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TG: Sanity check for facehuggers.
Sanity checks galore for simple_animals (if(list) behaviour seems to have changed lately). Humans once again get their bodies burned into husks in fire. This only changes their appearance and name now, however, leaving their DNA intact. WIP space worms. Revision: r3140 Author: uporotiy
This commit is contained in:
@@ -220,402 +220,3 @@ var/const
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return
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/* NOPE.png -- Urist
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// Returns the surrounding cardinal turfs with open links
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// Including through doors openable with the ID
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// Includes spacetiles
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/turf/proc/CardinalTurfsWithAccessSpace(var/obj/item/weapon/card/id/ID)
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var/L[] = new()
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for(var/d in cardinal)
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var/turf/simulated/T = get_step(src, d)
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if((istype(T) || istype(T,/turf/space))&& !T.density)
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if(!LinkBlockedWithAccess(src, T, ID))
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L.Add(T)
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return L
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/obj/effect/alien/facehugger
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name = "alien"
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desc = "An alien, looks pretty scary!"
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icon_state = "facehugger"
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layer = 5.0
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density = 1
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anchored = 0
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var/state = 0
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var/list/path = new/list()
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var/frustration = 0
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var/mob/living/carbon/target
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var/list/path_target = new/list()
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var/turf/trg_idle
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var/list/path_idle = new/list()
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var/alive = 1 //1 alive, 0 dead
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var/health = 10
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var/maxhealth = 10
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var/lamarr = 0
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flags = 258.0
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New()
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..()
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if(aliens_allowed)
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health = maxhealth
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process()
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else
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del(src)
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examine()
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set src in view()
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..()
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if(!alive)
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usr << text("\red <B>The alien is not moving.</B>")
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else if (health > 5)
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usr << text("\red <B>The alien looks fresh, just out of the egg.</B>")
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else
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usr << text("\red <B>The alien looks injured.</B>")
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if (lamarr)
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usr << text("\red <B>It looks like the proboscis has been removed.</B>")
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return
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attack_hand(user as mob)
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(W.damtype)
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if("fire")
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health -= W.force * 0.75
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if("brute")
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health -= W.force * 0.5
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else
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if (health <= 0)
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death()
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else if (W.force)
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if(ishuman(user) || ismonkey(user))
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target = user
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state = 1
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..()
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bullet_act(var/obj/item/projectile/Proj)
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health -= round(Proj.damage / 2)
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..()
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healthcheck()
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ex_act(severity)
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switch(severity)
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if(1.0)
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death()
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if(2.0)
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health -= 15
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healthcheck()
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return
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meteorhit()
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death()
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return
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blob_act()
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if(prob(50))
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death()
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return
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Bumped(AM as mob|obj)
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if(ismob(AM) && (ishuman(AM) || ismonkey(AM)) )
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target = AM
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set_attack()
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else if(ismob(AM))
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spawn(0)
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var/turf/T = get_turf(src)
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AM:loc = T
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Bump(atom/A)
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if(ismob(A) && (ishuman(A) || ismonkey(A)))
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target = A
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set_attack()
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else if(ismob(A))
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loc = A:loc
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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health -= 5
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healthcheck()
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verb/follow()
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set src in view() //set src in get_aliens(view()) - does not work, damn shitty byond :( -- rastaf0
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set name = "Follow Me"
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set category = "Object" //"Alien" does not work perfect - humans get "Alien" tab too, that's annoying
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if(!alive) return
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if(!isalien(usr))
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usr << text("\red <B>The alien ignores you.</B>")
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return
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if(state != 2 || health < maxhealth)
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usr << text("\red <B>The alien is too busy to follow you.</B>")
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return
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usr << text("\green <B>The alien will now try to follow you.</B>")
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trg_idle = usr
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path_idle = new/list()
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return
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verb/stop()
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set src in view()
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set name = "Stop Following"
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set category = "Object"
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if(!alive) return
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if(!isalien(usr))
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usr << text("\red <B>The alien ignores you.</B>")
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return
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if(state != 2)
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usr << text("\red <B>The alien is too busy to follow you.</B>")
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return
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usr << text("\green <B>The alien stops following you.</B>")
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set_null()
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return
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proc/call_to(var/mob/user)
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if(!alive || !isalien(user) || state != 2) return
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trg_idle = user
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path_idle = new/list()
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return
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proc/set_attack()
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state = 1
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if(path_idle.len) path_idle = new/list()
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trg_idle = null
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proc/set_idle()
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state = 2
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if (path_target.len) path_target = new/list()
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target = null
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frustration = 0
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proc/set_null()
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state = 0
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if (path_target.len) path_target = new/list()
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if (path_idle.len) path_idle = new/list()
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target = null
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trg_idle = null
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frustration = 0
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process()
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set background = 1
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var/quick_move = 0
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if (!alive)
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return
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if (!target)
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if (path_target.len) path_target = new/list()
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var/last_health = INFINITY
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var/view
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if (lamarr)
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view = 1
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else
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view = viewrange-2
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for (var/mob/living/carbon/C in range(view,loc))
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if (C.stat == 2 || isalien(C) || C.alien_egg_flag || !can_see(src,C,viewrange) || istype(C, /mob/living/carbon/metroid))
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continue
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if(C:stunned || C:paralysis || C:weakened)
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target = C
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break
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if(C:health < last_health)
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last_health = C:health
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target = C
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if(target)
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if (!lamarr || prob(10))
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set_attack()
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else if(state != 2)
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set_idle()
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idle()
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else if(target)
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var/turf/distance = get_dist(src, target)
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if (!lamarr || prob(10))
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set_attack()
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if(can_see(src,target,viewrange))
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if(distance <= 1 && (!lamarr || prob(20)))
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for(var/mob/O in viewers(world.view,src))
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O.show_message("\red <B>[target] has been leapt on by [lamarr ? name : "the alien"]!</B>", 1, "\red You hear someone fall", 2)
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if (!lamarr)
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target:take_overall_damage(5)
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if(prob(70))
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target:paralysis = max(target:paralysis, 5)
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loc = target.loc
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if(!target.alien_egg_flag && ( ishuman(target) || ismonkey(target) ) )
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if (!lamarr && target)
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var/mob/trg = target
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death()
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//if(trg.virus)//Viruses are stored in a global database.
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//trg.virus.cure(0)//You need to either cure() or del() them to stop their processing.
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trg.contract_disease(new /datum/disease/alien_embryo(0))//So after that you need to infect the target anew.
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for(var/datum/disease/alien_embryo/A in trg.viruses)
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trg.alien_egg_flag = 1//We finally set their flag to 1.
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return
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else
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sleep(50)
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else
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set_null()
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spawn(cycle_pause) process()
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return
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step_towards(src,get_step_towards2(src , target))
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else
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if( !path_target.len )
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path_attack(target)
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if(!path_target.len)
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set_null()
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spawn(cycle_pause) process()
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return
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else
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var/turf/next = path_target[1]
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if(next in range(1,src))
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path_attack(target)
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if(!path_target.len)
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frustration += 5
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else
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next = path_target[1]
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path_target -= next
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step_towards(src,next)
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quick_move = 1
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if (get_dist(src, target) >= distance) frustration++
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else frustration--
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if(frustration >= 35 || lamarr) set_null()
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if(quick_move)
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spawn(cycle_pause/2)
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process()
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else
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spawn(cycle_pause)
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process()
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proc/idle()
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set background = 1
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var/quick_move = 0
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if(state != 2 || !alive || target) return
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if(locate(/obj/effect/alien/weeds) in loc && health < maxhealth)
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health++
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spawn(cycle_pause) idle()
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return
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if(!path_idle.len)
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if(isalien(trg_idle))
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if(can_see(src,trg_idle,viewrange))
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step_towards(src,get_step_towards2(src , trg_idle))
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else
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path_idle(trg_idle)
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if(!path_idle.len)
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trg_idle = null
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set_idle()
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spawn(cycle_pause) idle()
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return
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else
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var/obj/effect/alien/weeds/W = null
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if(health < maxhealth)
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var/list/the_weeds = new/list()
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find_weeds:
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for(var/obj/effect/alien/weeds/weed in range(viewrange,loc))
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if(!can_see(src,weed,viewrange)) continue
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for(var/atom/A in get_turf(weed))
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if(A.density) continue find_weeds
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the_weeds += weed
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if(the_weeds.len)
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W = pick(the_weeds)
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if(W)
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path_idle(W)
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if(!path_idle.len)
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trg_idle = null
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spawn(cycle_pause) idle()
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return
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else
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for(var/mob/living/carbon/alien/humanoid/H in range(1,src))
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spawn(cycle_pause) idle()
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return
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step(src,pick(cardinal))
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else
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if(can_see(src,trg_idle,viewrange))
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switch(get_dist(src, trg_idle))
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if(1)
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if(istype(trg_idle,/obj/effect/alien/weeds))
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step_towards(src,get_step_towards2(src , trg_idle))
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if(2 to INFINITY)
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step_towards(src,get_step_towards2(src , trg_idle))
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if(path_idle.len) path_idle = new/list()
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/*
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if(viewrange+1 to INFINITY)
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step_towards(src,get_step_towards2(src , trg_idle))
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if(path_idle.len) path_idle = new/list()
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quick_move = 1
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*/
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else
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var/turf/next = path_idle[1]
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if(!next in range(1,src))
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path_idle(trg_idle)
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if(!path_idle.len)
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spawn(cycle_pause) idle()
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return
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else
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next = path_idle[1]
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path_idle -= next
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step_towards(src,next)
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quick_move = 1
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if(quick_move)
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spawn(cycle_pause/2)
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idle()
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else
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spawn(cycle_pause)
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idle()
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proc/path_idle(var/atom/trg)
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path_idle = AStar(loc, get_turf(trg), /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
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path_idle = reverselist(path_idle)
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proc/path_attack(var/atom/trg)
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target = trg
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path_target = AStar(loc, target.loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance, 0, 250, null, null)
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path_target = reverselist(path_target)
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proc/death()
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if(!alive) return
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alive = 0
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density = 0
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icon_state = "facehugger_l"
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set_null()
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for(var/mob/O in hearers(src, null))
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O.show_message("\red <B>[src] curls up into a ball!</B>", 1)
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proc/healthcheck()
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if (health <= 0)
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death()
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*/
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@@ -68,7 +68,7 @@
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if(health > 0)
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icon_state = icon_living
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alive = 1
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stat = 0 //Alive - conscious
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stat = CONSCIOUS
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density = 1
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return
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@@ -128,35 +128,37 @@
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//Speaking
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if(speak_chance)
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if(prob(speak_chance))
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if(speak && (emote_hear || emote_see) )
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var/length = speak.len
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if(emote_hear)
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length += emote_hear.len
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if(emote_see)
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length += emote_see.len
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var/pick = rand(1,length)
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if(pick <= speak.len)
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say(pick(speak))
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else
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pick -= speak.len
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if(emote_see && pick <= emote_see.len)
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emote(pick(emote_see),1)
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if(speak && speak.len)
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if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
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var/length = speak.len
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if(emote_hear && emote_hear.len)
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length += emote_hear.len
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if(emote_see && emote_see.len)
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length += emote_see.len
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var/randomValue = rand(1,length)
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if(randomValue <= speak.len)
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say(pick(speak))
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else
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emote(pick(emote_hear),2)
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if(!speak)
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if(!emote_hear && emote_see)
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randomValue -= speak.len
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if(emote_see && randomValue <= emote_see.len)
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emote(pick(emote_see),1)
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else
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emote(pick(emote_hear),2)
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else
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say(pick(speak))
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else
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if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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emote(pick(emote_see),1)
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if(emote_hear && !emote_see)
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if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
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emote(pick(emote_hear),2)
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if(emote_hear && emote_see)
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if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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var/length = emote_hear.len + emote_see.len
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var/pick = rand(1,length)
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if(pick <= emote_see.len)
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emote(pick(emote_see),1)
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else
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emote(pick(emote_hear),2)
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if(speak && !(emote_see || emote_hear))
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say(pick(speak))
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//Atmos
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var/atmos_suitable = 1
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@@ -230,7 +232,7 @@
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..()
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||||
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/mob/living/simple_animal/say_quote(var/text)
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if(speak_emote)
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if(speak_emote && speak_emote.len)
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var/emote = pick(speak_emote)
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if(emote)
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return "[emote], \"[text]\""
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@@ -0,0 +1,199 @@
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/mob/living/simple_animal/space_worm
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name = "space worm segment"
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desc = "A part of a space worm."
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||||
icon = 'critter.dmi'
|
||||
icon_state = "spaceworm"
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||||
icon_living = "spaceworm"
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||||
icon_dead = "spacewormdead"
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||||
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speak_emote = list("transmits") //not supposed to be used under AI control
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||||
emote_hear = list("transmits") //I'm just adding it so it doesn't runtime if controlled by player who speaks
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||||
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||||
response_help = "touches"
|
||||
response_disarm = "flails at"
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||||
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
|
||||
Reference in New Issue
Block a user