"It's a Parrot! BAWWK!\""
icon = 'icons/mob/animal.dmi'
icon_state = "chick"
icon_living = "chick"
icon_dead = "chick_dead"
pass_flags = PASSTABLE
speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me") //TODO: make it pick up on what people are saying.
speak_emote = list("squawks","says","yells")
emote_hear = list("squawks","bawks")
emote_see = list("flutters its wings", "glares at you")
emote_see = list("flutters its wings")
speak_chance = 1
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"
stop_automated_movement = 1
ears = new /obj/item/device/radio/headset/heads/ce()
/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")
response_harm = "is attacked in the face by"
var/parrot_state = PARROT_WANDER //Hunt for a perch when created
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.
var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
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
//Headset for Poly to yell at engineers :)
var/obj/item/device/radio/headset/ears = null
//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,
//mobs it wants to attack or mobs that have attacked it
var/atom/movable/parrot_interest = null
//Parrots will generally sit on their pertch unless something catches their eye.
//These vars store their preffered perch and if they dont have one, what they can use as a perch
var/obj/parrot_perch = null
var/obj/desired_perches = list(/obj/structure/computerframe, /obj/structure/displaycase, \
/obj/structure/closet, /obj/structure/filingcabinet, \
/obj/machinery/computer, /obj/machinery/clonepod, \
/obj/machinery/dna_scanner, /obj/machinery/dna_scannernew, \
/obj/machinery/nuclearbomb, /obj/machinery/particle_accelerator, \
/obj/machinery/recharge_station, /obj/machinery/smartfridge, \
/obj/machinery/suit_storage_unit, /obj/machinery/telecomms, \
/obj/machinery/teleport)
//Parrots are kleptomaniacs. These vars a used for just that.. holding items and storing items the parrot wants to steal.
var/obj/item/held_item = null
var/list/desired_items = list(/obj/item/weapon/reagent_containers/food/snacks/cracker/, \
/obj/item/smallDelivery, /obj/item/weapon/gift, \
/obj/item/weapon/soap, /obj/item/toy/spinningtoy, \
/obj/item/weapon/coin, /obj/item/weapon/stamp,\
/obj/item/weapon/grenade)
/mob/living/simple_animal/parrot/New()
usr << "\red <B>Sorry parrots are not ready yet!</B>"
del(src)
/*
..()
parrot_sleep_dur = parrot_sleep_max //In case someone decides to change the max without changing the duration var
ears = new /obj/item/device/radio/headset/headset_eng(src)
verbs.Add(/mob/living/simple_animal/parrot/proc/steal_from_ground, \
/mob/living/simple_animal/parrot/proc/steal_from_mob, \
/mob/living/simple_animal/parrot/proc/drop_held_item)
*/
/mob/living/simple_animal/parrot/Die()
if(held_item)
held_item.loc = src.loc
held_item = null
..()
/*
* Inventory
*/
/mob/living/simple_animal/parrot/show_inv(mob/user as mob)
user.machine = src
if(user.stat) return
@@ -38,50 +116,475 @@
onclose(user, "mob[real_name]")
return
/mob/living/simple_animal/parrot/Topic(href, href_list)
if(usr.stat) return
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("ears")
if(ears)
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
ears.loc = src.loc
ears = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
//Can the usr physically do this?
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("ears")
if(ears)
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
//Is the usr's mob type able to do this? (lolaliens)
if(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr))
//Removing from inventory
if(href_list["remove_inv"])
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("ears")
if(ears)
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
ears.loc = src.loc
ears = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
if( !istype(item_to_add, /obj/item/device/radio/headset) )
usr << "\red This object won't fit."
//Adding things to inventory
else if(href_list["add_inv"])
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("ears")
if(ears)
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
usr.drop_item()
item_to_add.loc = src
src.ears = item_to_add
else
..()
if( !istype(item_to_add, /obj/item/device/radio/headset) )
usr << "\red This object won't fit."
return
usr.drop_item()
item_to_add.loc = src
src.ears = item_to_add
else
..()
/*
* Attack responces
*/
//Humans, monkeys, aliens
/mob/living/simple_animal/parrot/attack_hand(mob/living/carbon/M as mob)
..()
if(client) return
if(!stat && M.a_intent == "hurt")
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = M
parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
if(M.getMaxHealth() - M.health < 50) //Weakened mob? Fight back!
parrot_state |= PARROT_ATTACK
else
parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
drop_held_item(0)
return
/mob/living/simple_animal/parrot/attack_paw(mob/living/carbon/monkey/M as mob)
attack_hand(M)
/mob/living/simple_animal/parrot/attack_alien(mob/living/carbon/monkey/M as mob)
attack_hand(M)
//Simple animals
/mob/living/simple_animal/parrot/attack_animal(mob/living/simple_animal/M as mob)
if(client) return
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
if(M.melee_damage_upper > 0)
parrot_interest = M
parrot_state = PARROT_SWOOP | PARROT_ATTACK //Attack other animals regardless
//Mobs with objects
/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(!stat && !client && !istype(O, /obj/item/stack/medical))
if(O.force)
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = user
parrot_state = PARROT_SWOOP | PARROT_FLEE
drop_held_item(0)
return
//Bullets
/mob/living/simple_animal/parrot/bullet_act(var/obj/item/projectile/Proj)
..()
if(!stat && !client)
if(parrot_state == PARROT_PERCH)
parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
parrot_interest = null
parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
drop_held_item(0)
return
/*
* AI - Not really intelligent, but I'm calling it AI anyway.
*/
/mob/living/simple_animal/parrot/Life()
..()
if(client)
return //Lets not force players to move
if(!isturf(src.loc) || !canmove || buckled || pulledby)
return //If it can't move, dont let it move. (The buckled check probably isn't necessary)
world << "State: [parrot_state]"
//Alright, here we go... down the slope
//-----SLEEPING
if(parrot_state == PARROT_PERCH)
world << "Perched"
if(parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
if(parrot_perch in view(src))
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
else
parrot_state = PARROT_WANDER
return
if(--parrot_sleep_dur) //Zzz
world << "Perched: sleeping"
return
else
world << "Perched: looking around"
parrot_sleep_dur = parrot_sleep_max //This way we only call the loop below once every [sleep_max] ticks.
parrot_interest = search_for_item()
if(parrot_interest)
emote("[src] looks in [parrot_interest]'s direction and takes flight.")
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
//-----WANDERING - This is basically a 'I dont know what to do yet' state
else if(parrot_state == PARROT_WANDER)
world << "Wander"
//Stop movement, we'll set it later
walk(src, 0)
parrot_interest = null
//Wander around aimlessly. This will help keep the loops from searches down
//and possibly move the mob into a new are in view of something they can use
if(prob(90))
world << "Wander: randomly"
step(src, pick(cardinal))
return
if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
world << "Wander: looking for perch or item"
world << parrot_interest
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
if(AM)
if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
parrot_interest = AM
emote("[src] turns and flies towards [parrot_interest].")
parrot_state = PARROT_SWOOP | PARROT_STEAL
world << parrot_interest
return
else //Else it's a perch
parrot_perch = AM
parrot_state = PARROT_SWOOP | PARROT_RETURN
world << parrot_interest
return
return
if(parrot_interest)
if(parrot_interest in view(src)) //Putting this in a seperate if so it doesnt run the 'in view' loop as often
parrot_state = PARROT_SWOOP | PARROT_STEAL
return
if(parrot_perch)
world << "Wander: returning to perch"
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
else //Have an item but no perch? Find one!
world << "Wander: looking for perch, holding item"
parrot_perch = search_for_perch()
if(parrot_perch)
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
//-----STEALING
else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
world << "Steal"
walk(src,0)
if(!parrot_interest || held_item)
world << "Steal: lost interest or holding an item"
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
if(!(parrot_interest in view(src)))
world << "Steal: interest not in view"
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
if(in_range(src, parrot_interest))
world << "Steal: stealing item"
if(isliving(parrot_interest))
steal_from_mob()
else
steal_from_ground()
parrot_interest = null
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
world << "Steal: swooping closer to target"
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
return
//-----RETURNING TO PERCH
else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
world << "Return"
walk(src, 0)
if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
world << "Return: no perch?"
parrot_perch = null
parrot_state = PARROT_WANDER
return
if(in_range(src, parrot_perch))
world << "Return: landing"
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")