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Paradise/code/modules/mob/living/basic/friendly/mouse.dm
2025-09-22 20:43:47 +00:00

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/mob/living/basic/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"
icon_resting = "mouse_gray_sleep"
speak_emote = list("squeeks","squeaks","squiks")
var/squeak_sound = 'sound/creatures/mousesqueak.ogg'
ai_controller = /datum/ai_controller/basic_controller/mouse
see_in_dark = 6
maxHealth = 5
health = 5
butcher_results = list(/obj/item/food/meat = 1)
response_help_continuous = "pets"
response_help_simple = "pet"
response_disarm_continuous = "gently pushes aside"
response_disarm_simple = "gently push aside"
response_harm_continuous = "stamps on"
response_harm_simple = "stamp on"
faction = list("mouse")
density = FALSE
ventcrawler = VENTCRAWLER_ALWAYS
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_biotypes = MOB_ORGANIC | MOB_BEAST
mob_size = MOB_SIZE_TINY
var/mouse_color // brown, gray and white, leave blank for random
atmos_requirements = list("min_oxy" = 16, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
minimum_survivable_temperature = 223 // Below -50 Degrees Celcius
maximum_survivable_temperature = 323 // Above 50 Degrees Celcius
can_hide = TRUE
pass_door_while_hidden = TRUE
holder_type = /obj/item/holder/mouse
gold_core_spawnable = FRIENDLY_SPAWN
/// Probability that, if we successfully bite a shocked cable, that we will die to it.
var/cable_zap_prob = 85
/// Food types that mice eat
var/static/list/food_types = list(/obj/item/food/sliced/cheesewedge, /obj/item/food/sliceable/cheesewheel)
/mob/living/basic/mouse/Initialize(mapload)
. = ..()
AddElement(/datum/element/wears_collar)
AddComponent(/datum/component/squeak, list(src.squeak_sound = 1), 100, extrarange = SHORT_RANGE_SOUND_EXTRARANGE) // as quiet as a mouse or whatever
AddComponent(/datum/component/swarming, 16, 16) // max_x, max_y
if(!mouse_color)
mouse_color = pick("brown", "gray", "white")
icon_state = "mouse_[mouse_color]"
icon_living = "mouse_[mouse_color]"
icon_dead = "mouse_[mouse_color]_dead"
icon_resting = "mouse_[mouse_color]_sleep"
update_appearance(UPDATE_ICON_STATE|UPDATE_DESC)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
)
AddElement(/datum/element/connect_loc, loc_connections)
AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 100)
/mob/living/basic/mouse/update_desc()
. = ..()
desc = "It's a small [mouse_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/basic/mouse/attack_hand(mob/living/carbon/human/M as mob)
if(M.a_intent == INTENT_HELP)
get_scooped(M, TRUE)
..()
/mob/living/basic/mouse/UnarmedAttack(atom/attack_target, proximity_flag, list/modifiers)
. = ..()
if(!.)
return
if(!proximity_flag)
return
if(istype(attack_target, /obj/item/food/sliced/cheesewedge))
try_consume_cheese(attack_target)
return TRUE
if(istype(attack_target, /obj/structure/cable))
try_bite_cable(attack_target)
return TRUE
/// Signal proc for [COMSIG_ATOM_ENTERED]. Sends a lil' squeak to chat when someone walks over us.
/mob/living/basic/mouse/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
if(ishuman(entered) && stat == CONSCIOUS)
to_chat(entered, "<span class='notice'>Squeak!</span>")
/// Called when a mouse is hand-fed some cheese, it will stop being afraid of humans
/mob/living/basic/mouse/tamed(mob/living/tamer, obj/item/food/sliced/cheesewedge/cheese)
new /obj/effect/temp_visual/heart(loc)
faction |= "neutral"
try_consume_cheese(cheese)
ai_controller.cancel_actions() // Interrupt any current fleeing
/mob/living/basic/mouse/proc/try_consume_cheese(obj/item/food/sliced/cheesewedge/cheese)
if(prob(90) || health < maxHealth)
visible_message(
"<span class='notice'>[src] nibbles [cheese].</span>",
"<span class='notice'>You nibble [cheese][health < maxHealth ? ", restoring your health" : ""].</span>"
)
adjustHealth(-maxHealth)
else
visible_message(
"<span class='notice'>[src] nibbles through [cheese], attracting another mouse!</span>",
"<span class='notice'>You nibble through [cheese], attracting another mouse!</span>"
)
new /mob/living/basic/mouse(loc)
qdel(cheese)
/// Biting into a cable will cause a mouse to get shocked and die if applicable. Or do nothing if they're lucky.
/mob/living/basic/mouse/proc/try_bite_cable(obj/structure/cable/cable)
if(!prob(cable_zap_prob))
return
var/turf/simulated/floor/F = get_turf(cable)
if(cable.get_available_power() && !HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
visible_message("<span class='warning'>[src] chews through [cable]. It's toast!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, 1)
toast() // mmmm toasty.
else
visible_message("<span class='warning'>[src] chews through [cable].</span>")
investigate_log("was chewed through by a mouse in [get_area(F)]([F.x], [F.y], [F.z] - [ADMIN_JMP(F)])",INVESTIGATE_WIRES)
cable.deconstruct()
/mob/living/basic/mouse/start_pulling(atom/movable/AM, state, force = pull_force, show_message = FALSE)// Prevents mouse from pulling things
if(istype(AM, /obj/item/food/sliced/cheesewedge))
return ..() // Get dem
if(show_message)
to_chat(src, "<span class='warning'>You are too small to pull anything except cheese.</span>")
return
/mob/living/basic/mouse/proc/on_atom_entered(datum/source, atom/movable/entered)
if(ishuman(entered))
if(stat == CONSCIOUS)
var/mob/M = entered
to_chat(M, "<span class='notice'>[bicon(src)] Squeek!</span>")
/mob/living/basic/mouse/proc/toast()
add_atom_colour("#3A3A3A", FIXED_COLOUR_PRIORITY)
desc = "It's toast."
death()
/mob/living/basic/mouse/proc/splat()
icon_dead = "mouse_[mouse_color]_splat"
icon_state = "mouse_[mouse_color]_splat"
/mob/living/basic/mouse/death(gibbed)
// Only execute the below if we successfully died
playsound(src, squeak_sound, 40, 1)
. = ..(gibbed)
if(!.)
return FALSE
layer = MOB_LAYER
if(client)
client.persistent.time_died_as_mouse = world.time
/*
* Mouse types
*/
/mob/living/basic/mouse/white
mouse_color = "white"
icon_state = "mouse_white"
/mob/living/basic/mouse/white/linter
name = "Linter"
/mob/living/basic/mouse/white/linter/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SHOCKIMMUNE, ROUNDSTART_TRAIT)
/mob/living/basic/mouse/gray
mouse_color = "gray"
/mob/living/basic/mouse/brown
mouse_color = "brown"
icon_state = "mouse_brown"
// TOM IS ALIVE! SQUEEEEEEEE~K :)
/mob/living/basic/mouse/brown/tom
name = "Tom"
real_name = "Tom"
gold_core_spawnable = NO_SPAWN
/mob/living/basic/mouse/brown/tom/update_desc()
. = ..()
desc = "Jerry the cat is not amused."
/mob/living/basic/mouse/brown/tom/Initialize(mapload)
. = ..()
// Tom fears no cable.
ADD_TRAIT(src, TRAIT_SHOCKIMMUNE, SPECIES_TRAIT)
/mob/living/basic/mouse/white/brain
name = "Brain"
real_name = "Brain"
gold_core_spawnable = NO_SPAWN
/mob/living/basic/mouse/white/brain/update_desc()
. = ..()
desc = "Gee Virology, what are we going to do tonight? The same thing we do every night, try to take over the world!"
// Boolog
/mob/living/basic/mouse/blobinfected
maxHealth = 100
health = 100
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minimum_survivable_temperature = 0
gold_core_spawnable = NO_SPAWN
var/bursted = FALSE
/mob/living/basic/mouse/blobinfected/Initialize(mapload)
. = ..()
apply_status_effect(STATUS_EFFECT_BLOB_BURST, 120 SECONDS, CALLBACK(src, PROC_REF(burst), FALSE))
/mob/living/basic/mouse/blobinfected/Life()
if(ismob(loc)) // if someone ate it, burst immediately
burst(FALSE)
return ..()
/mob/living/basic/mouse/blobinfected/death(gibbed)
. = ..(gibbed)
if(.) // Only burst if they actually died
burst(gibbed)
/mob/living/basic/mouse/blobinfected/proc/burst(gibbed)
if(bursted)
return // Avoids double bursting in some situations
bursted = TRUE
var/turf/T = get_turf(src)
if(!is_station_level(T.z) || isspaceturf(T))
to_chat(src, "<span class='userdanger'>You feel ready to burst, but this isn't an appropriate place! You must return to the station!</span>")
apply_status_effect(STATUS_EFFECT_BLOB_BURST, 5 SECONDS, CALLBACK(src, PROC_REF(burst), FALSE))
return FALSE
var/datum/mind/blobmind = mind
var/client/C = client
var/obj/structure/blob/core/core
if(istype(blobmind) && istype(C))
core = new(T, C, 3)
core.lateblobtimer()
qdel(blobmind) // Delete the old mind. THe blob will make a new one
else
core = new(T) // Ghosts will be prompted to control it.
if(ismob(loc)) // in case some taj/etc ate the mouse.
var/mob/M = loc
M.gib()
if(!gibbed)
gib()
if(core)
core.admin_spawned = admin_spawned
SSticker.record_biohazard_start(BIOHAZARD_BLOB)
/mob/living/basic/mouse/blobinfected/get_scooped(mob/living/carbon/grabber)
to_chat(grabber, "<span class='warning'>You try to pick up [src], but they slip out of your grasp!</span>")
to_chat(src, "<span class='warning'>[src] tries to pick you up, but you wriggle free of their grasp!</span>")
/mob/living/basic/mouse/decompile_act(obj/item/matter_decompiler/C, mob/user)
if(!isdrone(user))
user.visible_message("<span class='notice'>[user] sucks [src] into its decompiler. There's a horrible crunching noise.</span>", \
"<span class='warning'>It's a bit of a struggle, but you manage to suck [src] into your decompiler. It makes a series of visceral crunching noises.</span>")
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
C.stored_comms["metal"] += 2
C.stored_comms["glass"] += 1
qdel(src)
return TRUE
return ..()
/// The mouse AI controller
/datum/ai_controller/basic_controller/mouse
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/of_size/larger, // Use this to find people to run away from
BB_BASIC_MOB_FLEE_DISTANCE = 3,
)
ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk
planning_subtrees = list(
// Try to speak, because it's cute
/datum/ai_planning_subtree/random_speech/mouse,
// Look for and execute hunts for cheese even if someone is looking at us
/datum/ai_planning_subtree/find_and_hunt_target/look_for_cheese,
// Next priority is see if anyone is looking at us
/datum/ai_planning_subtree/simple_find_nearest_target_to_flee,
// Skedaddle
/datum/ai_planning_subtree/flee_target/mouse,
// Otherwise, look for and execute hunts for cabling
/datum/ai_planning_subtree/find_and_hunt_target/look_for_cables,
)
/// Don't look for anything to run away from if you are distracted by being adjacent to cheese
/datum/ai_planning_subtree/flee_target/mouse
/datum/ai_planning_subtree/flee_target/mouse/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
var/atom/hunted_cheese = controller.blackboard[BB_CURRENT_HUNTING_TARGET]
if(!isnull(hunted_cheese))
return // We see some cheese, which is more important than our life
return ..()
/datum/ai_planning_subtree/random_speech/mouse
speech_chance = 1
speak = list("Squeak!", "SQUEAK!", "Squeak?")
sound = list('sound/creatures/mousesqueak.ogg')
emote_hear = list("squeeks.","squeaks.","squiks.")
emote_see = list("runs in a circle.", "shakes.", "scritches at something.")