Files
Polaris/code/game/objects/random/mob.dm
2020-07-30 05:01:12 +01:00

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/*
* Random Mobs
*/
/obj/random/mob
name = "Random Animal"
desc = "This is a random animal."
icon = 'icons/mob/animal.dmi'
icon_state = "chicken_white"
var/overwrite_hostility = 0
var/mob_faction = null
var/mob_returns_home = 0
var/mob_wander = 1
var/mob_wander_distance = 3
var/mob_hostile = 0
var/mob_retaliate = 0
/obj/random/mob/item_to_spawn()
return pick(prob(10);/mob/living/simple_mob/animal/passive/lizard,
prob(6);/mob/living/simple_mob/animal/sif/diyaab,
prob(10);/mob/living/simple_mob/animal/passive/cat,
prob(6);/mob/living/simple_mob/animal/passive/cat,
prob(10);/mob/living/simple_mob/animal/passive/dog/corgi,
prob(6);/mob/living/simple_mob/animal/passive/dog/corgi/puppy,
prob(10);/mob/living/simple_mob/animal/passive/crab,
prob(10);/mob/living/simple_mob/animal/passive/chicken,
prob(6);/mob/living/simple_mob/animal/passive/chick,
prob(10);/mob/living/simple_mob/animal/passive/cow,
prob(6);/mob/living/simple_mob/animal/goat,
prob(10);/mob/living/simple_mob/animal/passive/penguin,
prob(10);/mob/living/simple_mob/animal/passive/mouse,
prob(10);/mob/living/simple_mob/animal/passive/yithian,
prob(10);/mob/living/simple_mob/animal/passive/tindalos,
prob(10);/mob/living/simple_mob/animal/passive/pillbug,
prob(10);/mob/living/simple_mob/animal/passive/dog/tamaskan,
prob(10);/mob/living/simple_mob/animal/passive/dog/brittany,
prob(3);/mob/living/simple_mob/animal/passive/bird/parrot,
prob(1);/mob/living/simple_mob/animal/passive/crab)
/obj/random/mob/spawn_item() //These should only ever have simple mobs.
var/build_path = item_to_spawn()
var/mob/living/simple_mob/M = new build_path(src.loc)
if(!istype(M))
return
if(M.has_AI())
var/datum/ai_holder/AI = M.ai_holder
AI.go_sleep() //Don't fight eachother while we're still setting up!
AI.returns_home = mob_returns_home
AI.wander = mob_wander
AI.max_home_distance = mob_wander_distance
if(overwrite_hostility)
AI.hostile = mob_hostile
AI.retaliate = mob_retaliate
AI.go_wake() //Now you can kill eachother if your faction didn't override.
if(pixel_x || pixel_y)
M.pixel_x = pixel_x
M.pixel_y = pixel_y
/obj/random/mob/sif
name = "Random Sif Animal"
desc = "This is a random cold weather animal."
icon_state = "penguin"
mob_returns_home = 1
mob_wander_distance = 10
/obj/random/mob/sif/item_to_spawn()
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
prob(20);/mob/living/simple_mob/animal/passive/hare,
prob(15);/mob/living/simple_mob/animal/passive/crab,
prob(15);/mob/living/simple_mob/animal/passive/penguin,
prob(15);/mob/living/simple_mob/animal/passive/mouse,
prob(15);/mob/living/simple_mob/animal/passive/dog/tamaskan,
prob(10);/mob/living/simple_mob/animal/sif/siffet,
prob(2);/mob/living/simple_mob/animal/giant_spider/frost,
prob(1);/mob/living/simple_mob/animal/space/goose,
prob(20);/mob/living/simple_mob/animal/passive/crab)
/obj/random/mob/sif/peaceful
name = "Random Peaceful Sif Animal"
desc = "This is a random peaceful cold weather animal."
icon_state = "penguin"
mob_returns_home = 1
mob_wander_distance = 12
/obj/random/mob/sif/peaceful/item_to_spawn()
return pick(prob(30);/mob/living/simple_mob/animal/sif/diyaab,
prob(20);/mob/living/simple_mob/animal/passive/hare,
prob(15);/mob/living/simple_mob/animal/passive/crab,
prob(15);/mob/living/simple_mob/animal/passive/penguin,
prob(15);/mob/living/simple_mob/animal/passive/mouse,
prob(15);/mob/living/simple_mob/animal/passive/dog/tamaskan,
prob(20);/mob/living/simple_mob/animal/sif/hooligan_crab)
/obj/random/mob/sif/hostile
name = "Random Hostile Sif Animal"
desc = "This is a random hostile cold weather animal."
icon_state = "frost"
/obj/random/mob/sif/hostile/item_to_spawn()
return pick(prob(22);/mob/living/simple_mob/animal/sif/savik,
prob(33);/mob/living/simple_mob/animal/giant_spider/frost,
prob(20);/mob/living/simple_mob/animal/sif/frostfly,
prob(10);/mob/living/simple_mob/animal/sif/tymisian,
prob(45);/mob/living/simple_mob/animal/sif/shantak)
/obj/random/mob/sif/kururak
name = "Random Kururak"
desc = "This is a random kururak, either waking or hibernating. Will be hostile if more than one are waking."
icon_state = "frost"
/obj/random/mob/sif/kururak/item_to_spawn()
return pick(prob(1);/mob/living/simple_mob/animal/sif/kururak/hibernate,
prob(20);/mob/living/simple_mob/animal/sif/kururak)
/obj/random/mob/spider
name = "Random Spider" //Spiders should patrol where they spawn.
desc = "This is a random boring spider."
icon_state = "guard"
mob_returns_home = 1
mob_wander_distance = 4
/obj/random/mob/spider/item_to_spawn()
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse,
prob(33);/mob/living/simple_mob/animal/giant_spider/hunter,
prob(45);/mob/living/simple_mob/animal/giant_spider)
/obj/random/mob/spider/nurse
name = "Random Nurse Spider"
desc = "This is a random nurse spider."
icon_state = "nurse"
mob_returns_home = 1
mob_wander_distance = 4
/obj/random/mob/spider/nurse/item_to_spawn()
return pick(prob(22);/mob/living/simple_mob/animal/giant_spider/nurse/hat,
prob(45);/mob/living/simple_mob/animal/giant_spider/nurse)
/obj/random/mob/spider/mutant
name = "Random Mutant Spider"
desc = "This is a random mutated spider."
icon_state = "phoron"
/obj/random/mob/spider/mutant/item_to_spawn()
return pick(prob(5);/obj/random/mob/spider,
prob(10);/mob/living/simple_mob/animal/giant_spider/webslinger,
prob(10);/mob/living/simple_mob/animal/giant_spider/carrier,
prob(33);/mob/living/simple_mob/animal/giant_spider/lurker,
prob(33);/mob/living/simple_mob/animal/giant_spider/tunneler,
prob(40);/mob/living/simple_mob/animal/giant_spider/pepper,
prob(20);/mob/living/simple_mob/animal/giant_spider/thermic,
prob(40);/mob/living/simple_mob/animal/giant_spider/electric,
prob(1);/mob/living/simple_mob/animal/giant_spider/phorogenic,
prob(40);/mob/living/simple_mob/animal/giant_spider/frost)
/obj/random/mob/robotic
name = "Random Robot Mob"
desc = "This is a random robot."
icon_state = "drone_dead"
overwrite_hostility = 1
mob_faction = "malf_drone"
mob_returns_home = 1
mob_wander = 1
mob_wander_distance = 5
mob_hostile = 1
mob_retaliate = 1
/obj/random/mob/robotic/item_to_spawn() //Hivebots have a total number of 'lots' equal to the lesser drone, at 60.
return pick(prob(60);/mob/living/simple_mob/mechanical/combat_drone/lesser,
prob(50);/mob/living/simple_mob/mechanical/combat_drone,
prob(50);/mob/living/simple_mob/mechanical/mining_drone,
prob(15);/mob/living/simple_mob/mechanical/mecha/ripley,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus,
prob(10);/mob/living/simple_mob/mechanical/hivebot,
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
/obj/random/mob/robotic/drone
name = "Random Drone"
desc = "This is a random drone."
icon_state = "drone_dead"
overwrite_hostility = 1
mob_faction = "malf_drone"
mob_returns_home = 1
mob_wander = 1
mob_wander_distance = 5
mob_hostile = 1
mob_retaliate = 1
/obj/random/mob/robotic/drone/item_to_spawn()
return pick(prob(6);/mob/living/simple_mob/mechanical/combat_drone/lesser,
prob(1);/mob/living/simple_mob/mechanical/combat_drone,
prob(3);/mob/living/simple_mob/mechanical/mining_drone)
/obj/random/mob/robotic/hivebot
name = "Random Hivebot"
desc = "This is a random hivebot."
icon_state = "drone3"
mob_faction = "hivebot"
/obj/random/mob/robotic/hivebot/item_to_spawn()
return pick(prob(10);/mob/living/simple_mob/mechanical/hivebot,
prob(15);/mob/living/simple_mob/mechanical/hivebot/swarm,
prob(10);/mob/living/simple_mob/mechanical/hivebot/ranged_damage,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/rapid,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/ion,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/laser,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong,
prob(5);/mob/living/simple_mob/mechanical/hivebot/ranged_damage/strong/guard)
//Mice
/obj/random/mob/mouse
name = "Random Mouse"
desc = "This is a random boring maus."
icon_state = "mouse_gray"
/obj/random/mob/mouse/item_to_spawn()
return pick(prob(15);/mob/living/simple_mob/animal/passive/mouse/white,
prob(30);/mob/living/simple_mob/animal/passive/mouse/brown,
prob(30);/mob/living/simple_mob/animal/passive/mouse/gray,
prob(25);/obj/random/mouseremains) //because figuring out how to come up with it picking nothing is beyond my coding ability.
// Mercs
/obj/random/mob/merc
name = "Random Mercenary"
desc = "This is a random PoI mercenary."
icon_state = "syndicate"
mob_faction = "syndicate"
mob_returns_home = 1
mob_wander_distance = 7 // People like to wander, and these people probably have a lot of stuff to guard.
/obj/random/mob/merc/item_to_spawn()
return pick(prob(60);/mob/living/simple_mob/humanoid/merc/melee/poi,
prob(40);/mob/living/simple_mob/humanoid/merc/melee/sword/poi,
prob(40);/mob/living/simple_mob/humanoid/merc/ranged/poi,
prob(30);/mob/living/simple_mob/humanoid/merc/ranged/smg/poi,
prob(20);/mob/living/simple_mob/humanoid/merc/ranged/laser/poi,
prob(5);/mob/living/simple_mob/humanoid/merc/ranged/ionrifle/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/grenadier/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/rifle/poi,
prob(15);/mob/living/simple_mob/humanoid/merc/ranged/rifle/mag/poi,
prob(10);/mob/living/simple_mob/humanoid/merc/ranged/technician/poi
)
/obj/random/mob/merc/armored
name = "Random Armored Infantry Merc"
desc = "This is a random PoI exo or robot for mercs."
icon_state = "drone3"
/obj/random/mob/merc/armored/item_to_spawn()
return pick(prob(30);/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark,
prob(40);/mob/living/simple_mob/mechanical/mecha/combat/gygax/medgax,
prob(40);/mob/living/simple_mob/mechanical/mecha/combat/gygax,
prob(10);/mob/living/simple_mob/mechanical/mecha/combat/durand/defensive/mercenary,
prob(60);/mob/living/simple_mob/mechanical/mecha/hoverpod/manned,
prob(5);/mob/living/simple_mob/mechanical/mecha/combat/marauder,
prob(1);/mob/living/simple_mob/mechanical/mecha/combat/marauder/seraph,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus/manned,
prob(15);/mob/living/simple_mob/mechanical/mecha/odysseus/murdysseus/manned,
prob(60);/mob/living/simple_mob/mechanical/mecha/ripley/manned
)
/obj/random/mob/merc/all
name = "Random Mercenary All"
desc = "A random PoI mercenary, including armored."
/obj/random/mob/merc/all/item_to_spawn()
return pick(prob(20);/obj/random/mob/merc,
prob(1);/obj/random/mob/merc/armored
)
// Multiple mobs, one spawner.
/obj/random/mob/multiple
name = "Random Multiple Mob Spawner"
desc = "A base multiple-mob spawner. Takes lists of lists."
/obj/random/mob/multiple/spawn_item()
var/list/things_to_make = item_to_spawn()
for(var/new_type in things_to_make)
var/mob/living/simple_mob/M = new new_type(src.loc)
if(!istype(M))
continue
if(M.has_AI())
var/datum/ai_holder/AI = M.ai_holder
AI.go_sleep() //Don't fight eachother while we're still setting up!
AI.returns_home = mob_returns_home
AI.wander = mob_wander
AI.max_home_distance = mob_wander_distance
if(overwrite_hostility)
AI.hostile = mob_hostile
AI.retaliate = mob_retaliate
AI.go_wake() //Now you can kill eachother if your faction didn't override.
if(pixel_x || pixel_y)
M.pixel_x = pixel_x
M.pixel_y = pixel_y
/obj/random/mob/multiple/sifmobs
name = "Random Sifmob Pack"
desc = "A pack of random neutral sif mobs."
/obj/random/mob/multiple/sifmobs/item_to_spawn()
return pick(
prob(60);list(
/mob/living/simple_mob/animal/sif/diyaab,
/mob/living/simple_mob/animal/sif/diyaab,
/mob/living/simple_mob/animal/sif/diyaab
),
prob(15);list(
/mob/living/simple_mob/animal/sif/duck,
/mob/living/simple_mob/animal/sif/duck,
/mob/living/simple_mob/animal/sif/duck
),
prob(15);list(
/mob/living/simple_mob/animal/passive/hare,
/mob/living/simple_mob/animal/passive/hare,
/mob/living/simple_mob/animal/passive/hare,
/mob/living/simple_mob/animal/passive/hare
),
prob(10);list(
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/retaliate,
/mob/living/simple_mob/animal/sif/shantak/leader/autofollow/retaliate
),
prob(5);list(
/mob/living/simple_mob/animal/sif/kururak/leader,
/mob/living/simple_mob/animal/sif/kururak,
/mob/living/simple_mob/animal/sif/kururak
),
prob(5);list(
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly,
/mob/living/simple_mob/animal/sif/glitterfly
),
prob(1);list(
/mob/living/simple_mob/animal/goat,
/mob/living/simple_mob/animal/goat
),
prob(1);list(
/mob/living/simple_mob/animal/sif/sakimm/intelligent,
/mob/living/simple_mob/animal/sif/sakimm,
/mob/living/simple_mob/animal/sif/sakimm,
/mob/living/simple_mob/animal/sif/sakimm
)
)