mirror of
https://github.com/ParadiseSS13/Paradise.git
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310 lines
11 KiB
Plaintext
310 lines
11 KiB
Plaintext
/mob/living/basic/mouse
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name = "mouse"
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real_name = "mouse"
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desc = "It's a small, disease-ridden rodent."
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icon_state = "mouse_gray"
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icon_living = "mouse_gray"
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icon_dead = "mouse_gray_dead"
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icon_resting = "mouse_gray_sleep"
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speak_emote = list("squeeks","squeaks","squiks")
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var/squeak_sound = 'sound/creatures/mousesqueak.ogg'
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ai_controller = /datum/ai_controller/basic_controller/mouse
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see_in_dark = 6
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maxHealth = 5
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health = 5
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butcher_results = list(/obj/item/food/meat = 1)
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "gently pushes aside"
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response_disarm_simple = "gently push aside"
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response_harm_continuous = "stamps on"
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response_harm_simple = "stamp on"
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faction = list("mouse")
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density = FALSE
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ventcrawler = VENTCRAWLER_ALWAYS
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_biotypes = MOB_ORGANIC | MOB_BEAST
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mob_size = MOB_SIZE_TINY
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var/mouse_color // brown, gray and white, leave blank for random
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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)
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minimum_survivable_temperature = 223 // Below -50 Degrees Celcius
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maximum_survivable_temperature = 323 // Above 50 Degrees Celcius
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can_hide = TRUE
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pass_door_while_hidden = TRUE
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holder_type = /obj/item/holder/mouse
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gold_core_spawnable = FRIENDLY_SPAWN
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/// Probability that, if we successfully bite a shocked cable, that we will die to it.
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var/cable_zap_prob = 85
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/// Food types that mice eat
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var/static/list/food_types = list(/obj/item/food/sliced/cheesewedge, /obj/item/food/sliceable/cheesewheel)
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/mob/living/basic/mouse/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/wears_collar)
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AddComponent(/datum/component/squeak, list(src.squeak_sound = 1), 100, extrarange = SHORT_RANGE_SOUND_EXTRARANGE) // as quiet as a mouse or whatever
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AddComponent(/datum/component/swarming, 16, 16) // max_x, max_y
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if(!mouse_color)
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mouse_color = pick("brown", "gray", "white")
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icon_state = "mouse_[mouse_color]"
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icon_living = "mouse_[mouse_color]"
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icon_dead = "mouse_[mouse_color]_dead"
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icon_resting = "mouse_[mouse_color]_sleep"
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update_appearance(UPDATE_ICON_STATE|UPDATE_DESC)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered)
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 100)
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/mob/living/basic/mouse/update_desc()
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. = ..()
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desc = "It's a small [mouse_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
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/mob/living/basic/mouse/attack_hand(mob/living/carbon/human/M as mob)
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if(M.a_intent == INTENT_HELP)
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get_scooped(M, TRUE)
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..()
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/mob/living/basic/mouse/UnarmedAttack(atom/attack_target, proximity_flag, list/modifiers)
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. = ..()
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if(!.)
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return
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if(!proximity_flag)
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return
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if(istype(attack_target, /obj/item/food/sliced/cheesewedge))
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try_consume_cheese(attack_target)
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return TRUE
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if(istype(attack_target, /obj/structure/cable))
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try_bite_cable(attack_target)
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return TRUE
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/// Signal proc for [COMSIG_ATOM_ENTERED]. Sends a lil' squeak to chat when someone walks over us.
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/mob/living/basic/mouse/proc/on_entered(datum/source, atom/movable/entered)
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SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
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if(ishuman(entered) && stat == CONSCIOUS)
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to_chat(entered, "<span class='notice'>Squeak!</span>")
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/// Called when a mouse is hand-fed some cheese, it will stop being afraid of humans
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/mob/living/basic/mouse/tamed(mob/living/tamer, obj/item/food/sliced/cheesewedge/cheese)
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new /obj/effect/temp_visual/heart(loc)
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faction |= "neutral"
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try_consume_cheese(cheese)
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ai_controller.cancel_actions() // Interrupt any current fleeing
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/mob/living/basic/mouse/proc/try_consume_cheese(obj/item/food/sliced/cheesewedge/cheese)
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if(prob(90) || health < maxHealth)
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visible_message(
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"<span class='notice'>[src] nibbles [cheese].</span>",
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"<span class='notice'>You nibble [cheese][health < maxHealth ? ", restoring your health" : ""].</span>"
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)
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adjustHealth(-maxHealth)
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else
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visible_message(
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"<span class='notice'>[src] nibbles through [cheese], attracting another mouse!</span>",
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"<span class='notice'>You nibble through [cheese], attracting another mouse!</span>"
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)
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new /mob/living/basic/mouse(loc)
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qdel(cheese)
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/// Biting into a cable will cause a mouse to get shocked and die if applicable. Or do nothing if they're lucky.
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/mob/living/basic/mouse/proc/try_bite_cable(obj/structure/cable/cable)
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if(!prob(cable_zap_prob))
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return
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var/turf/simulated/floor/F = get_turf(cable)
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if(cable.get_available_power() && !HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
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visible_message("<span class='warning'>[src] chews through [cable]. It's toast!</span>")
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playsound(src, 'sound/effects/sparks2.ogg', 100, 1)
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toast() // mmmm toasty.
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else
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visible_message("<span class='warning'>[src] chews through [cable].</span>")
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investigate_log("was chewed through by a mouse in [get_area(F)]([F.x], [F.y], [F.z] - [ADMIN_JMP(F)])",INVESTIGATE_WIRES)
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cable.deconstruct()
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/mob/living/basic/mouse/start_pulling(atom/movable/AM, state, force = pull_force, show_message = FALSE)// Prevents mouse from pulling things
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if(istype(AM, /obj/item/food/sliced/cheesewedge))
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return ..() // Get dem
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if(show_message)
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to_chat(src, "<span class='warning'>You are too small to pull anything except cheese.</span>")
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return
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/mob/living/basic/mouse/proc/on_atom_entered(datum/source, atom/movable/entered)
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if(ishuman(entered))
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if(stat == CONSCIOUS)
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var/mob/M = entered
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to_chat(M, "<span class='notice'>[bicon(src)] Squeek!</span>")
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/mob/living/basic/mouse/proc/toast()
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add_atom_colour("#3A3A3A", FIXED_COLOUR_PRIORITY)
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desc = "It's toast."
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death()
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/mob/living/basic/mouse/proc/splat()
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icon_dead = "mouse_[mouse_color]_splat"
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icon_state = "mouse_[mouse_color]_splat"
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/mob/living/basic/mouse/death(gibbed)
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// Only execute the below if we successfully died
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playsound(src, squeak_sound, 40, 1)
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. = ..(gibbed)
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if(!.)
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return FALSE
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layer = MOB_LAYER
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if(client)
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client.persistent.time_died_as_mouse = world.time
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/*
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* Mouse types
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*/
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/mob/living/basic/mouse/white
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mouse_color = "white"
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icon_state = "mouse_white"
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/mob/living/basic/mouse/white/linter
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name = "Linter"
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/mob/living/basic/mouse/white/linter/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SHOCKIMMUNE, ROUNDSTART_TRAIT)
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/mob/living/basic/mouse/gray
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mouse_color = "gray"
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/mob/living/basic/mouse/brown
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mouse_color = "brown"
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icon_state = "mouse_brown"
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// TOM IS ALIVE! SQUEEEEEEEE~K :)
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/mob/living/basic/mouse/brown/tom
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name = "Tom"
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real_name = "Tom"
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gold_core_spawnable = NO_SPAWN
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/mob/living/basic/mouse/brown/tom/update_desc()
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. = ..()
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desc = "Jerry the cat is not amused."
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/mob/living/basic/mouse/brown/tom/Initialize(mapload)
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. = ..()
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// Tom fears no cable.
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ADD_TRAIT(src, TRAIT_SHOCKIMMUNE, SPECIES_TRAIT)
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/mob/living/basic/mouse/white/brain
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name = "Brain"
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real_name = "Brain"
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gold_core_spawnable = NO_SPAWN
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/mob/living/basic/mouse/white/brain/update_desc()
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. = ..()
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desc = "Gee Virology, what are we going to do tonight? The same thing we do every night, try to take over the world!"
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// Boolog
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/mob/living/basic/mouse/blobinfected
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maxHealth = 100
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health = 100
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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)
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minimum_survivable_temperature = 0
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gold_core_spawnable = NO_SPAWN
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var/bursted = FALSE
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/mob/living/basic/mouse/blobinfected/Initialize(mapload)
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. = ..()
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apply_status_effect(STATUS_EFFECT_BLOB_BURST, 120 SECONDS, CALLBACK(src, PROC_REF(burst), FALSE))
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/mob/living/basic/mouse/blobinfected/Life()
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if(ismob(loc)) // if someone ate it, burst immediately
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burst(FALSE)
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return ..()
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/mob/living/basic/mouse/blobinfected/death(gibbed)
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. = ..(gibbed)
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if(.) // Only burst if they actually died
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burst(gibbed)
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/mob/living/basic/mouse/blobinfected/proc/burst(gibbed)
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if(bursted)
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return // Avoids double bursting in some situations
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bursted = TRUE
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var/turf/T = get_turf(src)
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if(!is_station_level(T.z) || isspaceturf(T))
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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>")
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apply_status_effect(STATUS_EFFECT_BLOB_BURST, 5 SECONDS, CALLBACK(src, PROC_REF(burst), FALSE))
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return FALSE
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var/datum/mind/blobmind = mind
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var/client/C = client
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var/obj/structure/blob/core/core
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if(istype(blobmind) && istype(C))
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core = new(T, C, 3)
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core.lateblobtimer()
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qdel(blobmind) // Delete the old mind. THe blob will make a new one
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else
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core = new(T) // Ghosts will be prompted to control it.
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if(ismob(loc)) // in case some taj/etc ate the mouse.
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var/mob/M = loc
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M.gib()
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if(!gibbed)
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gib()
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if(core)
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core.admin_spawned = admin_spawned
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SSticker.record_biohazard_start(BIOHAZARD_BLOB)
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/mob/living/basic/mouse/blobinfected/get_scooped(mob/living/carbon/grabber)
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to_chat(grabber, "<span class='warning'>You try to pick up [src], but they slip out of your grasp!</span>")
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to_chat(src, "<span class='warning'>[src] tries to pick you up, but you wriggle free of their grasp!</span>")
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/mob/living/basic/mouse/decompile_act(obj/item/matter_decompiler/C, mob/user)
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if(!isdrone(user))
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user.visible_message("<span class='notice'>[user] sucks [src] into its decompiler. There's a horrible crunching noise.</span>", \
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"<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>")
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new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
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C.stored_comms["metal"] += 2
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C.stored_comms["glass"] += 1
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qdel(src)
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return TRUE
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return ..()
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/// The mouse AI controller
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/datum/ai_controller/basic_controller/mouse
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/of_size/larger, // Use this to find people to run away from
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BB_BASIC_MOB_FLEE_DISTANCE = 3,
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)
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ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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// Try to speak, because it's cute
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/datum/ai_planning_subtree/random_speech/mouse,
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// Look for and execute hunts for cheese even if someone is looking at us
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/datum/ai_planning_subtree/find_and_hunt_target/look_for_cheese,
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// Next priority is see if anyone is looking at us
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/datum/ai_planning_subtree/simple_find_nearest_target_to_flee,
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// Skedaddle
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/datum/ai_planning_subtree/flee_target/mouse,
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// Otherwise, look for and execute hunts for cabling
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/datum/ai_planning_subtree/find_and_hunt_target/look_for_cables,
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)
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/// Don't look for anything to run away from if you are distracted by being adjacent to cheese
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/datum/ai_planning_subtree/flee_target/mouse
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/datum/ai_planning_subtree/flee_target/mouse/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
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var/atom/hunted_cheese = controller.blackboard[BB_CURRENT_HUNTING_TARGET]
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if(!isnull(hunted_cheese))
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return // We see some cheese, which is more important than our life
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return ..()
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/datum/ai_planning_subtree/random_speech/mouse
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speech_chance = 1
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speak = list("Squeak!", "SQUEAK!", "Squeak?")
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sound = list('sound/creatures/mousesqueak.ogg')
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emote_hear = list("squeeks.","squeaks.","squiks.")
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emote_see = list("runs in a circle.", "shakes.", "scritches at something.")
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