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Paradise/code/modules/arcade/mob_hunt/mob_datums.dm
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FalseIncarnate 6edafc1a97 Mob Hunt Adjustments
Removes server instability, random disconnects, and server crash due to
trap mobs / high player count

Trap mobs are now capped just like normal spawns
- If a trap mob is created that would push the total number of trap mobs
over this limit, the server will remove the oldest trap mob (effectively
replacing it)

Changes health from a list using magic numbers to an associated list for
readability (doesn't make sense to have two vars for what little uses
this)

Converts mob displaying to use the alternate appearance system, to allow
for a per-mob control over visibility
- Only will show for mobs that are holding a PDA with a game client that
is connected to the game server.
- Nanomobs properly are concealed from player mobs after being interacted
with (capture/escape), PDA dropped, or game client disconnection
- Game client will disconnect from game server when you change the active
PDA app (including going to PDA main menu) and/or eject the game cartridge

Also finished my thought in that one comment. It's about time I-
2016-09-15 23:59:46 -04:00

474 lines
15 KiB
Plaintext

#define TYPE_FIRE /datum/mob_type/fire
#define TYPE_WATER /datum/mob_type/water
#define TYPE_GRASS /datum/mob_type/grass
#define TYPE_ELECTRIC /datum/mob_type/electric
#define TYPE_GROUND /datum/mob_type/ground
#define TYPE_ROCK /datum/mob_type/rock
#define TYPE_BUG /datum/mob_type/bug
#define TYPE_POISON /datum/mob_type/poison
#define TYPE_NORMAL /datum/mob_type/normal
#define TYPE_FIGHTING /datum/mob_type/fighting
#define TYPE_PSYCHIC /datum/mob_type/psychic
#define TYPE_GHOST /datum/mob_type/ghost
#define TYPE_ICE /datum/mob_type/ice
#define TYPE_FLYING /datum/mob_type/flying
#define TYPE_BLUESPACE /datum/mob_type/bluespace
#define TYPE_DARK /datum/mob_type/dark
#define TYPE_STEEL /datum/mob_type/steel
/datum/mob_hunt
//GENERAL STATS AND VARIABLES
var/mob_name = "Generic Mob" //the mob's original name (its species/type/whatever)
var/nickname = "" //the mob's nickname (if given by the owner)
var/run_chance = 0 //percent chance the mob will escape capture attempts (higher is obviously more likely to get away)
//COMBAT STATS AND VARIABLES
var/level = 0 //actual level of this mob (don't set this, it gets overwritten in New())
var/min_level = 1 //minimum level of this mob (used for randomizing the actual level)
var/max_level = 1 //maximum level of this mob (used for randomizing the actual level)
//the types of the mob will be used for battles to determine damage resistance or weakness (mob_type_datums.dm)
var/datum/mob_type/primary_type //Make sure you set this or the mob will be unable to deal damage and will take absurd damage in battles
var/datum/mob_type/secondary_type //Don't set if not a dual-type mob so the mob will only calculate damage based on primary type
var/base_attack = 5 //base damage dealt by the mob's attacks for battling (effectively damage dealt at level 0)
var/base_health = 5 //base health of the mob for battling (effectively max health at level 0)
var/attack_multiplier = 1 //how much additional damage per level the mob deals (level * attack_multiplier)
var/health_multiplier = 1 //how much additional health per level the mob gets (level * health_multiplier) for calculating max health
var/health = list("current" = 0, "max" = 0)
//SPAWN PREFERENCES AND VARIABLES
//A note on mob spawn preferences: The mob types also have preferences, which are handled prior to per-mob preferences, so ultimately you use a combined set of preferences
var/list/area_blacklist = list() //list of areas this mob can NOT spawn in (such as the bridge)
var/list/turf_blacklist = list() //list of turfs this mob can NOT spawn on (such as wood floors)
var/list/area_whitelist = list() //list of areas this mob is more likely to spawn in (can be used to reinclude subtypes of blacklisted areas)
var/list/turf_whitelist = list() //list of turfs this mob is more likely to spawn on (can be used to reinclude subtypes of blacklisted turfs)
var/turf/spawn_point //gets set and sent to the game server to spawn its avatar (generated in select_spawn or assigned via set_trap)
var/lifetime = 6000 //number of deciseconds the mob will remain before despawning (REMEMBER: DECISECONDS! So 6000 is 600 seconds which is 10 minutes)
var/is_shiny = 0 //if this gets set at spawn (super rare), the mob is considered "shiny" and will use the shiny icon_state and holographic cards
//the icon file for mob_hunt stuff is 'icons/effects/mob_hunt.dmi' so reference that for the following vars
var/icon_state_normal = "placeholder" //the icon_state for this mob's normal version
var/icon_state_shiny = "placeholder" //the icon_state for this mob's rare shiney version
var/is_trap = 0 //if this gets set, the mob is a booby-trap and will electrocute any players that dare attempt to catch it
/datum/mob_hunt/New(set_trap = 0, turf/trap_turf = null, no_register = 0)
if(set_trap)
level = max_level
is_trap = 1
spawn_point = trap_turf
else
level = rand(min_level, max_level)
if(prob(1) && prob(1))
is_shiny = 1
health["max"] = base_health + (level * health_multiplier)
if(primary_type)
primary_type = new primary_type()
if(secondary_type)
secondary_type = new secondary_type()
if(no_register) //for booster pack cards
return
if(mob_hunt_server)
if(set_trap)
if(mob_hunt_server.register_trap(src))
return
else if(select_spawn())
if(mob_hunt_server.register_spawn(src))
return
qdel(src) //if you reach this, the datum is just pure clutter, so delete it
/datum/mob_hunt/proc/select_spawn()
var/list/possible_areas = get_possible_areas()
if(!possible_areas.len)
log_admin("No possible areas to spawn [type] found. Possible code/mapping error?")
return 0
while(possible_areas.len)
//randomly select an area from our possible_areas list to try spawning in, then remove it from possible_areas so it won't get picked over and over forever.
var/area/spawn_area = locate(pickweight(possible_areas))
possible_areas -= spawn_area
if(!spawn_area)
break
//clear and generate a fresh list of turfs in the selected area, weighted based on white/black lists
var/list/possible_turfs = get_possible_turfs(spawn_area)
if(!possible_turfs.len) //If we don't have any possible turfs, this attempt was a failure. Try again.
continue
//if we got this far, we're spawning on this attempt, hooray!
spawn_point = pickweight(possible_turfs)
break
if(!spawn_point)
//if we get to this, we failed every attempt to find a suitable turf for EVERY area in our list of possible areas. DAMN.
log_admin("No acceptable turfs to spawn [type] on could be located. Possible code/mapping error, or someone replaced/destroyed all the acceptable turf types?")
return 0
return 1
/datum/mob_hunt/proc/get_possible_areas()
var/list/possible_areas = list()
//setup, sets all station areas (and subtypes) to weight 1
for(var/A in the_station_areas)
if(A == /area/holodeck) //don't allow holodeck areas as possible spawns since it will allow it to spawn in the holodeck rooms on z2 as well
continue
if(A in possible_areas)
continue
for(var/areapath in typesof(A))
possible_areas[areapath] = 1
//primary type preferences
if(primary_type)
for(var/A in primary_type.area_whitelist)
for(var/areapath in typesof(A))
possible_areas[areapath] += 4
for(var/A in primary_type.area_blacklist)
for(var/areapath in typesof(A))
possible_areas[areapath] -= 2
//secondary type preferences
if(secondary_type)
for(var/A in secondary_type.area_whitelist)
for(var/areapath in typesof(A))
possible_areas[areapath] += 4
for(var/A in secondary_type.area_blacklist)
for(var/areapath in typesof(A))
possible_areas[areapath] -= 2
//mob preferences
for(var/A in area_whitelist)
for(var/areapath in typesof(A))
possible_areas[areapath] += 4
for(var/A in area_blacklist)
for(var/areapath in typesof(A))
possible_areas[areapath] -= 2
//removes "bad areas" which shouldn't be on-station but are subtypes of station areas. probably should the unused ones and consider repathing the rest
var/list/bad_areas = list(subtypesof(/area/construction), /area/solar/derelict_starboard, /area/solar/derelict_aft, /area/solar/constructionsite)
for(var/A in bad_areas)
possible_areas -= A
//weight check, remove negative or zero weight areas from the list, then return the list.
for(var/areapath in possible_areas)
//remove any areas that shouldn't be on the station-level
if(possible_areas[areapath] < 1)
possible_areas -= areapath
continue
return possible_areas
/datum/mob_hunt/proc/get_possible_turfs(area/spawn_area)
if(!spawn_area)
return list()
var/list/possible_turfs = list()
//setup, sets all turfs in spawn_area to weight 1
for(var/turf/T in spawn_area)
if(!is_station_level(T.z)) //mobs will only consider station-level turfs for spawning. Largely here so we won't have to worry about mapping errors or mobs on the derelict solars
continue
possible_turfs[T] = 1
//primary type preferences
if(primary_type)
if(is_type_in_list(T, primary_type.turf_whitelist))
possible_turfs[T] += 4
if(is_type_in_list(T, primary_type.turf_blacklist))
possible_turfs[T] -= 2
//secondary type preferences
if(secondary_type)
if(is_type_in_list(T, secondary_type.turf_whitelist))
possible_turfs[T] += 4
if(is_type_in_list(T, secondary_type.turf_blacklist))
possible_turfs[T] -= 2
//mob preferences
if(is_type_in_list(T, turf_whitelist))
possible_turfs[T] += 4
if(is_type_in_list(T, turf_blacklist))
possible_turfs[T] -= 2
//weight check, remove negative or zero weight turfs from the list, then return the list
if(possible_turfs[T] < 1)
possible_turfs -= T
return possible_turfs
/datum/mob_hunt/proc/calc_dam_multiplier(datum/mob_type/attack_type)
if(!primary_type)
return 99 //typeless mobs are weak to everything since they shouldn't exist
if(!attack_type) //typeless attacks will return a multiplier of 1 in case we want to use this for calculating unmodified damage for some reason (UI maybe?)
return 1
var/multiplier = 1
if(attack_type in primary_type.immunity)
return 0 //a single immunity negates all damage
else if(attack_type in primary_type.resistance)
multiplier *= 0.5
else if(attack_type in primary_type.weakness)
multiplier *= 2
else
multiplier *= 1
if(!secondary_type) //if we don't have a second type, we're done here
return multiplier
if(attack_type in secondary_type.immunity)
return 0 //a single immunity negates all damage
else if(attack_type in secondary_type.resistance)
multiplier *= 0.5
else if(attack_type in secondary_type.weakness)
multiplier *= 2
else
multiplier *= 1
return multiplier
/datum/mob_hunt/proc/take_damage(raw_damage, datum/mob_type/attack_type)
var/message = ""
var/multiplier = calc_dam_multiplier(attack_type)
var/total_damage = raw_damage * multiplier
if(!health["current"]) //it's already downed, quit hitting it
return null
health["current"] = max(health["current"] - total_damage, 0)
switch(multiplier)
if(0)
message += "The attack is completely ineffective! "
if(0.25)
message += "It's barely effective... "
if(0.5)
message += "It's not very effective... "
if(2)
message += "It's super effective! "
if(4)
message += "It's ultra effective! "
if(!health["current"])
message += "[nickname ? nickname : mob_name] is downed!"
return message
/datum/mob_hunt/proc/levelup()
var/message = ""
level++
if(level > max_level) //This is where we would trigger an evolution, when those are added (need to add evolved forms first)
level = max_level //for now though, we'll just cap them back at their max_level
message += "[nickname ? nickname : mob_name] can't get any stronger right now!"
else
health["max"] = base_health + (level * health_multiplier)
message += "[nickname ? nickname : mob_name] has reached level [level]!"
/datum/mob_hunt/proc/get_type1()
if(!primary_type)
return "Typeless"
else
return primary_type.name
/datum/mob_hunt/proc/get_type2()
if(!secondary_type)
return null
else
return secondary_type.name
/datum/mob_hunt/nemabug
mob_name = "Nemabug"
run_chance = 50
min_level = 1
max_level = 10
primary_type = TYPE_BUG
icon_state_normal = "nemabug"
icon_state_shiny = "nemabug_shiny"
lifetime = 6000
/datum/mob_hunt/stoutquill
mob_name = "Stoutquill"
run_chance = 50
min_level = 5
max_level = 15
primary_type = TYPE_ICE
icon_state_normal = "stoutquill"
icon_state_shiny = "stoutquill_shiny"
lifetime = 4500
/datum/mob_hunt/spectra
mob_name = "Spectra"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_POISON
icon_state_normal = "spectra"
icon_state_shiny = "spectra_shiny"
lifetime = 6000
/datum/mob_hunt/dunny
mob_name = "Dunny"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_FIRE
icon_state_normal = "dunny"
icon_state_shiny = "dunny_shiny"
lifetime = 6000
/datum/mob_hunt/buffsel
mob_name = "Buffsel"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_ROCK
icon_state_normal = "buffsel"
icon_state_shiny = "buffsel_shiny"
lifetime = 6000
/datum/mob_hunt/quarrel
mob_name = "Quarrel"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_NORMAL
icon_state_normal = "quarrel"
icon_state_shiny = "quarrel_shiny"
lifetime = 6000
/datum/mob_hunt/vulerrt
mob_name = "Vulerrt"
run_chance = 50
min_level = 5
max_level = 15
primary_type = TYPE_DARK
icon_state_normal = "vulerrt"
icon_state_shiny = "vulerrt_shiny"
turf_whitelist = list()
lifetime = 4500
/datum/mob_hunt/strudel
mob_name = "Strudel"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_ELECTRIC
icon_state_normal = "strudel"
icon_state_shiny = "strudel_shiny"
lifetime = 4500
/datum/mob_hunt/folstick
mob_name = "Folstick"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_WATER
icon_state_normal = "folstick"
icon_state_shiny = "folstick_shiny"
lifetime = 6000
/datum/mob_hunt/glimmerflare
mob_name = "Glimmerflare"
run_chance = 50
min_level = 5
max_level = 15
primary_type = TYPE_PSYCHIC
icon_state_normal = "glimmerflare"
icon_state_shiny = "glimmerflare_shiny"
lifetime = 4500
/datum/mob_hunt/leecoon
mob_name = "Leecoon"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_GRASS
icon_state_normal = "leecoon"
icon_state_shiny = "leecoon_shiny"
lifetime = 6000
/datum/mob_hunt/halk
mob_name = "Halk"
run_chance = 35
min_level = 1
max_level = 10
primary_type = TYPE_FLYING
icon_state_normal = "halk"
icon_state_shiny = "halk_shiny"
lifetime = 6000
/datum/mob_hunt/gooby
mob_name = "Gooby"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_ELECTRIC
secondary_type = TYPE_BUG
icon_state_normal = "gooby"
icon_state_shiny = "gooby_shiny"
lifetime = 3000
/datum/mob_hunt/pandoom
mob_name = "Pandoom"
run_chance = 50
min_level = 5
max_level = 15
primary_type = TYPE_GHOST
icon_state_normal = "pandoom"
icon_state_shiny = "pandoom_shiny"
lifetime = 4500
/datum/mob_hunt/relish
mob_name = "Relish"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_FIRE
secondary_type = TYPE_GROUND
icon_state_normal = "relish"
icon_state_shiny = "relish_shiny"
lifetime = 3000
/datum/mob_hunt/xofine
mob_name = "Xofine"
run_chance = 50
min_level = 5
max_level = 10
primary_type = TYPE_FIRE
secondary_type = TYPE_NORMAL
icon_state_normal = "xofine"
icon_state_shiny = "xofine_shiny"
lifetime = 3000
/datum/mob_hunt/gitten
mob_name = "Gitten"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_WATER
secondary_type = TYPE_POISON
icon_state_normal = "gitten"
icon_state_shiny = "gitten_shiny"
lifetime = 3000
/datum/mob_hunt/nai
mob_name = "Nai"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_GRASS
secondary_type = TYPE_NORMAL
icon_state_normal = "nai"
icon_state_shiny = "nai_shiny"
lifetime = 3000
/datum/mob_hunt/pyroghast
mob_name = "Pyroghast"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_FIRE
secondary_type = TYPE_GHOST
icon_state_normal = "pyroghast"
icon_state_shiny = "pyroghast"
lifetime = 4500
/datum/mob_hunt/starslam
mob_name = "Starslam"
run_chance = 65
min_level = 5
max_level = 20
primary_type = TYPE_FIGHTING
secondary_type = TYPE_ICE
icon_state_normal = "starslam"
icon_state_shiny = "starslam_shiny"
lifetime = 2500
/datum/mob_hunt/pheron
mob_name = "Pheron"
run_chance = 85
min_level = 10
max_level = 20
primary_type = TYPE_BLUESPACE
icon_state_normal = "pheron"
icon_state_shiny = "pheron_shiny"
area_blacklist = list()
turf_blacklist = list()
area_whitelist = list()
turf_whitelist = list()
lifetime = 2000