Longpup mobs!

-plain and just hostile version
-recruitable follower pet version that starts hostile but has a 50% chance of taming and befriending on petting.
-same as above but with a collar
-guard puppy version that comes tame by default, runs after criminals, and has the 50% chance of befriending and following.
This commit is contained in:
Verkister
2017-06-09 18:34:03 +03:00
parent 797664ff1f
commit 762bfa7649
2 changed files with 297 additions and 0 deletions

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/mob/living/simple_animal/otie //Spawn this one only if you're looking for a bad time.
name = "otie"
desc = "The classic bioengineered longdog."
icon = 'icons/mob/vore64x32.dmi'
icon_state = "otie"
icon_living = "otie"
icon_dead = "otie-dead"
icon_rest = "otie_rest"
faction = "otie"
recruitable = 1
maxHealth = 160
health = 160
minbodytemp = 200
move_to_delay = 4
hostile = 1
cooperative = 1
investigates = 1
reacts = 1
retaliate = 1
specific_targets = 1
run_at_them = 0
attack_same = 0
speak_chance = 4
speak = list("Boof.","Waaf!","Prurrrr.","Growl!","Bork!","Rurrr..","Aruur!","Awoo!")
speak_emote = list("growls", "roars", "yaps", "Awoos")
emote_hear = list("rurrs", "rumbles", "rowls", "groans softly", "murrs", "sounds hungry", "yawns")
emote_see = list("stares ferociously", "snarls", "licks their chops", "stretches", "yawns")
say_maybe_target = list("Ruh?", "Waf?")
say_got_target = list("Rurrr!", "ROAR!", "MINE!", "RAHH!", "Slurp.. RAH!")
melee_damage_lower = 5
melee_damage_upper = 20
response_help = "pets the"
response_disarm = "bops the"
response_harm = "hits the"
attacktext = "mauled"
friendly = list("nuzzles", "slobberlicks", "noses softly at", "noseboops")
meat_amount = 5
old_x = -16
old_y = 0
pixel_x = -16
pixel_y = 0
var/mob/living/carbon/human/friend
var/tamed = 0
var/threat = null
/mob/living/simple_animal/otie/fluff
name = "otie"
desc = "The classic bioengineered longdog. This one might even tolerate you!"
icon_state = "otie"
icon_living = "otie"
icon_rest = "otie_rest"
faction = "neutral"
/mob/living/simple_animal/otie/fluff/cotie
name = "tamed otie"
desc = "The classic bioengineered longdog. This one has a nice little collar on its neck. However a proper domesticated otie is an oxymoron and the collar is likely just a decoration."
icon_state = "cotie"
icon_living = "cotie"
icon_rest = "cotie_rest"
faction = "neutral"
/mob/living/simple_animal/otie/fluff/security
name = "guard otie"
desc = "The V.A.R.M.A.corp bioengineering division flagship product on trained optimal snowflake guard dogs."
icon_state = "sotie"
icon_living = "sotie"
icon_rest = "sotie_rest"
icon_dead = "sotie-dead"
faction = "neutral"
tamed = 1
var/check_records = 1 // If true, arrests people without a record.
var/check_arrest = 1 // If true, arrests people who are set to arrest.
//Holy shit oh god how do I make it not destroy and devour everything indiscriminately!
/mob/living/simple_animal/otie/PunchTarget()
if(istype(target_mob,/mob/living/simple_animal/mouse))
return EatTarget()
else ..()
/mob/living/simple_animal/otie/Found(var/atom/found_atom)
if(!SA_attackable(found_atom))
return null
if(istype(found_atom,/mob/living/simple_animal/mouse))
return found_atom
if(will_eat(found_atom))
if(found_atom in friends)
return null
else if(found_atom in faction_friends)
return null
else if (friend == found_atom)
return null
else if(tamed == 1 && ishuman(found_atom))
return null
else if(tamed == 1 && isrobot(found_atom))
return null
else
return found_atom
/mob/living/simple_animal/otie/fluff/security/Found(var/atom/found_atom)
if(!SA_attackable(found_atom))
return null
if(istype(found_atom,/mob/living/simple_animal/mouse))
return found_atom
if(check_threat(found_atom) >= 4)
return found_atom
if(will_eat(found_atom))
if(found_atom in friends)
return null
else if(found_atom in faction_friends)
return null
else if (friend == found_atom)
return null
else if(tamed == 1 && ishuman(found_atom))
return null
else if(tamed == 1 && isrobot(found_atom))
return null
else
return found_atom
/mob/living/simple_animal/otie/fluff/security/proc/check_threat(var/mob/living/M)
if(!M || !ishuman(M) || M.stat == DEAD || src == M)
return 0
return M.assess_perp(0, 0, 0, check_records, check_arrest)
/mob/living/simple_animal/otie/FindTarget()
var/atom/T = null
for(var/atom/A in ListTargets(view_range))
if(A == src)
continue
var/atom/F = Found(A)
if(F)
T = F
break
else if(specific_targets)
return 0
if(isliving(A))
var/mob/living/L = A
if(L.faction == src.faction && !attack_same)
continue
else if(L in friends)
continue
else if(!SA_attackable(L))
continue
else if(tamed == 1 && ishuman(L))
continue
else if(tamed == 1 && isrobot(L))
continue
else
T = L
break
else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
var/obj/mecha/M = A
if(!SA_attackable(M))
continue
if((M.occupant.faction != src.faction) || attack_same)
T = M
break
if(T) //Permission to fuck up and vore GET!
ai_log("FindTarget() found [T]!",1)
if(set_target(T))
handle_stance(STANCE_ATTACK)
return T
/mob/living/simple_animal/otie/fluff/security/FindTarget()
var/atom/T = null
for(var/atom/A in ListTargets(view_range))
if(A == src)
continue
var/atom/F = Found(A)
if(F)
T = F
break
else if(specific_targets)
return 0
if(isliving(A))
var/mob/living/L = A
if(L.faction == src.faction && !attack_same)
continue
else if(L in friends)
continue
else if(!SA_attackable(L))
continue
else if(tamed == 1 && ishuman(L))
continue
else if(tamed == 1 && isrobot(L))
continue
else
T = L
break
else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
var/obj/mecha/M = A
if(!SA_attackable(M))
continue
if((M.occupant.faction != src.faction) || attack_same)
T = M
break
if(T) //Permission to fuck up and vore GET!
ai_log("FindTarget() found [T]!",1)
if(set_target(T))
if(check_threat(T) >= 4)
broadcast_security_hud_message("[src] is attempting to 'detain' suspect <b>[target_name(T)]</b> in <b>[get_area(src)]</b>.", src)
handle_stance(STANCE_ATTACK)
else
handle_stance(STANCE_ATTACK)
return T
/mob/living/simple_animal/otie/fluff/security/proc/target_name(mob/living/T)
if(ishuman(T))
var/mob/living/carbon/human/H = T
return H.get_id_name("unidentified person")
return "unidentified lifeform"
//Basic friend AI
/mob/living/simple_animal/otie/fluff/Life()
. = ..()
if(!. || ai_inactive || !friend) return
var/friend_dist = get_dist(src,friend)
if (friend_dist <= 4)
if(stance == STANCE_IDLE)
if(set_follow(friend))
handle_stance(STANCE_FOLLOW)
if(resting)
lay_down()
if (friend_dist <= 1)
if (friend.stat >= DEAD || friend.health <= config.health_threshold_softcrit)
if (prob((friend.stat < DEAD)? 50 : 15))
var/verb = pick("whines", "yelps", "whimpers")
audible_emote(pick("[verb] in distress.", "[verb] anxiously."))
else
if (prob(5))
visible_emote(pick("nuzzles [friend].",
"brushes against [friend].",
"rubs against [friend].",
"noses softly at [friend].",
"slobberlicks [friend].",
"murrs."))
else if (friend.health <= 50)
if (prob(10))
var/verb = pick("whines", "yelps", "whimpers")
audible_emote("[verb] anxiously.")
/mob/living/simple_animal/otie/Life()
. = ..()
if(!. || ai_inactive) return
if(prob(5))
lay_down()
//Pet 4 frond
/mob/living/simple_animal/otie/attack_hand(mob/living/carbon/human/M as mob)
..()
switch(M.a_intent)
if(I_HELP)
if (health > 0)
LoseTarget()
handle_stance(STANCE_IDLE)
if(prob(50)) //It's a fiddy-fiddy you may get a buddy pal or you may get mauled and ate. Win-win!
friend = M
if(tamed != 1)
tamed = 1
return
..()
// Activate Noms!
/mob/living/simple_animal/otie
vore_active = 1
vore_capacity = 1
vore_escape_chance = 8
vore_pounce_chance = 19
vore_icons = SA_ICON_LIVING