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* Monke Mode * Punch * Some comment stuff * Linters, excess * Linters * Emote stuff * Pause monkey AI during do afters * Small improvements * Oops * Fixes monkeys trying to drink forever from a glass * Knockdowns and stamcrit fixes * Removes eating/drinking from Pun Pun * Monkey controller improvement, bug fix * Fixes monkey item giving * Fixes brain swaps * Fixes * Update code/datums/ai/monkey/monkey_controller.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Addresses code review * Oops * Oops round 2 * Fixes monkeys staying in trip mode when evolved --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
/datum/idle_behavior/idle_monkey
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/// Emotes that will be played commonly during idle behavior.
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var/list/common_emotes = list(
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"screech",
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"roar",
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)
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/// Emotes that will be played rarely during idle behavior.
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var/list/rare_emotes = list(
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"scratch",
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"jump",
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"roll",
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"tail",
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)
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/datum/idle_behavior/idle_monkey/perform_idle_behavior(seconds_per_tick, datum/ai_controller/controller)
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. = ..()
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var/mob/living/living_pawn = controller.pawn
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if(SPT_PROB(25, seconds_per_tick) && (living_pawn.mobility_flags & MOBILITY_MOVE) && isturf(living_pawn.loc) && !living_pawn.pulledby)
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var/move_dir = pick(GLOB.alldirs)
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living_pawn.Move(get_step(living_pawn, move_dir), move_dir)
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else if(SPT_PROB(5, seconds_per_tick))
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INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(common_emotes))
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else if(SPT_PROB(1, seconds_per_tick))
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INVOKE_ASYNC(living_pawn, TYPE_PROC_REF(/mob, emote), pick(rare_emotes))
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/datum/idle_behavior/idle_monkey/pun_pun
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common_emotes = list(
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"tunesing",
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"dance",
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"bow",
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)
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rare_emotes = list(
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"clear",
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"sign",
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"tail",
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)
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