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Sanity checks galore for simple_animals (if(list) behaviour seems to have changed lately). Humans once again get their bodies burned into husks in fire. This only changes their appearance and name now, however, leaving their DNA intact. WIP space worms. Revision: r3140 Author: uporotiy
199 lines
5.2 KiB
Plaintext
199 lines
5.2 KiB
Plaintext
/mob/living/simple_animal/space_worm
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name = "space worm segment"
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desc = "A part of a space worm."
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icon = 'critter.dmi'
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icon_state = "spaceworm"
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icon_living = "spaceworm"
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icon_dead = "spacewormdead"
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speak_emote = list("transmits") //not supposed to be used under AI control
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emote_hear = list("transmits") //I'm just adding it so it doesn't runtime if controlled by player who speaks
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response_help = "touches"
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response_disarm = "flails at"
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response_harm = "punches the"
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harm_intent_damage = 2
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maxHealth = 30
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health = 30
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stop_automated_movement = 1
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animate_movement = SYNC_STEPS
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minbodytemp = 0
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maxbodytemp = 350
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min_oxy = 0
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max_co2 = 0
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max_tox = 0
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a_intent = "harm" //so they don't get pushed around
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nopush = 1
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wall_smash = 1
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speed = -1
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var/mob/living/simple_animal/space_worm/previous //next/previous segments, correspondingly
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var/mob/living/simple_animal/space_worm/next //head is the nextest segment
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var/stomachProcessProbability = 50
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var/digestionProbability = 20
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var/flatPlasmaValue = 5 //flat plasma amount given for non-items
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var/atom/currentlyEating //what the worm is currently eating
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var/eatingDuration = 0 //how long he's been eating it for
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head
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name = "space worm head"
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icon_state = "spacewormhead"
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icon_living = "spacewormhead"
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icon_dead = "spacewormdead"
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maxHealth = 20
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health = 20
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melee_damage_lower = 10
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melee_damage_upper = 15
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attacktext = "bites"
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animate_movement = SLIDE_STEPS
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New(var/location, var/segments = 6)
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..()
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var/mob/living/simple_animal/space_worm/current = src
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for(var/i = 1 to segments)
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var/mob/living/simple_animal/space_worm/newSegment = new /mob/living/simple_animal/space_worm(loc)
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current.Attach(newSegment)
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current = newSegment
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update_icon()
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if(stat == CONSCIOUS || stat == UNCONSCIOUS)
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icon_state = "spacewormhead[previous?1:0]"
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if(previous)
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dir = get_dir(previous,src)
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else
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icon_state = "spacewormheaddead"
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Life()
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..()
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if(next && !(next in view(src,1)))
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Detach()
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if(stat == DEAD) //dead chunks fall off and die immediately
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if(previous)
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previous.Detach()
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if(next)
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Detach(1)
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if(prob(stomachProcessProbability))
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ProcessStomach()
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update_icon()
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return
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Del() //if a chunk a destroyed, make a new worm out of the split halves
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if(previous)
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previous.Detach()
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..()
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Move()
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var/attachementNextPosition = loc
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if(..())
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if(previous)
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previous.Move(attachementNextPosition)
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update_icon()
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Bump(atom/obstacle)
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if(currentlyEating != obstacle)
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currentlyEating = obstacle
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eatingDuration = 0
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if(!AttemptToEat(obstacle))
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eatingDuration++
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else
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currentlyEating = null
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eatingDuration = 0
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return
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proc/update_icon() //only for the sake of consistency with the other update icon procs
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if(stat == CONSCIOUS || stat == UNCONSCIOUS)
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if(previous) //midsection
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icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
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else //tail
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icon_state = "spacewormtail"
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dir = get_dir(src,next) //next will always be present since it's not a head and if it's dead, it goes in the other if branch
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else
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icon_state = "spacewormdead"
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return
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proc/AttemptToEat(var/atom/target)
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if(istype(target,/turf/simulated/wall))
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if((!istype(target,/turf/simulated/wall/r_wall) && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one
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var/turf/simulated/wall/wall = target
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wall.ReplaceWithFloor()
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new /obj/item/stack/sheet/metal(src, flatPlasmaValue)
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return 1
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else if(istype(target,/atom/movable))
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if(istype(target,/mob) || eatingDuration >= 50) //5 ticks to eat stuff like airlocks
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var/atom/movable/objectOrMob = target
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contents += objectOrMob
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return 1
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return 0
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proc/Attach(var/mob/living/simple_animal/space_worm/attachement)
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if(!attachement)
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return
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previous = attachement
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attachement.next = src
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return
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proc/Detach(die = 0)
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var/mob/living/simple_animal/space_worm/newHead = new /mob/living/simple_animal/space_worm/head(loc,0)
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var/mob/living/simple_animal/space_worm/newHeadPrevious = previous
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previous = null //so that no extra heads are spawned
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newHead.Attach(newHeadPrevious)
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if(die)
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newHead.Die()
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del(src)
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proc/ProcessStomach()
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for(var/atom/movable/stomachContent in contents)
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if(prob(digestionProbability))
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if(istype(stomachContent,/obj/item/stack)) //converts to plasma, keeping the stack value
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if(!istype(stomachContent,/obj/item/stack/sheet/plasma))
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var/obj/item/stack/oldStack = stomachContent
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new /obj/item/stack/sheet/plasma(src, oldStack.amount)
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del(oldStack)
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continue
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else if(istype(stomachContent,/obj/item)) //converts to plasma, keeping the w_class
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var/obj/item/oldItem = stomachContent
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new /obj/item/stack/sheet/plasma(src, oldItem.w_class)
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del(oldItem)
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continue
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else
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new /obj/item/stack/sheet/plasma(src, flatPlasmaValue) //just flat amount
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del(stomachContent)
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continue
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if(previous)
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for(var/atom/movable/stomachContent in contents) //transfer it along the digestive tract
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previous.contents += stomachContent
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else
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for(var/atom/movable/stomachContent in contents) //or poop it out
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loc.contents += stomachContent
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return |