Files
Paradise/code/modules/mob/simple_animal/worm.dm
Ren Erthilo 0f0f126142 TG: Sanity check for facehuggers.
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
2012-04-23 21:52:32 +01:00

199 lines
5.2 KiB
Plaintext

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