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* Bears and bats. * Carp * Comments, file locations * Linters! * Moved initial emotes for basic mobs to a component * Linters * Adjusted emote chance for space bats Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Updatepaths * Apply code review suggestions --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
95 lines
3.0 KiB
Plaintext
95 lines
3.0 KiB
Plaintext
/datum/component/spawner
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var/mob_types = list(/mob/living/basic/carp)
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var/spawn_time = 300 //30 seconds default
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var/list/spawned_mobs = list()
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var/spawn_delay = 0
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var/max_mobs = 5
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var/spawn_text = "emerges from"
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var/list/faction = list("mining")
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COOLDOWN_DECLARE(last_rally)
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/datum/component/spawner/Initialize(_mob_types, _spawn_time, _faction, _spawn_text, _max_mobs)
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if(_spawn_time)
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spawn_time=_spawn_time
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if(_mob_types)
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mob_types=_mob_types
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if(_faction)
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faction=_faction
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if(_spawn_text)
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spawn_text=_spawn_text
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if(_max_mobs)
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max_mobs=_max_mobs
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RegisterSignal(parent, list(COMSIG_PARENT_QDELETING), PROC_REF(stop_spawning))
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RegisterSignal(parent, COMSIG_SPAWNER_SET_TARGET, PROC_REF(rally_spawned_mobs))
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START_PROCESSING(SSprocessing, src)
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/datum/component/spawner/process()
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try_spawn_mob()
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/datum/component/spawner/proc/stop_spawning(force)
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STOP_PROCESSING(SSprocessing, src)
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for(var/mob/living/simple_animal/L in spawned_mobs)
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if(L.nest == src)
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L.nest = null
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for(var/mob/living/basic/L in spawned_mobs)
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if(L.nest == src)
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L.nest = null
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spawned_mobs = null
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/datum/component/spawner/proc/try_spawn_mob()
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var/atom/P = parent
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if(length(spawned_mobs) >= max_mobs)
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return
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if(spawn_delay > world.time)
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return
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spawn_delay = world.time + spawn_time
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var/chosen_mob_type = pick(mob_types)
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var/mob/living/simple_animal/L = new chosen_mob_type(P.loc)
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L.admin_spawned = P.admin_spawned
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spawned_mobs += L
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L.nest = src
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L.faction = src.faction
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P.visible_message("<span class='danger'>[L] [spawn_text] [P].</span>")
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P.on_mob_spawn(L)
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return L
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/datum/component/spawner/proc/rally_spawned_mobs(parent, mob/living/target)
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SIGNAL_HANDLER // COMSIG_SPAWNER_SET_TARGET
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if(!(COOLDOWN_FINISHED(src, last_rally) && length(spawned_mobs)))
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return
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// start the cooldown first, because a rallied mob might fire on
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// ourselves while this is happening, causing confusion
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COOLDOWN_START(src, last_rally, 30 SECONDS)
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for(var/mob/living/rallied as anything in spawned_mobs)
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if(istype(rallied, /mob/living/basic))
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var/mob/living/basic/basic = rallied
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basic.ai_controller.cancel_actions()
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basic.ai_controller.set_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET, target)
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if(istype(rallied, /mob/living/simple_animal/hostile))
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var/mob/living/simple_animal/hostile/simple = rallied
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INVOKE_ASYNC(simple, TYPE_PROC_REF(/mob/living/simple_animal/hostile, aggro_fast), target)
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/datum/component/spawner/demon_incursion_portal
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/datum/component/spawner/demon_incursion_portal/try_spawn_mob()
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var/atom/result = ..()
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if(result && istype(result.ai_controller))
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result.ai_controller.set_blackboard_key(BB_INCURSION_HOME_PORTAL, parent)
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return result
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/datum/component/spawner/demon_incursion_portal/rally_spawned_mobs(parent, mob/living/target)
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if(!(COOLDOWN_FINISHED(src, last_rally)))
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return
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COOLDOWN_START(src, last_rally, 30 SECONDS)
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for(var/mob/living/basic/rallied as anything in spawned_mobs)
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rallied.ai_controller.cancel_actions()
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rallied.ai_controller.queue_behavior(/datum/ai_behavior/return_home/incursion_portal, BB_INCURSION_HOME_PORTAL)
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