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cib
2012-03-02 10:58:16 -08:00
parent e0a919be43
commit 20394e1f56

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mob/living/carbon/monkey/var
mob/npc_target = null // the NPC this monkey is attacking
mob/npc_fleeing = null // the monkey is scared of this mob
mob/hiding_behind = null
hid_behind = 0
var/list/hostiles = list()
fleeing_duration = 0
mob/living/carbon/monkey/proc/npc_act()
if(!client && !stat)
if(npc_fleeing && canmove)
var/prevloc = loc
if(!hiding_behind)
for(var/mob/living/carbon/human/H in view(7, src))
if(!hostiles.Find(H))
hiding_behind = H
if(hiding_behind)
if(get_dist(src, hiding_behind) == 1)
if(!hid_behind)
emote("me", 1, "hides behind [hiding_behind]!")
hid_behind = 1
step_to(src, get_step(hiding_behind, get_dir(npc_fleeing, hiding_behind)))
else
if(!step_to(src, hiding_behind, 1))
hiding_behind = null
else
step_away(src, npc_fleeing, 7)
if(prob(7))
if(prob(50) && (npc_fleeing in view(8,src)))
switch(rand(1,3))
if(1)
emote("me", 1, "shows [npc_fleeing] its fangs!")
if(2)
emote("me", 2, "gnarls at [npc_fleeing].")
if(3)
emote("me", 2, "eyes [npc_fleeing] fearfully.")
else
switch(rand(1,3))
if(1)
emote("whimper")
if(2)
emote("me", 1, "trembles heavily.")
if(3)
emote("me", 2, "chimpers nervously.")
fleeing_duration--
if(fleeing_duration <= 0)
npc_fleeing = null
hiding_behind = null
hid_behind = 0
if(loc == prevloc) dir = get_dir(src, npc_fleeing)
else
if(prob(33) && canmove && isturf(loc))
step(src, pick(cardinal))
if(prob(1))
if(health < 70)
switch(rand(1,3))
if(1)
emote("me", 1, "cowers on the floor, writhing in pain.")
if(2)
emote("me", 1, "trembles visibly, it seems to be in pain.")
if(3)
emote("me", 1, "wraps its arms around its knees, breathing heavily.")
else
emote(pick("scratch","jump","roll","tail"))
mob/living/carbon/monkey/react_to_attack(mob/M)
if(npc_fleeing == M)
fleeing_duration += 30
return
if(!hostiles.Find(M)) hostiles += M
spawn(5)
switch(rand(1,3))
if(1)
emote("me", 1, "flails about wildly!")
if(2)
emote("me", 2, "screams loudly at [M]!")
if(3)
emote("me", 2, "whimpers fearfully!")
npc_fleeing = M
fleeing_duration = 30
/*/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/slash = 0, var/used_weapon = null)
if(!client && !stat)
if(damage > 10)
if(prob(40) || health == 100)
emote("me", 2, pick("screams loudly!", "whimpers in pain!"))
else if(health == 100 || (damage > 0 && prob(10)))
emote("me", 1, pick("flails about wildly!", "cringes visibly!", "chimpers nervously."))
return ..()*/