Files
Paradise/code/modules/mob/living/basic/friendly/mouse.dm
T
Migratingcocofruit e609a7faf7 Event system refactor and changes (#29420)
* meta resolution

* emerald resolution

* delta resolution

* fartgas resolution

* box box

* stay out stay out

* metastation fixes

* faragus fix

* delta fix

* Changes to role impact on event weight

* adds disaster level to the event config

* weight changes and starts adding disaster level to the ui

* ui fixes

* adjust disaster level timing

* changes disaster timing, weights, disease outbreak role requirements and weights

* lots of weight an requirement adjustments

* Update tear.dm

* some fixes

* meta changes

* Starting over with farragus

* Starting over in faragus

* faragus changes

* Update cerestation.dmm

* Update cerestation.dmm

* Update cerestation.dmm

* Update cerestation.dmm

* Update cerestation.dmm

* resolving some faragus conflicts

* resolve faragus conflicts

* resolves delta conflicts

* resolves cyberiad conflicts

* resolves emerald conflicts

* fixes cables in faragus

* fixes meta cables

* fixes delta cables

* more meta fixes

* more farragus cable fixes

* more cable fixes

* meta and faragus fixes

* box and delta fixes

* more mapping fixes

* hopefully the last fix

* Update metastation.dmm

* Update metastation.dmm

* fixes shorts on cyberiad cerebron and farragus

* CI fixes

* move new event listing to new system

* Adds tracking and cost calculation for blob

* finishes setting up blob event detection and costs

* minor boolog corrections

* fixes events being created at the wrong severity

* adds ongoing cost to disease outbreak

* moves terror spider event to new system

* moves to component based event cost calculation

* morph abductor and carps adjusted for new system

* various fixes and adjusts rev event

* Update revenant_spawn_event.dm

* various fixes and adjusts demon incursion to the new system

* adjusts some major event weights

* correct wrong values of autoend on vendor uprising and rev

* Update event_container.dm

* more event timing adjustments

* adds requirements to traders and incursion

* slightly lowers requirements for biohazards

* timing changes

* temporarily disable loading event times from the config and increases major nothing chance

* adjustments to costs and weights of various events

* Update event_container.dm

* additional adjustments to weights and requirements. moves rev to major

* typo fix

* ion storm adjustment

* Update event_container.dm

* more moderate changes

* e

* Update meteors_event.dm

* removes cooldown from nothing event and changes its weight based on the number of remaining enabled events in the container

* increases morph event requirements and chance of nothing moderate event

* makes morph a major event

* Update morph_event.dm

* adds viro requirement for disease outbreak and fixes a bug with incorrect resource calculation

* allows varediting extra roles for the event system for debug and testing

* Adjust weights of traders and abductors and corrects wrong nominal severity for demonic incursion

* Adds crew cound to rev weight

* makes disasters start rolling later

* reduces weight of communications blackout and increases weight of major nothing

* adjusts door runtime and prisonbreak weights to make them less frequent. kudzu now scales with total crew

* apc overload made less frequent

* oopsy

* Gives the scrubber clog event a name

* fixes a type in a define name

* adjusts demonic incursion weight

* changes brand intelligence weight an d reduces door runtime weight

* more adjustments to demon incursion. Makes additional weight from surplus roles diminish

* adjustments to some minor events

* Increases event length and requirements of some engineering events and lowers their weight slightly. Also increases cost of ongoing diseases events

* fixes a type

* Update meteors_event.dm

* corrects traders nominal severity and adjusts demon weights

* shifts anomaly weights down and increases costs

* rebalance rod requirements

* Update cerestation.dmm

* moves net resource calculation to its own proc and changes the ASSIGNMENT_TOTAL macro to ASSIGNMENT_CREW.

* Adds individual first run time for some events and makes majors start rolling slightly later

* reduces weight of major nothing

* minor reduction to rev and apc overload weight

* Changes the way event weight is calculated

* end time corrections for anomaly rod and meteors

* slightly adjusts down the weights of nothing and some minor events

* Adjusts moedrates towards about 3.5 per round and mundanes towards 8 per round

* adds first run restrictions on traders and incursion and increases the cooldown time of events

* resolve faragus conflicts

* resolve emerald conflict

* fix some faragus cabling

* more cabling correction in faragus

* more cable fixes

* Update cerestation.dmm

* remove doubled scrubber pipe on tile

* reduces moderates nothing chance

* slightly reduces crew requirements for disasters and also reduces crew weight for disasters

* fixes meteor event not removing the alert, and makes it announce a bit later

* Adds an event debugging window for real time midround event data

* Revert "Adds an event debugging window for real time midround event data"

This reverts commit ecd99a6c9e.

* Adds a resource view button to the event manager window and fixes a null in the total resource list

* various bug fixes

* slightly lowers chance of meteor and similar events

* Slightly lowers requirement weights on disaster level events

* resolves faragus conflict

* changes the default power input of engineering SMES to 200kw and 80kW respectively

* connects power monitoring computers to the grid that weren't

* meta station elec maints improvements

* adds missing power monitoring computers on box and delta

* removes dirt from wall

* corrects area boundry on meta

* adds missing cable on box sci

* removes dirt from wall on box

* connects cyberiad bridge to the rest of the powernet

* connects box brig to powernet

* Adds catwalks to box maints

* adds catwalks to meta

* Adds catwalks to delta

* Update deltastation.dmm

* adds ability to insulate cables

* Moves stations to using extra insulated cables for high power network

* Removes catwalks from meta

* Removes catwalks from box

* Removes catwalks from delta

* Delays moderates and majors more and increases disaster chance

* resolves box conflicts

* Update cable.dm

* remove floating request console

* corrects position of fire alarm and removes extra intercom on metastation

* resolves faragus conflict

* reduces meteor variant weights. meaty ores event now has the correct nominal severity

* meaty ore weight to 8

* fixes a stray light bulb and light switch in maints as well as a doubled power

* Delays meteor type events to 40 minutes at the earliest. Moves the time check to be against round time instead of world time

* wires kerberos security checkpoint to the grid

* Update cerestation.dmm

* Removes stray extinguisher cabinet from meta station

* resolves area conflict on faragus

* resolves more faragus issues

* fixes faragus cabling issues

* Update cerestation.dmm

* removes another stray fire extinguisher cabinet

* insulates the APC in delta PTL room

* increases pop requirement and weight for demons and increases medbay and viro weights for diseases

* connect delta fore starboard solars to the high power grid instead of the low power

* Update deltastation.dmm

* deconflict

* solves some unconnected cables

* connects delta customs to network and finishes resolving conflicts

* Update deltastation.dmm

* adds the new cables. needs coils and mapping

* moves connection perms to the heavy duty cables. toggled with engineering permission ID. box gets new cables

* sorts cables on stations

* faragus cable connections

* cable corrections. Adds heavy duty cables to the autolathe

* CI fix

* more fixes and makes the new cables show up on t ray scanners

* box station mapping fixes

* delta mapping fixes

* meta fix

* Update deltastation.dmm

* delta and faragus fixes

* Update emeraldstation.dmm

* removes APC overloard(major) from event pool

* adds diagonal sprites to heavy duty cables. allows sillicons to toggle them and

* Makes borg versions of the heavy duty cable coil

* palete consolidation

* Improves visibility of high power cables

* converts shuttle event to new system

* makes disaster event last run calc use round time instead of world time

* fixes wrong define being used in some event requirements. further increases requirements for demons and meteors. lowers weight of major diseases

* Update slaughterevent.dm

* reduces cargo requirements for shuttle load event

* reduces base weight of major disease event and further increases medical requirements

* fixes a wrong wire under the pet store maints door in delta station

* resolve mapping conflicts

* Revert "resolve mapping conflicts"

This reverts commit 129db52501.

* Revert "Merge branch 'HighPowerMaints' into event_timing"

This reverts commit 2594ac8928, reversing
changes made to a738b5f2f2.

* fixes some wonky stuff with xeno code

* Adds a crew cost to diseases

* makes player contribution towards events variable

* changes major event weights and slightly increases demon requirements

* slightly increases major disease outbreak weight

* comment changes

* Adds safeties to protect against null events getting into container or the active list

* blob fix

* Adds a confirmation to random event toggle

* Adjust particulate event weight to fit the new moderate weights

* Adds additional security costs to changeling and vamp

* Update revenant_spawn_event.dm

* uses correct path for rev event cost proc

* changes some lists to alists

* correctly accesses the event container list and actually uses the config for the event timing

---------

Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman3595@gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2025-11-07 16:29:47 +00:00

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