mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
735 lines
23 KiB
Plaintext
735 lines
23 KiB
Plaintext
/* Parrots!
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* Contains
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* Defines
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* Inventory (headset stuff)
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* Attack responces
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* AI
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* Procs / Verbs (usable by players)
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* Sub-types
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*/
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/*
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* Defines
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*/
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//Only a maximum of one action and one intent should be active at any given time.
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//Actions
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#define PARROT_PERCH 1 //Sitting/sleeping, not moving
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#define PARROT_SWOOP 2 //Moving towards or away from a target
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#define PARROT_WANDER 4 //Moving without a specific target in mind
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//Intents
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#define PARROT_STEAL 8 //Flying towards a target to steal it/from it
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#define PARROT_ATTACK 16 //Flying towards a target to attack it
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#define PARROT_RETURN 32 //Flying towards its perch
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#define PARROT_FLEE 64 //Flying away from its attacker
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/mob/living/simple_animal/parrot
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name = "\improper Parrot"
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desc = "The parrot squaks, \"It's a Parrot! BAWWK!\""
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icon = 'icons/mob/animal.dmi'
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icon_state = "parrot_fly"
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icon_living = "parrot_fly"
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icon_dead = "parrot_dead"
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pass_flags = PASSTABLE
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small = 1
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speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
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speak_emote = list("squawks","says","yells")
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emote_hear = list("squawks","bawks")
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emote_see = list("flutters its wings")
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speak_chance = 1//1% (1 in 100) chance every tick; So about once per 150 seconds, assuming an average tick is 1.5s
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
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meat_amount = 3
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response_help = "pets the"
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response_disarm = "gently moves aside the"
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response_harm = "swats the"
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stop_automated_movement = 1
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universal_speak = 1
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var/parrot_state = PARROT_WANDER //Hunt for a perch when created
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var/parrot_sleep_max = 25 //The time the parrot sits while perched before looking around. Mosly a way to avoid the parrot's AI in life() being run every single tick.
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var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
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var/parrot_dam_zone = list("chest", "head", "l_arm", "l_leg", "r_arm", "r_leg") //For humans, select a bodypart to attack
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var/parrot_speed = 5 //"Delay in world ticks between movement." according to byond. Yeah, that's BS but it does directly affect movement. Higher number = slower.
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var/parrot_been_shot = 0 //Parrots get a speed bonus after being shot. This will deincrement every Life() and at 0 the parrot will return to regular speed.
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var/list/speech_buffer = list()
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var/list/available_channels = list()
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//Headset for Poly to yell at engineers :)
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var/obj/item/device/radio/headset/ears = null
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//The thing the parrot is currently interested in. This gets used for items the parrot wants to pick up, mobs it wants to steal from,
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//mobs it wants to attack or mobs that have attacked it
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var/atom/movable/parrot_interest = null
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//Parrots will generally sit on their pertch unless something catches their eye.
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//These vars store their preffered perch and if they dont have one, what they can use as a perch
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var/obj/parrot_perch = null
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var/obj/desired_perches = list(/obj/structure/computerframe, /obj/structure/displaycase, \
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/obj/structure/filingcabinet, /obj/machinery/teleport, \
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/obj/machinery/suit_storage_unit, /obj/machinery/clonepod, \
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/obj/machinery/dna_scannernew, /obj/machinery/telecomms, \
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/obj/machinery/nuclearbomb, /obj/machinery/particle_accelerator, \
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/obj/machinery/recharge_station, /obj/machinery/smartfridge, \
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/obj/machinery/computer)
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//Parrots are kleptomaniacs. This variable ... stores the item a parrot is holding.
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var/obj/item/held_item = null
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/mob/living/simple_animal/parrot/New()
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..()
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if(!ears)
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var/headset = pick(/obj/item/device/radio/headset/headset_sec, \
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/obj/item/device/radio/headset/headset_eng, \
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/obj/item/device/radio/headset/headset_med, \
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/obj/item/device/radio/headset/headset_sci, \
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/obj/item/device/radio/headset/headset_cargo)
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ears = new headset(src)
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parrot_sleep_dur = parrot_sleep_max //In case someone decides to change the max without changing the duration var
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verbs.Add(/mob/living/simple_animal/parrot/proc/steal_from_ground, \
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/mob/living/simple_animal/parrot/proc/steal_from_mob, \
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/mob/living/simple_animal/parrot/verb/drop_held_item_player, \
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/mob/living/simple_animal/parrot/proc/perch_player)
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/mob/living/simple_animal/parrot/death()
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if(held_item)
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held_item.loc = src.loc
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held_item = null
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walk(src,0)
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..()
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/mob/living/simple_animal/parrot/Stat()
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..()
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stat("Held Item", held_item)
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/*
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* Inventory
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*/
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/mob/living/simple_animal/parrot/show_inv(mob/user as mob)
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user.set_machine(src)
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if(user.stat) return
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var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
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if(ears)
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dat += "<br><b>Headset:</b> [ears] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
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else
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dat += "<br><b>Headset:</b> <a href='?src=\ref[src];add_inv=ears'>Nothing</a>"
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user << browse(dat, text("window=mob[];size=325x500", name))
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onclose(user, "mob[real_name]")
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return
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/mob/living/simple_animal/parrot/Topic(href, href_list)
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//Can the usr physically do this?
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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//Is the usr's mob type able to do this?
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if(ishuman(usr) || isrobot(usr))
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//Removing from inventory
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if(href_list["remove_inv"])
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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if("ears")
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if(ears)
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if(available_channels.len)
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src.say("[pick(available_channels)] BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
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else
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src.say("BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
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ears.loc = src.loc
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ears = null
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for(var/possible_phrase in speak)
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if(copytext(possible_phrase,1,3) in department_radio_keys)
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possible_phrase = copytext(possible_phrase,3,length(possible_phrase))
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else
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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//Adding things to inventory
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else if(href_list["add_inv"])
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var/add_to = href_list["add_inv"]
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your hand to put on its [add_to]."
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return
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switch(add_to)
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if("ears")
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if(ears)
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usr << "\red It's already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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if(!item_to_add)
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return
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if( !istype(item_to_add, /obj/item/device/radio/headset) )
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usr << "\red This object won't fit."
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return
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var/obj/item/device/radio/headset/headset_to_add = item_to_add
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usr.drop_item()
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headset_to_add.loc = src
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src.ears = headset_to_add
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usr << "You fit the headset onto [src]."
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clearlist(available_channels)
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for(var/ch in headset_to_add.channels)
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switch(ch)
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if("Engineering")
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available_channels.Add(":e")
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if("Command")
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available_channels.Add(":c")
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if("Security")
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available_channels.Add(":s")
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if("Science")
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available_channels.Add(":n")
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if("Medical")
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available_channels.Add(":m")
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if("Mining")
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available_channels.Add(":d")
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if("Cargo")
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available_channels.Add(":q")
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if(headset_to_add.translate_binary)
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available_channels.Add(":b")
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else
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..()
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/*
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* Attack responces
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*/
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//Humans, monkeys, aliens
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/mob/living/simple_animal/parrot/attack_hand(mob/living/carbon/M as mob)
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..()
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if(client) return
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if(!stat && M.a_intent == "hurt")
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icon_state = "parrot_fly" //It is going to be flying regardless of whether it flees or attacks
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = M
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parrot_state = PARROT_SWOOP //The parrot just got hit, it WILL move, now to pick a direction..
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if(M.health < 50) //Weakened mob? Fight back!
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parrot_state |= PARROT_ATTACK
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else
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parrot_state |= PARROT_FLEE //Otherwise, fly like a bat out of hell!
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drop_held_item(0)
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return
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//Mobs with objects
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/mob/living/simple_animal/parrot/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
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..()
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if(!stat && !client && !istype(O, /obj/item/stack/medical))
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if(O.force)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = user
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parrot_state = PARROT_SWOOP | PARROT_FLEE
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icon_state = "parrot_fly"
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drop_held_item(0)
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return
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//Bullets
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/mob/living/simple_animal/parrot/bullet_act(var/obj/item/projectile/Proj)
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..()
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if(!stat && !client)
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if(parrot_state == PARROT_PERCH)
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parrot_sleep_dur = parrot_sleep_max //Reset it's sleep timer if it was perched
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parrot_interest = null
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parrot_state = PARROT_WANDER //OWFUCK, Been shot! RUN LIKE HELL!
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parrot_been_shot += 5
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icon_state = "parrot_fly"
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drop_held_item(0)
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return
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/*
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* AI - Not really intelligent, but I'm calling it AI anyway.
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*/
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/mob/living/simple_animal/parrot/Life()
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..()
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//Sprite and AI update for when a parrot gets pulled
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if(pulledby && stat == CONSCIOUS)
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icon_state = "parrot_fly"
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if(!client)
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parrot_state = PARROT_WANDER
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return
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if(client || stat)
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return //Lets not force players or dead/incap parrots to move
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if(!isturf(src.loc) || !canmove || buckled)
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return //If it can't move, dont let it move. (The buckled check probably isn't necessary thanks to canmove)
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//-----SPEECH
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/* Parrot speech mimickry!
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Phrases that the parrot hears in mob/living/say() get added to speach_buffer.
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Every once in a while, the parrot picks one of the lines from the buffer and replaces an element of the 'speech' list.
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Then it clears the buffer to make sure they dont magically remember something from hours ago. */
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if(speech_buffer.len && prob(10))
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if(speak.len)
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speak.Remove(pick(speak))
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speak.Add(pick(speech_buffer))
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clearlist(speech_buffer)
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//-----SLEEPING
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if(parrot_state == PARROT_PERCH)
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if(parrot_perch && parrot_perch.loc != src.loc) //Make sure someone hasnt moved our perch on us
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if(parrot_perch in view(src))
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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icon_state = "parrot_fly"
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return
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else
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parrot_state = PARROT_WANDER
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icon_state = "parrot_fly"
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return
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if(--parrot_sleep_dur) //Zzz
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return
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else
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//This way we only call the stuff below once every [sleep_max] ticks.
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parrot_sleep_dur = parrot_sleep_max
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//Cycle through message modes for the headset
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if(speak.len)
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var/list/newspeak = list()
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if(available_channels.len && src.ears)
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for(var/possible_phrase in speak)
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//50/50 chance to not use the radio at all
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var/useradio = 0
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if(prob(50))
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useradio = 1
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if(copytext(possible_phrase,1,3) in department_radio_keys)
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possible_phrase = "[useradio?pick(available_channels):""] [copytext(possible_phrase,3,length(possible_phrase)+1)]" //crop out the channel prefix
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else
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possible_phrase = "[useradio?pick(available_channels):""] [possible_phrase]"
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newspeak.Add(possible_phrase)
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else //If we have no headset or channels to use, dont try to use any!
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for(var/possible_phrase in speak)
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if(copytext(possible_phrase,1,3) in department_radio_keys)
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possible_phrase = "[copytext(possible_phrase,3,length(possible_phrase)+1)]" //crop out the channel prefix
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newspeak.Add(possible_phrase)
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speak = newspeak
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//Search for item to steal
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parrot_interest = search_for_item()
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if(parrot_interest)
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emote("looks in [parrot_interest]'s direction and takes flight")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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icon_state = "parrot_fly"
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return
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//-----WANDERING - This is basically a 'I dont know what to do yet' state
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else if(parrot_state == PARROT_WANDER)
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//Stop movement, we'll set it later
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walk(src, 0)
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parrot_interest = null
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//Wander around aimlessly. This will help keep the loops from searches down
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//and possibly move the mob into a new are in view of something they can use
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if(prob(90))
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step(src, pick(cardinal))
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return
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if(!held_item && !parrot_perch) //If we've got nothing to do.. look for something to do.
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var/atom/movable/AM = search_for_perch_and_item() //This handles checking through lists so we know it's either a perch or stealable item
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if(AM)
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if(istype(AM, /obj/item) || isliving(AM)) //If stealable item
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parrot_interest = AM
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emote("turns and flies towards [parrot_interest]")
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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return
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else //Else it's a perch
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parrot_perch = AM
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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return
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if(parrot_interest && parrot_interest in view(src))
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parrot_state = PARROT_SWOOP | PARROT_STEAL
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return
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if(parrot_perch && parrot_perch in view(src))
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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else //Have an item but no perch? Find one!
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parrot_perch = search_for_perch()
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if(parrot_perch)
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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//-----STEALING
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else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
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walk(src,0)
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if(!parrot_interest || held_item)
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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if(!(parrot_interest in view(src)))
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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if(in_range(src, parrot_interest))
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if(isliving(parrot_interest))
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steal_from_mob()
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else //This should ensure that we only grab the item we want, and make sure it's not already collected on our perch
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if(!parrot_perch || parrot_interest.loc != parrot_perch.loc)
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held_item = parrot_interest
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parrot_interest.loc = src
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visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
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parrot_interest = null
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parrot_state = PARROT_SWOOP | PARROT_RETURN
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return
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walk_to(src, parrot_interest, 1, parrot_speed)
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return
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//-----RETURNING TO PERCH
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else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
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walk(src, 0)
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if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isnt inside of something else.
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parrot_perch = null
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parrot_state = PARROT_WANDER
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return
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if(in_range(src, parrot_perch))
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src.loc = parrot_perch.loc
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drop_held_item()
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parrot_state = PARROT_PERCH
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icon_state = "parrot_sit"
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return
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walk_to(src, parrot_perch, 1, parrot_speed)
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return
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//-----FLEEING
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else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
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walk(src,0)
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if(!parrot_interest || !isliving(parrot_interest)) //Sanity
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parrot_state = PARROT_WANDER
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walk_away(src, parrot_interest, 1, parrot_speed-parrot_been_shot)
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parrot_been_shot--
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return
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//-----ATTACKING
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else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK))
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//If we're attacking a nothing, an object, a turf or a ghost for some stupid reason, switch to wander
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if(!parrot_interest || !isliving(parrot_interest))
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parrot_interest = null
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parrot_state = PARROT_WANDER
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return
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var/mob/living/L = parrot_interest
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//If the mob is close enough to interact with
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if(in_range(src, parrot_interest))
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//If the mob we've been chasing/attacking dies or falls into crit, check for loot!
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if(L.stat)
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parrot_interest = null
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if(!held_item)
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held_item = steal_from_ground()
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if(!held_item)
|
|
held_item = steal_from_mob() //Apparently it's possible for dead mobs to hang onto items in certain circumstances.
|
|
if(parrot_perch in view(src)) //If we have a home nearby, go to it, otherwise find a new home
|
|
parrot_state = PARROT_SWOOP | PARROT_RETURN
|
|
else
|
|
parrot_state = PARROT_WANDER
|
|
return
|
|
|
|
//Time for the hurt to begin!
|
|
var/damage = rand(5,10)
|
|
|
|
if(ishuman(parrot_interest))
|
|
var/mob/living/carbon/human/H = parrot_interest
|
|
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
|
|
|
|
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1)
|
|
emote(pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
|
|
|
|
else
|
|
L.adjustBruteLoss(damage)
|
|
emote(pick("pecks at [L].", "claws [L]."))
|
|
return
|
|
|
|
//Otherwise, fly towards the mob!
|
|
else
|
|
walk_to(src, parrot_interest, 1, parrot_speed)
|
|
return
|
|
//-----STATE MISHAP
|
|
else //This should not happen. If it does lets reset everything and try again
|
|
walk(src,0)
|
|
parrot_interest = null
|
|
parrot_perch = null
|
|
drop_held_item()
|
|
parrot_state = PARROT_WANDER
|
|
return
|
|
|
|
/*
|
|
* Procs
|
|
*/
|
|
|
|
/mob/living/simple_animal/parrot/movement_delay()
|
|
if(client && stat == CONSCIOUS && parrot_state != "parrot_fly")
|
|
icon_state = "parrot_fly"
|
|
..()
|
|
|
|
/mob/living/simple_animal/parrot/proc/search_for_item()
|
|
for(var/atom/movable/AM in view(src))
|
|
//Skip items we already stole or are wearing or are too big
|
|
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src)
|
|
continue
|
|
|
|
if(istype(AM, /obj/item))
|
|
var/obj/item/I = AM
|
|
if(I.w_class < 2)
|
|
return I
|
|
|
|
if(iscarbon(AM))
|
|
var/mob/living/carbon/C = AM
|
|
if((C.l_hand && C.l_hand.w_class <= 2) || (C.r_hand && C.r_hand.w_class <= 2))
|
|
return C
|
|
return null
|
|
|
|
/mob/living/simple_animal/parrot/proc/search_for_perch()
|
|
for(var/obj/O in view(src))
|
|
for(var/path in desired_perches)
|
|
if(istype(O, path))
|
|
return O
|
|
return null
|
|
|
|
//This proc was made to save on doing two 'in view' loops seperatly
|
|
/mob/living/simple_animal/parrot/proc/search_for_perch_and_item()
|
|
for(var/atom/movable/AM in view(src))
|
|
for(var/perch_path in desired_perches)
|
|
if(istype(AM, perch_path))
|
|
return AM
|
|
|
|
//Skip items we already stole or are wearing or are too big
|
|
if(parrot_perch && AM.loc == parrot_perch.loc || AM.loc == src)
|
|
continue
|
|
|
|
if(istype(AM, /obj/item))
|
|
var/obj/item/I = AM
|
|
if(I.w_class <= 2)
|
|
return I
|
|
|
|
if(iscarbon(AM))
|
|
var/mob/living/carbon/C = AM
|
|
if(C.l_hand && C.l_hand.w_class <= 2 || C.r_hand && C.r_hand.w_class <= 2)
|
|
return C
|
|
return null
|
|
|
|
|
|
/*
|
|
* Verbs - These are actually procs, but can be used as verbs by player-controlled parrots.
|
|
*/
|
|
/mob/living/simple_animal/parrot/proc/steal_from_ground()
|
|
set name = "Steal from ground"
|
|
set category = "Parrot"
|
|
set desc = "Grabs a nearby item."
|
|
|
|
if(stat)
|
|
return -1
|
|
|
|
if(held_item)
|
|
src << "\red You are already holding the [held_item]"
|
|
return 1
|
|
|
|
for(var/obj/item/I in view(1,src))
|
|
//Make sure we're not already holding it and it's small enough
|
|
if(I.loc != src && I.w_class <= 2)
|
|
|
|
//If we have a perch and the item is sitting on it, continue
|
|
if(!client && parrot_perch && I.loc == parrot_perch.loc)
|
|
continue
|
|
|
|
held_item = I
|
|
I.loc = src
|
|
visible_message("[src] grabs the [held_item]!", "\blue You grab the [held_item]!", "You hear the sounds of wings flapping furiously.")
|
|
return held_item
|
|
|
|
src << "\red There is nothing of interest to take."
|
|
return 0
|
|
|
|
/mob/living/simple_animal/parrot/proc/steal_from_mob()
|
|
set name = "Steal from mob"
|
|
set category = "Parrot"
|
|
set desc = "Steals an item right out of a person's hand!"
|
|
|
|
if(stat)
|
|
return -1
|
|
|
|
if(held_item)
|
|
src << "\red You are already holding the [held_item]"
|
|
return 1
|
|
|
|
var/obj/item/stolen_item = null
|
|
|
|
for(var/mob/living/carbon/C in view(1,src))
|
|
if(C.l_hand && C.l_hand.w_class <= 2)
|
|
stolen_item = C.l_hand
|
|
|
|
if(C.r_hand && C.r_hand.w_class <= 2)
|
|
stolen_item = C.r_hand
|
|
|
|
if(stolen_item)
|
|
C.unEquip(stolen_item)
|
|
held_item = stolen_item
|
|
stolen_item.loc = src
|
|
visible_message("[src] grabs the [held_item] out of [C]'s hand!", "\blue You snag the [held_item] out of [C]'s hand!", "You hear the sounds of wings flapping furiously.")
|
|
return held_item
|
|
|
|
src << "\red There is nothing of interest to take."
|
|
return 0
|
|
|
|
/mob/living/simple_animal/parrot/verb/drop_held_item_player()
|
|
set name = "Drop held item"
|
|
set category = "Parrot"
|
|
set desc = "Drop the item you're holding."
|
|
|
|
if(stat)
|
|
return
|
|
|
|
src.drop_held_item()
|
|
|
|
return
|
|
|
|
/mob/living/simple_animal/parrot/proc/drop_held_item(var/drop_gently = 1)
|
|
set name = "Drop held item"
|
|
set category = "Parrot"
|
|
set desc = "Drop the item you're holding."
|
|
|
|
if(stat)
|
|
return -1
|
|
|
|
if(!held_item)
|
|
usr << "\red You have nothing to drop!"
|
|
return 0
|
|
|
|
if(!drop_gently)
|
|
if(istype(held_item, /obj/item/weapon/grenade))
|
|
var/obj/item/weapon/grenade/G = held_item
|
|
G.loc = src.loc
|
|
G.prime()
|
|
src << "You let go of the [held_item]!"
|
|
held_item = null
|
|
return 1
|
|
|
|
src << "You drop the [held_item]."
|
|
|
|
held_item.loc = src.loc
|
|
held_item = null
|
|
return 1
|
|
|
|
/mob/living/simple_animal/parrot/proc/perch_player()
|
|
set name = "Sit"
|
|
set category = "Parrot"
|
|
set desc = "Sit on a nice comfy perch."
|
|
|
|
if(stat || !client)
|
|
return
|
|
|
|
if(icon_state == "parrot_fly")
|
|
for(var/atom/movable/AM in view(src,1))
|
|
for(var/perch_path in desired_perches)
|
|
if(istype(AM, perch_path))
|
|
src.loc = AM.loc
|
|
icon_state = "parrot_sit"
|
|
return
|
|
src << "\red There is no perch nearby to sit on."
|
|
return
|
|
|
|
/*
|
|
* Sub-types
|
|
*/
|
|
/mob/living/simple_animal/parrot/Poly
|
|
name = "Poly"
|
|
desc = "Poly the Parrot. An expert on quantum cracker theory."
|
|
speak = list("Poly wanna cracker!", ":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN HARDSUITS?",":e OH GOD ITS FREE CALL THE SHUTTLE")
|
|
|
|
/mob/living/simple_animal/parrot/Poly/New()
|
|
ears = new /obj/item/device/radio/headset/headset_eng(src)
|
|
available_channels = list(":e")
|
|
..()
|
|
|
|
/mob/living/simple_animal/parrot/say(var/message)
|
|
|
|
if(stat)
|
|
return
|
|
|
|
var/verb = "says"
|
|
if(speak_emote.len)
|
|
verb = pick(speak_emote)
|
|
|
|
var/message_mode = null
|
|
if(copytext(message,1,2) == ";")
|
|
message_mode = "headset"
|
|
message = copytext(message,2)
|
|
|
|
if(copytext(message,1,2) == ":")
|
|
var/channel_prefix = copytext(message, 1 ,3)
|
|
message_mode = department_radio_keys[channel_prefix]
|
|
var/positioncut = 3
|
|
message = trim(copytext(message,positioncut))
|
|
|
|
message = capitalize(trim_left(message))
|
|
if(message_mode)
|
|
if(message_mode in radiochannels)
|
|
if(ears && istype(ears,/obj/item/device/radio))
|
|
ears.talk_into(src, message, message_mode, verb, null)
|
|
|
|
..(message)
|
|
|
|
|
|
/mob/living/simple_animal/parrot/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "",var/italics = 0, var/mob/speaker = null)
|
|
if(prob(50))
|
|
parrot_hear(message)
|
|
..(message,verb,language,alt_name,italics,speaker)
|
|
|
|
|
|
|
|
/mob/living/simple_animal/parrot/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0, var/atom/follow_target)
|
|
if(prob(50))
|
|
parrot_hear("[pick(available_channels)] [message]")
|
|
..()
|
|
|
|
|
|
/mob/living/simple_animal/parrot/proc/parrot_hear(var/message="")
|
|
if(!message || stat)
|
|
return
|
|
speech_buffer.Add(message) |