mirror of
https://github.com/ParadiseSS13/Paradise.git
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/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
206 lines
5.4 KiB
Plaintext
206 lines
5.4 KiB
Plaintext
// AI (i.e. game AI, not the AI player) controlled bots
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/obj/machinery/bot
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icon = 'aibots.dmi'
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layer = MOB_LAYER
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var/obj/item/weapon/card/id/botcard // the ID card that the bot "holds"
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var/on = 1
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var/health = 0 //do not forget to set health for your bot!
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var/maxhealth = 0
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var/fire_dam_coeff = 1.0
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var/brute_dam_coeff = 1.0
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var/emagged = 0 //Urist: Moving that var to the general /bot tree as it's used by most bots
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/obj/machinery/bot/proc/turn_on()
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if (stat)
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return 0
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src.on = 1
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return 1
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/obj/machinery/bot/proc/turn_off()
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src.on = 0
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/obj/machinery/bot/proc/explode()
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del(src)
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/obj/machinery/bot/proc/healthcheck()
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if (src.health <= 0)
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src.explode()
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/obj/machinery/bot/proc/Emag(mob/user as mob)
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if(!emagged) emagged = 1
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/obj/machinery/bot/examine()
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set src in view()
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..()
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if (src.health < maxhealth)
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if (src.health > maxhealth/3)
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usr << text("\red [src]'s parts look loose.")
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else
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usr << text("\red <B>[src]'s parts look very loose!</B>")
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return
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/obj/machinery/bot/attack_alien(var/mob/living/carbon/alien/user as mob)
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/* Well, aliums dislike machines and do not want to caress them.
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if (user.a_intent == "help")
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\blue [user] caresses [src.name] with its scythe like arm."), 1)
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else
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*/
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src.health -= rand(15,30)*brute_dam_coeff
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src.visible_message("\red <B>[user] has slashed [src]!</B>")
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playsound(src.loc, 'slice.ogg', 25, 1, -1)
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if(prob(10))
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new /obj/effect/decal/cleanable/oil(src.loc)
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healthcheck()
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/obj/machinery/bot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/screwdriver))
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if (src.health < maxhealth)
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src.health = min(maxhealth, src.health+25)
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user.visible_message(
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"\red [user] repairs [src]!",
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"\blue You repair [src]!"
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)
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else
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user << "\blue [src] does not need a repair!"
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else if (istype(W, /obj/item/weapon/card/emag) && !emagged)
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Emag(user)
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else
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switch(W.damtype)
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if("fire")
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src.health -= W.force * fire_dam_coeff
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if("brute")
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src.health -= W.force * brute_dam_coeff
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..()
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healthcheck()
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/obj/machinery/bot/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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healthcheck()
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/obj/machinery/bot/meteorhit()
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src.explode()
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return
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/obj/machinery/bot/blob_act()
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src.health -= rand(20,40)*fire_dam_coeff
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healthcheck()
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return
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/obj/machinery/bot/ex_act(severity)
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switch(severity)
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if(1.0)
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src.explode()
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return
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if(2.0)
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src.health -= rand(5,10)*fire_dam_coeff
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src.health -= rand(10,20)*brute_dam_coeff
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healthcheck()
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return
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if(3.0)
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if (prob(50))
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src.health -= rand(1,5)*fire_dam_coeff
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src.health -= rand(1,5)*brute_dam_coeff
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healthcheck()
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return
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return
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/obj/machinery/bot/emp_act(severity)
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var/was_on = on
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stat |= EMPED
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var/obj/effect/overlay/pulse2 = new/obj/effect/overlay ( src.loc )
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pulse2.icon = 'effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.dir = pick(cardinal)
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spawn(10)
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del(pulse2)
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if (on)
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turn_off()
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spawn(severity*300)
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stat &= ~EMPED
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if (was_on)
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turn_on()
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/obj/machinery/bot/attack_ai(mob/user as mob)
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if (src.on)
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turn_off()
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else
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turn_on()
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/******************************************************************/
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// Navigation procs
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// Used for A-star pathfinding
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// Returns the surrounding cardinal turfs with open links
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// Including through doors openable with the ID
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/turf/proc/CardinalTurfsWithAccess(var/obj/item/weapon/card/id/ID)
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var/L[] = new()
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// for(var/turf/simulated/t in oview(src,1))
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for(var/d in cardinal)
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var/turf/simulated/T = get_step(src, d)
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if(istype(T) && !T.density)
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if(!LinkBlockedWithAccess(src, T, ID))
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L.Add(T)
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return L
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// Returns true if a link between A and B is blocked
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// Movement through doors allowed if ID has access
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/proc/LinkBlockedWithAccess(turf/A, turf/B, obj/item/weapon/card/id/ID)
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if(A == null || B == null) return 1
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var/adir = get_dir(A,B)
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var/rdir = get_dir(B,A)
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if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
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var/iStep = get_step(A,adir&(NORTH|SOUTH))
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if(!LinkBlockedWithAccess(A,iStep, ID) && !LinkBlockedWithAccess(iStep,B,ID))
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return 0
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var/pStep = get_step(A,adir&(EAST|WEST))
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if(!LinkBlockedWithAccess(A,pStep,ID) && !LinkBlockedWithAccess(pStep,B,ID))
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return 0
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return 1
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if(DirBlockedWithAccess(A,adir, ID))
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return 1
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if(DirBlockedWithAccess(B,rdir, ID))
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return 1
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for(var/obj/O in B)
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if(O.density && !istype(O, /obj/machinery/door) && !(O.flags & ON_BORDER))
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return 1
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return 0
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// Returns true if direction is blocked from loc
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// Checks doors against access with given ID
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/proc/DirBlockedWithAccess(turf/loc,var/dir,var/obj/item/weapon/card/id/ID)
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for(var/obj/structure/window/D in loc)
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if(!D.density) continue
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if(D.dir == SOUTHWEST) return 1
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if(D.dir == dir) return 1
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for(var/obj/machinery/door/D in loc)
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if(!D.density) continue
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if(istype(D, /obj/machinery/door/window))
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if( dir & D.dir ) return !D.check_access(ID)
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//if((dir & SOUTH) && (D.dir & (EAST|WEST))) return !D.check_access(ID)
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//if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return !D.check_access(ID)
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else return !D.check_access(ID) // it's a real, air blocking door
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return 0
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