Second part of moving simple_animals.

TortoiseSVN was barking at me, so I had to do it like this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3977 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-07-03 17:22:46 +00:00
parent bb901f7583
commit f9986387c3
11 changed files with 0 additions and 1686 deletions

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/mob/living/simple_animal/constructbehemoth
name = "Behemoth"
real_name = "Behemoth"
original_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
icon = 'mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
icon_dead = "shade_dead"
maxHealth = 750
health = 750
speak_emote = list("rumbles")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = "brutally crushes"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 5
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
var/energy = 0
var/max_energy = 1000
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructbehemoth/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructbehemoth/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
////////////////Powers//////////////////
/*
/client/proc/summon_cultist()
set category = "Behemoth"
set name = "Summon Cultist (300)"
set desc = "Teleport a cultist to your location"
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
if(usr.energy<300)
usr << "\red You do not have enough power stored!"
return
if(usr.stat)
return
usr.energy -= 300
var/list/mob/living/cultists = new
for(var/datum/mind/H in ticker.mode.cult)
if (istype(H.current,/mob/living))
cultists+=H.current
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
if(!cultist)
return
if (cultist == usr) //just to be sure.
return
cultist.loc = usr.loc
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/

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//Cat
/mob/living/simple_animal/cat
name = "cat"
desc = "Kitty!!"
icon = 'mob.dmi'
icon_state = "cat"
icon_living = "cat"
icon_dead = "cat_dead"
speak = list("Meow!","Esp!","Purr!","HSSSSS")
speak_emote = list("purrs", "meows")
emote_hear = list("meows","mews")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 5
see_in_dark = 6
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
//RUNTIME IS ALIVE! SQUEEEEEEEE~
/mob/living/simple_animal/cat/Runtime
name = "Runtime"
desc = ""
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"

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@@ -1,351 +0,0 @@
/////////////////Juggernaut///////////////
/mob/living/simple_animal/constructarmoured
name = "Juggernaut"
real_name = "Juggernaut"
original_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'mob.dmi'
icon_state = "armour"
icon_living = "armour"
icon_dead = "shade_dead"
maxHealth = 250
health = 250
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 3
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructarmoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructarmoured/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(5))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
/mob/living/simple_animal/constructarmoured/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructarmoured/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/mob/living/simple_animal/constructarmoured/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Juggernaut"
mind.key = G.key
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/constructwraith
name = "Wraith"
real_name = "Wraith"
original_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
icon = 'mob.dmi'
icon_state = "floating"
icon_living = "floating"
icon_dead = "shade_dead"
maxHealth = 75
health = 75
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches the"
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = -1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
see_in_dark = 7
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructwraith/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructwraith/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(50))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
/mob/living/simple_animal/constructwraith/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructwraith/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/mob/living/simple_animal/constructwraith/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Wraith"
mind.key = G.key
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/constructbuilder
name = "Artificer"
real_name = "Artificer"
original_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
icon = 'mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
icon_dead = "shade_dead"
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "viciously beats"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rams"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 0
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructbuilder/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 5
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructbuilder/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/mob/living/simple_animal/constructbuilder/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Artificer"
mind.key = G.key

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//Corgi
/mob/living/simple_animal/corgi
name = "\improper corgi"
real_name = "corgi"
desc = "It's a corgi."
icon = 'mob.dmi'
icon_state = "corgi"
icon_living = "corgi"
icon_dead = "corgi_dead"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 10
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
meat_amount = 3
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "kicks the"
see_in_dark = 5
var/obj/item/inventory_head
var/obj/item/inventory_back
/mob/living/simple_animal/corgi/Life()
..()
regenerate_icons()
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
user.machine = src
if(user.stat) return
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
if(inventory_head)
dat += "<br><b>Head:</b> [inventory_head] (<a href='?src=\ref[src];remove_inv=head'>Remove</a>)"
else
dat += "<br><b>Head:</b> <a href='?src=\ref[src];add_inv=head'>Nothing</a>"
if(inventory_back)
dat += "<br><b>Back:</b> [inventory_back] (<a href='?src=\ref[src];remove_inv=back'>Remove</a>)"
else
dat += "<br><b>Back:</b> <a href='?src=\ref[src];add_inv=back'>Nothing</a>"
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[real_name]")
return
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(inventory_head && inventory_back)
//helmet and armor = 100% protection
if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
if( O.force )
usr << "\red This animal is wearing too much armor. You can't cause /him any damage."
for (var/mob/M in viewers(src, null))
M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
else
usr << "\red This animal is wearing too much armor. You can't reach its skin."
for (var/mob/M in viewers(src, null))
M.show_message("\red [user] gently taps [src] with the [O]. ")
if(prob(15))
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on \his face")
return
..()
/mob/living/simple_animal/corgi/Topic(href, href_list)
if(usr.stat) return
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("head")
if(inventory_head)
name = real_name
desc = initial(desc)
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
if("back")
if(inventory_back)
inventory_back.loc = src.loc
inventory_back = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("head")
if(inventory_head)
usr << "\red It's is already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
//Corgis are supposed to be simpler, so only a select few objects can actually be put
//to be compatible with them. The objects are below.
//Many hats added, Some will probably be removed, just want to see which ones are popular.
var/list/allowed_types = list(
/obj/item/clothing/head/helmet,
/obj/item/clothing/glasses/sunglasses,
/obj/item/clothing/head/caphat,
/obj/item/clothing/head/collectable/captain,
/obj/item/clothing/head/that,
/obj/item/clothing/head/that,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/collectable/kitty,
/obj/item/clothing/head/rabbitears,
/obj/item/clothing/head/collectable/rabbitears,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/collectable/beret,
/obj/item/clothing/head/det_hat,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/pirate,
/obj/item/clothing/head/collectable/pirate,
/obj/item/clothing/head/ushanka,
/obj/item/clothing/head/chefhat,
/obj/item/clothing/head/collectable/chef,
/obj/item/clothing/head/collectable/police,
/obj/item/clothing/head/wizard/fake,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/collectable/wizard,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/head/collectable/hardhat,
/obj/item/clothing/head/hardhat/white,
/obj/item/weapon/bedsheet,
/obj/item/clothing/head/helmet/space/santahat,
/obj/item/clothing/head/collectable/paper,
/obj/item/clothing/head/soft
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red It doesn't seem too keen on wearing that item."
return
usr.drop_item()
item_to_add.loc = src
src.inventory_head = item_to_add
regenerate_icons()
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
switch(inventory_head && inventory_head.type)
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
name = "Captain [real_name]"
desc = "Probably better than the last captain."
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
name = "Runtime"
emote_see = list("coughs up a furball", "stretches")
emote_hear = list("purrs")
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
emote_see = list("investigates the area","sniffs around for clues","searches for scooby snacks")
if(/obj/item/clothing/head/nursehat)
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
emote_hear = list("growls ferociously", "snarls")
speak = list("Arrrrgh!!","Grrrrrr!")
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
if(/obj/item/clothing/head/collectable/police)
name = "Officer [real_name]"
emote_see = list("drools","looks for donuts")
desc = "Stop right there criminal scum!"
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
if(/obj/item/weapon/bedsheet)
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around", "shivers")
emote_hear = list("howls","groans")
desc = "Spooky!"
if(/obj/item/clothing/head/helmet/space/santahat)
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.sd_SetLuminosity(6)
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
desc = "The reason your yellow gloves have chew-marks."
if("back")
if(inventory_back)
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
//Corgis are supposed to be simpler, so only a select few objects can actually be put
//to be compatible with them. The objects are below.
var/list/allowed_types = list(
/obj/item/clothing/suit/armor/vest,
/obj/item/device/radio
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red This object won't fit."
return
usr.drop_item()
item_to_add.loc = src
src.inventory_back = item_to_add
regenerate_icons()
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
else
..()
//IAN! SQUEEEEEEEEE~
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
gender = "male"
desc = "It's a corgi."
var/turns_since_scan = 0
var/obj/movement_target
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
/mob/living/simple_animal/corgi/Ian/Life()
..()
//Feeding, chasing food, FOOOOODDDD
if(alive && !resting && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
turns_since_scan = 0
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
movement_target = null
stop_automated_movement = 0
for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
if(isturf(S.loc) || ishuman(S.loc))
movement_target = S
break
if(movement_target)
stop_automated_movement = 1
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
dir = WEST
else if (movement_target.loc.x > src.x)
dir = EAST
else if (movement_target.loc.y < src.y)
dir = SOUTH
else if (movement_target.loc.y > src.y)
dir = NORTH
else
dir = SOUTH
if(isturf(movement_target.loc) )
movement_target.attack_animal(src)
else if(ishuman(movement_target.loc) )
if(prob(20))
emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
if(prob(1))
emote(pick("dances around","chases its tail"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
sleep(1)
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
name = "Corgi meat"
desc = "Tastes like... well you know..."
/mob/living/simple_animal/corgi/Ian/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(70))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
//PC stuff-Sieve
/mob/living/simple_animal/corgi/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Corgi"
mind.key = G.key
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/weapon/newspaper))
if(alive)
for(var/mob/M in viewers(user, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] baps [name] on the nose with the rolled up [O]")
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2))
dir = i
sleep(1)
else
..()

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@@ -1,69 +0,0 @@
//Look Sir, free crabs!
/mob/living/simple_animal/crab
name = "crab"
desc = "Free crabs!"
icon = 'mob.dmi'
icon_state = "crab"
icon_living = "crab"
icon_dead = "crab_dead"
speak_emote = list("clicks")
emote_hear = list("clicks")
emote_see = list("clacks")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "stomps the"
stop_automated_movement = 1
friendly = "pinches"
/mob/living/simple_animal/crab/Life()
..()
//CRAB movement
if(!ckey && alive)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(4,8)))
turns_since_move = 0
//COFFEE! SQUEEEEEEEEE!
/mob/living/simple_animal/crab/Coffee
name = "Coffee"
desc = "It's Coffee, the other pet!"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stomps"
//LOOK AT THIS - ..()??
/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/wirecutters))
user << "\red \b This kills the crab."
health -= 20
Die()
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")

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@@ -1,366 +0,0 @@
/mob/living/simple_animal
name = "animal"
var/icon_living = ""
var/icon_dead = ""
maxHealth = 20
var/alive = 1
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0
var/list/emote_hear = list() //EHearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
health = 20
var/turns_per_move = 1
var/turns_since_move = 0
universal_speak = 1
var/meat_amount = 0
var/meat_type
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
//Interaction
var/response_help = "You try to help"
var/response_disarm = "You try to disarm"
var/response_harm = "You try to hurt"
var/harm_intent_damage = 3
//Temperature effect
var/minbodytemp = 270
var/maxbodytemp = 370
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
var/min_oxy = 5
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
var/min_tox = 0
var/max_tox = 1
var/min_co2 = 0
var/max_co2 = 5
var/min_n2 = 0
var/max_n2 = 0
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
var/melee_damage_lower = 0
var/melee_damage_upper = 0
var/attacktext = "attacks"
var/attack_sound = null
var/friendly = "nuzzles" //If the mob does no damage with it's attack
var/wall_smash = 0 //if they can smash walls
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
var/obj/item/device/radio/headset/ears = null
/mob/living/simple_animal/New()
..()
verbs -= /mob/verb/observe
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = null
..()
/mob/living/simple_animal/Life()
//Health
if(!alive)
if(health > 0)
icon_state = icon_living
alive = 1
stat = CONSCIOUS
density = 1
return
if(health < 1)
Die()
if(health > maxHealth)
health = maxHealth
/*
// Stun/Weaken
if (paralysis || stunned || weakened) //Stunned etc.
if (stunned > 0)
AdjustStunned(-1)
stat = 0
if (weakened > 0)
AdjustWeakened(-1)
lying = 1
stat = 0
if (paralysis > 0)
AdjustParalysis(-1)
blinded = 1
lying = 1
stat = 1
var/h = hand
hand = 0
drop_item()
hand = 1
drop_item()
hand = h
else //Not stunned.
lying = 0
stat = 0
if(paralysis || stunned || weakened || buckled)
canmove = 0
else
canmove = 1
*/
//Movement
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
//Speaking
if(speak_chance)
if(prob(speak_chance))
if(speak && speak.len)
if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
var/length = speak.len
if(emote_hear && emote_hear.len)
length += emote_hear.len
if(emote_see && emote_see.len)
length += emote_see.len
var/randomValue = rand(1,length)
if(randomValue <= speak.len)
say(pick(speak))
else
randomValue -= speak.len
if(emote_see && randomValue <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
else
say(pick(speak))
else
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
emote(pick(emote_see),1)
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
emote(pick(emote_hear),2)
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
var/length = emote_hear.len + emote_see.len
var/pick = rand(1,length)
if(pick <= emote_see.len)
emote(pick(emote_see),1)
else
emote(pick(emote_hear),2)
//Atmos
var/atmos_suitable = 1
var/atom/A = src.loc
if(isturf(A))
var/turf/T = A
var/areatemp = T.temperature
if( abs(areatemp - bodytemperature) > 50 )
var/diff = areatemp - bodytemperature
diff = diff / 5
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
bodytemperature += diff
if(istype(T,/turf/simulated))
var/turf/simulated/ST = T
if(ST.air)
var/tox = ST.air.toxins
var/oxy = ST.air.oxygen
var/n2 = ST.air.nitrogen
var/co2 = ST.air.carbon_dioxide
if(min_oxy)
if(oxy < min_oxy)
atmos_suitable = 0
if(max_oxy)
if(oxy > max_oxy)
atmos_suitable = 0
if(min_tox)
if(tox < min_tox)
atmos_suitable = 0
if(max_tox)
if(tox > max_tox)
atmos_suitable = 0
if(min_n2)
if(n2 < min_n2)
atmos_suitable = 0
if(max_n2)
if(n2 > max_n2)
atmos_suitable = 0
if(min_co2)
if(co2 < min_co2)
atmos_suitable = 0
if(max_co2)
if(co2 > max_co2)
atmos_suitable = 0
//Atmos effect
if(bodytemperature < minbodytemp)
health -= cold_damage_per_tick
else if(bodytemperature > maxbodytemp)
health -= heat_damage_per_tick
if(!atmos_suitable)
health -= unsuitable_atoms_damage
/mob/living/simple_animal/Bumped(AM as mob|obj)
if(!AM) return
if(isturf(src.loc) && !resting && !buckled)
if(ismob(AM))
var/newamloc = src.loc
src.loc = AM:loc
AM:loc = newamloc
else
..()
/mob/living/simple_animal/gib()
if(meat_amount && meat_type)
for(var/i = 0; i < meat_amount; i++)
new meat_type(src.loc)
..()
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
if(emote)
return "[emote], \"[text]\""
return "says, \"[text]\"";
/mob/living/simple_animal/emote(var/act)
if(act)
if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act].")
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage
return 0
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
switch(M.a_intent)
if ("help")
if (health > 0)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_help] [src]")
if ("grab")
if (M == src)
return
if (nopush)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
G.assailant = M
G.affecting = src
M.put_in_active_hand(G)
grabbed_by += G
G.synch()
LAssailant = M
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
if ("hurt")
health -= harm_intent_damage
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\red [M] [response_harm] [src]")
if ("disarm")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("\blue [M] [response_disarm] [src]")
return
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/movement_delay()
var/tally = 0 //Incase I need to add stuff other than "speed" later
tally = speed
return tally
/mob/living/simple_animal/Stat()
..()
statpanel("Status")
stat(null, "Health: [round((health / maxHealth) * 100)]%")
/mob/living/simple_animal/proc/Die()
alive = 0
icon_state = icon_dead
stat = DEAD
density = 0
return
/mob/living/simple_animal/ex_act(severity)
flick("flash", flash)
switch (severity)
if (1.0)
health -= 500
gib()
return
if (2.0)
health -= 60
if(3.0)
health -= 30

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@@ -1,91 +0,0 @@
/mob/living/simple_animal/parrot
name = "\improper Parrot"
desc = "It's a parrot! No dirty words!"
icon = 'mob.dmi'
icon_state = "cat"
icon_living = "cat"
icon_dead = "cat_dead"
speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
speak_emote = list("squawks","says","yells")
emote_hear = list("squawks","bawks")
emote_see = list("flutters its wings", "glares at you")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
response_help = "pets the"
response_disarm = "gently moves aside the"
response_harm = "swats the"
ears = new /obj/item/device/radio/headset/heads/ce()
/mob/living/simple_animal/parrot/DrProfessor
name = "Doctor Professor Parrot, PhD"
desc = "That's the Doctor Professor. He has more degrees than all of the engineering team put together, and has several published papers on quantum cracker theory."
speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE")
response_harm = "is attacked in the face by"
/obj/item/weapon/reagent_containers/food/snacks/cracker/
name = "Cracker"
desc = "It's a salted cracker."
/mob/living/simple_animal/parrot/show_inv(mob/user as mob)
user.machine = src
if(user.stat) return
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
if(ears)
dat += "<br><b>Headset:</b> [ears] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
else
dat += "<br><b>Headset:</b> <a href='?src=\ref[src];add_inv=ears'>Nothing</a>"
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[real_name]")
return
/mob/living/simple_animal/parrot/Topic(href, href_list)
if(usr.stat) return
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
if("ears")
if(ears)
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
ears.loc = src.loc
ears = null
else
usr << "\red There is nothing to remove from its [remove_from]."
return
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("ears")
if(ears)
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
if(!item_to_add)
return
if( !istype(item_to_add, /obj/item/device/radio/headset) )
usr << "\red This object won't fit."
return
usr.drop_item()
item_to_add.loc = src
src.ears = item_to_add
else
..()

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@@ -1,59 +0,0 @@
/mob/living/simple_animal/shade
name = "Shade"
desc = "A bound spirit"
icon = 'mob.dmi'
icon_state = "shade"
icon_living = "shade"
icon_dead = "shade_dead"
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "puts their hand through"
response_disarm = "flails at"
response_harm = "punches the"
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "drains the life from"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = -1
stop_automated_movement = 1
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] lets out a contented sigh as their form unwinds. ")
ghostize(0)
del src
return
attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/device/soulstone))
O.transfer_soul("SHADE", src, user)
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
return
/mob/living/simple_animal/shade/proc/mind_initialize(mob/G)
mind = new
mind.current = src
mind.assigned_role = "Shade"
mind.key = G.key

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@@ -1,21 +0,0 @@
/mob/living/simple_animal/corgi/regenerate_icons()
overlays = list()
if(inventory_head)
var/head_icon_state = inventory_head.icon_state
if(health <= 0)
head_icon_state += "2"
var/icon/head_icon = icon('corgi_head.dmi',head_icon_state)
if(head_icon)
overlays += head_icon
if(inventory_back)
var/back_icon_state = inventory_back.icon_state
if(health <= 0)
back_icon_state += "2"
var/icon/back_icon = icon('corgi_back.dmi',back_icon_state)
if(back_icon)
overlays += back_icon
return

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@@ -1,199 +0,0 @@
/mob/living/simple_animal/space_worm
name = "space worm segment"
desc = "A part of a space worm."
icon = 'critter.dmi'
icon_state = "spaceworm"
icon_living = "spaceworm"
icon_dead = "spacewormdead"
speak_emote = list("transmits") //not supposed to be used under AI control
emote_hear = list("transmits") //I'm just adding it so it doesn't runtime if controlled by player who speaks
response_help = "touches"
response_disarm = "flails at"
response_harm = "punches the"
harm_intent_damage = 2
maxHealth = 30
health = 30
stop_automated_movement = 1
animate_movement = SYNC_STEPS
minbodytemp = 0
maxbodytemp = 350
min_oxy = 0
max_co2 = 0
max_tox = 0
a_intent = "harm" //so they don't get pushed around
nopush = 1
wall_smash = 1
speed = -1
var/mob/living/simple_animal/space_worm/previous //next/previous segments, correspondingly
var/mob/living/simple_animal/space_worm/next //head is the nextest segment
var/stomachProcessProbability = 50
var/digestionProbability = 20
var/flatPlasmaValue = 5 //flat plasma amount given for non-items
var/atom/currentlyEating //what the worm is currently eating
var/eatingDuration = 0 //how long he's been eating it for
head
name = "space worm head"
icon_state = "spacewormhead"
icon_living = "spacewormhead"
icon_dead = "spacewormdead"
maxHealth = 20
health = 20
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "bites"
animate_movement = SLIDE_STEPS
New(var/location, var/segments = 6)
..()
var/mob/living/simple_animal/space_worm/current = src
for(var/i = 1 to segments)
var/mob/living/simple_animal/space_worm/newSegment = new /mob/living/simple_animal/space_worm(loc)
current.Attach(newSegment)
current = newSegment
update_icon()
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
icon_state = "spacewormhead[previous?1:0]"
if(previous)
dir = get_dir(previous,src)
else
icon_state = "spacewormheaddead"
Life()
..()
if(next && !(next in view(src,1)))
Detach()
if(stat == DEAD) //dead chunks fall off and die immediately
if(previous)
previous.Detach()
if(next)
Detach(1)
if(prob(stomachProcessProbability))
ProcessStomach()
update_icon()
return
Del() //if a chunk a destroyed, make a new worm out of the split halves
if(previous)
previous.Detach()
..()
Move()
var/attachementNextPosition = loc
if(..())
if(previous)
previous.Move(attachementNextPosition)
update_icon()
Bump(atom/obstacle)
if(currentlyEating != obstacle)
currentlyEating = obstacle
eatingDuration = 0
if(!AttemptToEat(obstacle))
eatingDuration++
else
currentlyEating = null
eatingDuration = 0
return
proc/update_icon() //only for the sake of consistency with the other update icon procs
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
if(previous) //midsection
icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
else //tail
icon_state = "spacewormtail"
dir = get_dir(src,next) //next will always be present since it's not a head and if it's dead, it goes in the other if branch
else
icon_state = "spacewormdead"
return
proc/AttemptToEat(var/atom/target)
if(istype(target,/turf/simulated/wall))
if((!istype(target,/turf/simulated/wall/r_wall) && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one
var/turf/simulated/wall/wall = target
wall.ReplaceWithFloor()
new /obj/item/stack/sheet/metal(src, flatPlasmaValue)
return 1
else if(istype(target,/atom/movable))
if(istype(target,/mob) || eatingDuration >= 50) //5 ticks to eat stuff like airlocks
var/atom/movable/objectOrMob = target
contents += objectOrMob
return 1
return 0
proc/Attach(var/mob/living/simple_animal/space_worm/attachement)
if(!attachement)
return
previous = attachement
attachement.next = src
return
proc/Detach(die = 0)
var/mob/living/simple_animal/space_worm/newHead = new /mob/living/simple_animal/space_worm/head(loc,0)
var/mob/living/simple_animal/space_worm/newHeadPrevious = previous
previous = null //so that no extra heads are spawned
newHead.Attach(newHeadPrevious)
if(die)
newHead.Die()
del(src)
proc/ProcessStomach()
for(var/atom/movable/stomachContent in contents)
if(prob(digestionProbability))
if(istype(stomachContent,/obj/item/stack)) //converts to plasma, keeping the stack value
if(!istype(stomachContent,/obj/item/stack/sheet/plasma))
var/obj/item/stack/oldStack = stomachContent
new /obj/item/stack/sheet/plasma(src, oldStack.amount)
del(oldStack)
continue
else if(istype(stomachContent,/obj/item)) //converts to plasma, keeping the w_class
var/obj/item/oldItem = stomachContent
new /obj/item/stack/sheet/plasma(src, oldItem.w_class)
del(oldItem)
continue
else
new /obj/item/stack/sheet/plasma(src, flatPlasmaValue) //just flat amount
del(stomachContent)
continue
if(previous)
for(var/atom/movable/stomachContent in contents) //transfer it along the digestive tract
previous.contents += stomachContent
else
for(var/atom/movable/stomachContent in contents) //or poop it out
loc.contents += stomachContent
return

View File

@@ -128,7 +128,6 @@
#define FILE_DIR "code/modules/mob/living/simple_animal"
#define FILE_DIR "code/modules/mob/new_player"
#define FILE_DIR "code/modules/mob/organ"
#define FILE_DIR "code/modules/mob/simple_animal"
#define FILE_DIR "code/modules/paperwork"
#define FILE_DIR "code/modules/power"
#define FILE_DIR "code/modules/power/antimatter"