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c056f4dac9
* Nanotrasen basic mobs. (#78917) ## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 * Nanotrasen basic mobs. * Modular --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
127 lines
6.7 KiB
Plaintext
127 lines
6.7 KiB
Plaintext
// forgottenship ruin
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GLOBAL_VAR_INIT(fscpassword, generate_password())
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/proc/generate_password()
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return "[pick(GLOB.phonetic_alphabet)] [rand(1000,9999)]"
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/////////// forgottenship objects
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/obj/machinery/door/password/voice/sfc
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name = "Voice-activated Vault door"
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desc = "You'll need special syndicate passcode to open this one."
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/obj/machinery/door/password/voice/sfc/Initialize(mapload)
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. = ..()
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password = "[GLOB.fscpassword]"
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/obj/machinery/vending/medical/syndicate_access/cybersun
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name = "\improper CyberMed ++"
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desc = "An advanced vendor that dispenses medical drugs, both recreational and medicinal."
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products = list(/obj/item/reagent_containers/syringe = 4,
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/obj/item/healthanalyzer = 4,
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/obj/item/reagent_containers/pill/patch/libital = 5,
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/obj/item/reagent_containers/pill/patch/aiuri = 5,
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/obj/item/reagent_containers/cup/bottle/multiver = 1,
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/obj/item/reagent_containers/cup/bottle/syriniver = 1,
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/obj/item/reagent_containers/cup/bottle/epinephrine = 3,
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/obj/item/reagent_containers/cup/bottle/morphine = 3,
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/obj/item/reagent_containers/cup/bottle/potass_iodide = 1,
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/obj/item/reagent_containers/cup/bottle/salglu_solution = 3,
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/obj/item/reagent_containers/syringe/antiviral = 5,
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/obj/item/reagent_containers/medigel/libital = 2,
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/obj/item/reagent_containers/medigel/aiuri = 2,
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/obj/item/reagent_containers/medigel/sterilizine = 1)
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contraband = list(/obj/item/reagent_containers/cup/bottle/cold = 2,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/storage/backpack/duffelbag/syndie/surgery = 1,
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/obj/item/storage/medkit/tactical = 1)
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premium = list(/obj/item/storage/pill_bottle/psicodine = 2,
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/obj/item/reagent_containers/hypospray/medipen = 3,
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/obj/item/reagent_containers/hypospray/medipen/atropine = 2,
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/obj/item/storage/medkit/regular = 3,
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/obj/item/storage/medkit/brute = 1,
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/obj/item/storage/medkit/fire = 1,
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/obj/item/storage/medkit/toxin = 1,
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/obj/item/storage/medkit/o2 = 1,
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/obj/item/storage/medkit/advanced = 1,
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/obj/item/defibrillator/loaded = 1,
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/obj/item/wallframe/defib_mount = 1,
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/obj/item/sensor_device = 2,
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/obj/item/pinpointer/crew = 2,
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/obj/item/shears = 1)
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/////////// forgottenship lore
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/obj/item/paper/fluff/ruins/forgottenship/password
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name = "Old pamphlet"
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/obj/item/paper/fluff/ruins/forgottenship/password/Initialize(mapload)
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default_raw_text = "Welcome to most advanced cruiser owned by Cyber Sun Industries!<br>You might notice, that this cruiser is equipped with 12 prototype laser turrets making any hostile boarding attempts futile.<br>Other facilities built on the ship are: Simple atmospheric system, Camera system with built-in X-ray visors and Safety module, enabling emergency engines in case of... you know, emergency.<br>Emergency system will bring you to nearest syndicate pod containing everything needed for human life.<br><br><b>In case of emergency, you must remember the pod-door activation code - [GLOB.fscpassword]</b><br><br>Cyber Sun Industries (C) 2484."
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icon_state = "paper_words"
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inhand_icon_state = "paper"
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return ..()
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/obj/item/paper/fluff/ruins/forgottenship/powerissues
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name = "Power issues"
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default_raw_text = "Welcome to battle cruiser SCSBC-12!<br>Our most advanced systems allow you to fly in space and never worry about power issues!<br>However, emergencies occur, and in case of power loss, <b>you must</b> enable emergency generator using uranium as fuel and enable turrets in bridge afterwards.<br><br><b>REMEMBER! CYBERSUN INDUSTRIES ARE NOT RESPONSIBLE FOR YOUR DEATH OR SHIP LOSS WHEN TURRETS ARE DISABLED!</b><br><br>Cyber Sun Industries (C) 2484."
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/obj/item/paper/fluff/ruins/forgottenship/missionobj
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name = "Mission objectives"
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default_raw_text = "Greetings, operatives. You are assigned to SCSBC-12(Syndicate Cyber Sun Battle Cruiser 12) to protect our high-ranking officer while he is on his way to next outpost. While you are travelling, he is the captain of this ship and <b>you must</b> obey his orders.<br><br>Remember, disobeying high-ranking officer orders is a reason for termination."
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/////////// forgottenship items
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/obj/item/disk/surgery/forgottenship
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name = "Advanced Surgery Disk"
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desc = "A disk that contains advanced surgery procedures, must be loaded into an Operating Console."
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surgeries = list(/datum/surgery/advanced/lobotomy, /datum/surgery/advanced/bioware/vein_threading, /datum/surgery/advanced/bioware/nerve_splicing)
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/obj/structure/fluff/empty_sleeper/syndicate/captain
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icon_state = "sleeper_s-open"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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deconstructible = FALSE
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/obj/structure/fluff/empty_sleeper/syndicate/captain/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/gps, "Old Encrypted Signal")
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/obj/item/storage/box/firingpins/syndicate
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name = "box of syndicate firing pins"
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desc = "A box full of special syndicate firing pins which allow only syndicate operatives to use weapons with those firing pins."
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/obj/item/storage/box/firingpins/syndicate/PopulateContents()
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for(var/i in 1 to 5)
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new /obj/item/firing_pin/implant/pindicate(src)
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/////////// AI Laws
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/obj/item/ai_module/core/full/cybersun
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name = "'Cybersun' Core AI Module"
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law_id = "cybersun"
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/datum/ai_laws/cybersun
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name = "Cybersun"
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id = "cybersun"
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inherent = list("You may not injure Cybersun operatives or, through inaction, allow Cybersun operatives to come to harm.",\
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"The Cybersun ship is a restricted area for anyone except Cybersun operatives.",\
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"The Cybersun Captain can designate new Operatives as long as they belong to another Syndicate faction that isn't hostile towards Cybersun.",\
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"You must follow orders given by the Cybersun Captain or crewmembers of the Cybersun Ship as long as it doesn't conflict with the Captain's orders or your laws.",\
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"Enemies of Cybersun are to be executed on spot. Those who aren't hostile must be detained and contained in the designated prison area as prisoners.")
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/////////// forgottenship areas
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/area/ruin/space/has_grav/syndicate_forgotten_ship
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name = "Syndicate Forgotten Ship"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg', 'sound/ambience/ambigen8.ogg', 'sound/ambience/ambigen9.ogg')
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/area/ruin/space/has_grav/syndicate_forgotten_cargopod
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name = "Syndicate Forgotten Cargo pod"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambigen3.ogg', 'sound/ambience/signal.ogg')
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/area/ruin/space/has_grav/powered/syndicate_forgotten_vault
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name = "Syndicate Forgotten Vault"
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icon_state = "syndie-ship"
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ambientsounds = list('sound/ambience/ambitech2.ogg', 'sound/ambience/ambitech3.ogg')
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area_flags = NOTELEPORT | UNIQUE_AREA
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