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Paradise/code/modules/mob/living/basic/basic_mob.dm
kyunkyunkyun 83509c3967 Some more armor tweaks (#30398)
* summary

* (required)

* undef

* oh this is unused, nice

* ok but.. why

* a tiny bit more

* Update human_defense.dm

* Update mass_hallucination.dm
2025-09-19 15:43:42 +00:00

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RESTRICT_TYPE(/mob/living/basic)
/// # Basic Mob
///
/// Basic mobs are a modern replacement for the simple_animal/"simple mob"
/// system. Rather than deep type trees with overrides for AI, basic mobs rely
/// on their AI controllers for the majority of their behavior.
///
/// It is also intended that as little implementation as possible be part of the
/// basic mob definition directly; rather, as much behavior as possible should
/// be delegated to components and elements, such as
/// [/datum/element/atmos_requirements] for handling reacting to atmosphere, and
/// [/datum/element/body_temperature] for handling changes in body temperature.
///
/// Migrating simple mobs to basic mobs is an incremental effort; and refactors
/// should be considered before making large changes to existing simple mob
/// code.
/mob/living/basic
name = "basic mob"
desc = "If you can see this, make an issue report on GitHub."
healable = TRUE
icon = 'icons/mob/animal.dmi'
hud_type = /datum/hud/simple_animal
var/basic_mob_flags
// State changes and data for alive/dead/gibbed.
// TODO: Refactor into an element
/// Icon to use when the animal is alive.
var/icon_living
/// Icon when the animal is dead.
var/icon_dead
/// Icon when the animal is resting
var/icon_resting
/// We only try to show a gibbing animation if this exists.
var/icon_gib
/// The sound played on death
var/death_sound
/// The message displayed on death
var/death_message
// Xenobiology/sentience
/// What is heard by mobs who cannot understand this one when speaking.
/// This doesn't feel like it belongs here but say code and language code
/// is a mess to untangle so maybe it can move somewhere later.
var/list/unintelligble_phrases
var/list/unintelligble_speak_verbs
/// If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood
var/gold_core_spawnable = NO_SPAWN
/// Holding var for determining who own/controls a sentient simple animal (for sentience potions).
var/mob/living/carbon/human/master_commander = null
/// Sentience type, for slime potions
var/sentience_type = SENTIENCE_ORGANIC
/// Higher speed is slower, negative speed is faster
var/speed = 1
/// Leaving something at 0 means it's off - has no maximum.
var/list/atmos_requirements = list(
"min_oxy" = 5,
"max_oxy" = 0,
"min_plas" = 0,
"max_plas" = 1,
"min_co2" = 0,
"max_co2" = 5,
"min_n2" = 0,
"max_n2" = 0
)
/// This damage is taken when atmos doesn't fit all the requirements above.
/// Set to 0 to avoid adding the atmos_requirements element.
var/unsuitable_atmos_damage = 1
/// Minimal body temperature without receiving damage
var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
/// Maximal body temperature without receiving damage
var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
/// This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the body_temp_sensitive element.
var/unsuitable_cold_damage = 1
/// This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the body_temp_sensitive element.
var/unsuitable_heat_damage = 1
// String interpolation for actions.
//
// Currently only the continuous tense forms are used because there's
// typically no specific to_chat message for the instigator of the action.
// Rather, they get the same message as everyone around them, e.g. "Foo
// pokes the cow" instead of "You poke the cow." Properly integrating the
// simple tense would require ensuring visible_message doesn't show to the
// instigator via something like a list of ignored mobs.
/// When someone interacts with the simple animal.
/// Help-intent verb in present continuous tense.
var/response_help_continuous = "pokes"
/// Help-intent verb in present simple tense.
var/response_help_simple = "poke"
/// Disarm-intent verb in present continuous tense.
var/response_disarm_continuous = "shoves"
/// Disarm-intent verb in present simple tense.
var/response_disarm_simple = "shove"
/// Harm-intent verb in present continuous tense.
var/response_harm_continuous = "hits"
/// Harm-intent verb in present simple tense.
var/response_harm_simple = "hit"
/// Basic mob's own attacks verbs,
/// Attacking verb in present continuous tense.
var/attack_verb_continuous = "attacks"
/// Attacking verb in present simple tense.
var/attack_verb_simple = "attack"
/// Attacking, but without damage, verb in present continuous tense.
var/friendly_verb_continuous = "nuzzles"
/// Attacking, but without damage, verb in present simple tense.
var/friendly_verb_simple = "nuzzle"
// Attack related vars.
// Unclear how much of this should either be componentized or pulled to /mob/living
/// Sound played when the critter attacks.
var/attack_sound = 'sound/weapons/punch1.ogg'
/// Sound played when the critter is attacked.
var/attacked_sound = 'sound/weapons/punch1.ogg'
/// The amount of damage done to the mob when hand-attacked on harm intent.
var/harm_intent_damage = 3
/// 1 for full damage, 0 for none, -1 for 1:1 heal from that source.
var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
/// Minimum force required to deal any damage
var/force_threshold = 0
/// Lower bound of damage done by unarmed melee attacks.
var/melee_damage_lower = 0
/// Upper bound of damage done by unarmed melee attacks.
var/melee_damage_upper = 0
/// How much damage this simple animal does to objects, if any
var/obj_damage = 0
/// What can this mob break?
var/environment_smash = ENVIRONMENT_SMASH_NONE
/// Flat armour reduction, occurs after percentage armour penetration.
var/armor_penetration_flat = 0
/// Percentage armour reduction, happens before flat armour reduction.
var/armor_penetration_percentage = 0
/// Damage type of a simple mob's melee attack, should it do damage.
var/melee_damage_type = BRUTE
/// Lower bound for melee attack cooldown
var/melee_attack_cooldown_min = 2 SECONDS
/// Upper bound for melee attack cooldown
var/melee_attack_cooldown_max = 2 SECONDS
/// Loot this mob drops on death.
var/list/loot = list()
/// Compatibility with mob spawners
var/datum/component/spawner/nest
/// Footsteps
var/step_type
/// Does this type do range attacks?
var/is_ranged = FALSE
/// How many shots in a burst?
var/ranged_burst_count = 1
/// How fast do we fire between shots in a burst?
var/ranged_burst_interval = 0.2 SECONDS
/// Time between bursts
var/ranged_cooldown = 2 SECONDS
/// What casing type is the projectile?
var/casing_type
/// What projectile do we shoot?
var/projectile_type
/// What sound does it make when firing?
var/projectile_sound
/mob/living/basic/Initialize(mapload)
. = ..()
if(!loc)
stack_trace("Basic mob being instantiated in nullspace")
apply_atmos_requirements()
apply_temperature_requirements()
if(step_type)
AddComponent(/datum/component/footstep, step_type)
if(can_hide)
var/datum/action/innate/hide/hide = new()
hide.Grant(src)
if(is_ranged)
AddComponent(/datum/component/ranged_attacks, casing_type = casing_type, projectile_type = projectile_type, projectile_sound = projectile_sound, burst_shots = ranged_burst_count, burst_intervals = ranged_burst_interval, cooldown_time = ranged_cooldown)
/mob/living/basic/Destroy()
if(nest)
nest.spawned_mobs -= src
nest = null
return ..()
/mob/living/basic/movement_delay()
. = speed
if(forced_look)
. += DIRECTION_LOCK_SLOWDOWN
. += GLOB.configuration.movement.animal_delay
/mob/living/basic/proc/apply_atmos_requirements()
if(unsuitable_atmos_damage == 0)
return
atmos_requirements = string_assoc_list(atmos_requirements)
AddElement(/datum/element/atmos_requirements, atmos_requirements, unsuitable_atmos_damage)
/mob/living/basic/proc/apply_temperature_requirements()
AddElement(/datum/element/body_temperature, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
/mob/living/basic/vv_edit_var(vname, vval)
switch(vname)
if("atmos_requirements", "unsuitable_atmos_damage")
RemoveElement(/datum/element/atmos_requirements, atmos_requirements, unsuitable_atmos_damage)
. = TRUE
if("minimum_survivable_temperature", "maximum_survivable_temperature", "unsuitable_cold_damage", "unsuitable_heat_damage")
RemoveElement(/datum/element/body_temperature, minimum_survivable_temperature, maximum_survivable_temperature, unsuitable_cold_damage, unsuitable_heat_damage)
. = TRUE
. = ..()
switch(vname)
if("habitable_atmos", "unsuitable_atmos_damage")
apply_atmos_requirements()
if("minimum_survivable_temperature", "maximum_survivable_temperature", "unsuitable_cold_damage", "unsuitable_heat_damage")
apply_temperature_requirements()
/// Return whether or not ghosts can take over this mob via "Respawn as NPC"
/mob/living/basic/proc/valid_respawn_target_for(mob/user)
return FALSE
/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
melee_attack(attack_target, modifiers)
/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
if(!early_melee_attack(target, modifiers, ignore_cooldown))
return FALSE
var/result = target.attack_basic_mob(src, modifiers)
SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
return result
/mob/living/basic/proc/early_melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
face_atom(target)
if(!ignore_cooldown && !client)
var/melee_attack_cooldown = rand(melee_attack_cooldown_min, melee_attack_cooldown_max)
changeNext_move(melee_attack_cooldown)
if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & COMPONENT_HOSTILE_NO_ATTACK)
return FALSE
return TRUE
/mob/living/basic/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
return attack_threshold_check(damage, M.melee_damage_type)
/mob/living/basic/attack_alien(mob/living/carbon/alien/humanoid/M)
if(..()) // if harm or disarm intent.
if(M.a_intent == INTENT_DISARM)
playsound(loc, 'sound/weapons/pierce.ogg', 25, TRUE, -1)
visible_message("<span class='danger'>[M] [response_disarm_continuous] [name]!</span>", "<span class='userdanger'>[M] [response_disarm_continuous] you!</span>")
add_attack_logs(M, src, "Alien disarmed")
else
var/damage = rand(15, 30)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
"<span class='userdanger'>[M] has slashed at [src]!</span>")
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
add_attack_logs(M, src, "Alien attacked")
attack_threshold_check(damage)
return TRUE
/mob/living/basic/handle_environment(datum/gas_mixture/readonly_environment)
SEND_SIGNAL(src, COMSIG_SIMPLEANIMAL_HANDLE_ENVIRONMENT, readonly_environment)
/mob/living/basic/update_stat(reason = "none given")
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= 0)
death()
create_debug_log("died of damage, trigger reason: [reason]")
else
if(HAS_TRAIT(src, TRAIT_KNOCKEDOUT))
if(stat == CONSCIOUS)
KnockOut()
create_debug_log("knocked out, trigger reason: [reason]")
else if(stat == UNCONSCIOUS)
WakeUp()
create_debug_log("woke up, trigger reason: [reason]")
med_hud_set_status()
/mob/living/basic/revive()
..()
density = initial(density)
health = maxHealth
icon = initial(icon)
icon_state = icon_living
density = initial(density)
if(TRAIT_FLYING in initial_traits)
ADD_TRAIT(src, TRAIT_FLYING, INNATE_TRAIT)
/mob/living/basic/death(gibbed)
. = ..()
if(!.)
return FALSE
REMOVE_TRAIT(src, TRAIT_FLYING, INNATE_TRAIT)
if(nest)
nest.spawned_mobs -= src
nest = null
drop_loot()
if(!gibbed)
if(death_sound)
playsound(get_turf(src), death_sound, 200, 1)
if(death_message)
visible_message("<span class='danger'>\The [src] [death_message]</span>")
else if(!(basic_mob_flags & DEL_ON_DEATH))
visible_message("<span class='danger'>\The [src] stops moving...</span>")
if(HAS_TRAIT(src, TRAIT_XENOBIO_SPAWNED))
SSmobs.xenobiology_mobs--
if(basic_mob_flags & DEL_ON_DEATH)
// Moves them to their turf to prevent rendering problems
forceMove(get_turf(src))
// From simplemob implementation; prevent infinite loops if the mob
// Destroy() is overridden in such a manner as to cause a call to
// death() again. One hopes this isn't still necessary but whatevs
basic_mob_flags &= ~DEL_ON_DEATH
ghostize()
qdel(src)
else
health = 0
icon_state = icon_dead
if(basic_mob_flags & FLIP_ON_DEATH)
transform = transform.Turn(180)
density = FALSE
/mob/living/basic/attack_hand(mob/living/carbon/human/M)
..()
switch(M.a_intent)
if(INTENT_HELP)
if(health > 0)
visible_message(
"<span class='notice'>[M] [response_help_continuous] [src].</span>",
"<span class='notice'>[M] [response_help_continuous] you.</span>"
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
if(INTENT_GRAB)
grabbedby(M)
if(INTENT_HARM, INTENT_DISARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='warning'>You don't want to hurt [src]!</span>")
return
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
visible_message(
"<span class='danger'>[M] [response_harm_continuous] [src]!</span>",
"<span class='userdanger'>[M] [response_harm_continuous] you!</span>"
)
playsound(loc, attacked_sound, 25, TRUE, -1)
attack_threshold_check(harm_intent_damage)
add_attack_logs(M, src, "Melee attacked with fists")
updatehealth()
return TRUE
// TODO: Could probably be moved to /mob/living but would need more testing to
// ensure it doesn't interfere with carbons.
/mob/living/basic/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
else
temp_damage *= damage_coeff[damagetype]
if(temp_damage >= 0 && temp_damage <= force_threshold)
visible_message("<span class='warning'>[src] looks unharmed.</span>")
return FALSE
else
apply_damage(damage, damagetype, null, getarmor(armor_type = armorcheck))
return TRUE
/mob/living/basic/handle_basic_attack(mob/living/basic/attacker, modifiers)
. = ..()
if(.)
var/damage = rand(attacker.melee_damage_lower, attacker.melee_damage_upper)
return attack_threshold_check(damage, attacker.melee_damage_type)
/mob/living/basic/on_lying_down(new_lying_angle)
..()
if(icon_resting && stat != DEAD)
icon_state = icon_resting
ADD_TRAIT(src, TRAIT_IMMOBILIZED, LYING_DOWN_TRAIT) //simple mobs cannot crawl (unless they can)
/mob/living/basic/on_standing_up()
..()
if(icon_resting && stat != DEAD)
icon_state = icon_living
// Health/Damage adjustment, cribbed straight from simplemobs
/mob/living/basic/adjustHealth(amount, updating_health = TRUE)
. = ..()
if(!ckey && stat == CONSCIOUS)
if(ai_controller?.ai_status == AI_STATUS_IDLE)
ai_controller.set_ai_status(AI_STATUS_ON)
/mob/living/basic/adjustBruteLoss(amount, updating_health = TRUE)
if(damage_coeff[BRUTE])
return adjustHealth(amount * damage_coeff[BRUTE], updating_health)
/mob/living/basic/adjustFireLoss(amount, updating_health = TRUE)
if(damage_coeff[BURN])
return adjustHealth(amount * damage_coeff[BURN], updating_health)
/mob/living/basic/adjustOxyLoss(amount, updating_health = TRUE)
if(damage_coeff[OXY])
return adjustHealth(amount * damage_coeff[OXY], updating_health)
/mob/living/basic/adjustToxLoss(amount, updating_health = TRUE)
if(damage_coeff[TOX])
return adjustHealth(amount * damage_coeff[TOX], updating_health)
/mob/living/basic/adjustCloneLoss(amount, updating_health = TRUE)
if(damage_coeff[CLONE])
return adjustHealth(amount * damage_coeff[CLONE], updating_health)
/mob/living/basic/adjustStaminaLoss(amount, updating_health = TRUE)
if(damage_coeff[STAMINA])
return ..(amount * damage_coeff[STAMINA], updating_health)
/mob/living/basic/proc/drop_loot()
if(length(loot))
for(var/item in loot)
new item(get_turf(src))