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* Cleans up revive related procs * h * fuck * Fixes proc arguments * Further fixes * Unfucks line endings
196 lines
7.1 KiB
Plaintext
196 lines
7.1 KiB
Plaintext
/mob/living/simple_animal/hostile/mushroom
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name = "walking mushroom"
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desc = "It's a massive mushroom... with legs?"
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icon_state = "mushroom_color"
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icon_living = "mushroom_color"
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icon_dead = "mushroom_dead"
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speak_chance = 0
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turns_per_move = 1
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maxHealth = 10
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health = 10
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butcher_results = list(/obj/item/reagent_containers/food/snacks/hugemushroomslice = 1)
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response_help_continuous = "pets"
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response_help_simple = "pet"
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response_disarm_continuous = "gently pushes aside"
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response_disarm_simple = "gently push aside"
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response_harm_continuous = "whacks"
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response_harm_simple = "whack"
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harm_intent_damage = 5
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obj_damage = 0
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melee_damage_lower = 1
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melee_damage_upper = 1
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attack_same = 2
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attack_verb_continuous = "chomps"
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attack_verb_simple = "chomp"
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attack_sound = 'sound/weapons/bite.ogg'
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faction = list("mushroom")
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environment_smash = ENVIRONMENT_SMASH_NONE
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stat_attack = DEAD
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mouse_opacity = MOUSE_OPACITY_ICON
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speed = 1
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ventcrawler = VENTCRAWLER_ALWAYS
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robust_searching = 1
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unique_name = 1
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speak_emote = list("squeaks")
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deathmessage = "fainted."
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var/cap_color = "#ffffff"
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var/powerlevel = 0 //Tracks our general strength level gained from eating other shrooms
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var/bruised = 0 //If someone tries to cheat the system by attacking a shroom to lower its health, punish them so that it wont award levels to shrooms that eat it
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var/recovery_cooldown = 0 //So you can't repeatedly revive it during a fight
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var/faint_ticker = 0 //If we hit three, another mushroom's gonna eat us
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var/static/mutable_appearance/cap_living //Where we store our cap icons so we dont generate them constantly to update our icon
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var/static/mutable_appearance/cap_dead
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/mob/living/simple_animal/hostile/mushroom/examine(mob/user)
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. = ..()
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if(health >= maxHealth)
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. += "<span class='info'>It looks healthy.</span>"
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else
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. += "<span class='info'>It looks like it's been roughed up.</span>"
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/mob/living/simple_animal/hostile/mushroom/Life()
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..()
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if(!stat)//Mushrooms slowly regenerate if conscious, for people who want to save them from being eaten
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adjustBruteLoss(-2)
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/mob/living/simple_animal/hostile/mushroom/Initialize()//Makes every shroom a little unique
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melee_damage_lower += rand(3, 5)
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melee_damage_upper += rand(10,20)
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maxHealth += rand(40,60)
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move_to_delay = rand(3,11)
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cap_living = cap_living || mutable_appearance(icon, "mushroom_cap")
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cap_dead = cap_dead || mutable_appearance(icon, "mushroom_cap_dead")
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cap_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255))
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UpdateMushroomCap()
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health = maxHealth
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. = ..()
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/mob/living/simple_animal/hostile/mushroom/CanAttack(atom/the_target) // Mushroom-specific version of CanAttack to handle stupid attack_same = 2 crap so we don't have to do it for literally every single simple_animal/hostile because this shit never gets spawned
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if(!the_target || isturf(the_target) || istype(the_target, /atom/movable/lighting_object))
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return FALSE
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if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
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return FALSE
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if(isliving(the_target))
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var/mob/living/L = the_target
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if (!faction_check_mob(L) && attack_same == 2)
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return FALSE
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if(L.stat > stat_attack)
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return FALSE
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return TRUE
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return FALSE
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/mob/living/simple_animal/hostile/mushroom/adjustHealth(amount, updating_health = TRUE, forced = FALSE) //Possibility to flee from a fight just to make it more visually interesting
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if(!retreat_distance && prob(33))
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retreat_distance = 5
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addtimer(CALLBACK(src, .proc/stop_retreat), 30)
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. = ..()
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/mob/living/simple_animal/hostile/mushroom/proc/stop_retreat()
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retreat_distance = null
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/mob/living/simple_animal/hostile/mushroom/attack_animal(mob/living/L)
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if(istype(L, /mob/living/simple_animal/hostile/mushroom) && stat == DEAD)
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var/mob/living/simple_animal/hostile/mushroom/M = L
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if(faint_ticker < 2)
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M.visible_message("<span class='notice'>[M] chews a bit on [src].</span>")
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faint_ticker++
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return TRUE
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M.visible_message("<span class='warning'>[M] devours [src]!</span>")
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var/level_gain = (powerlevel - M.powerlevel)
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if(level_gain >= -1 && !bruised && !M.ckey)//Player shrooms can't level up to become robust gods.
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if(level_gain < 1)//So we still gain a level if two mushrooms were the same level
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level_gain = 1
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M.LevelUp(level_gain)
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M.adjustBruteLoss(-M.maxHealth)
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qdel(src)
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return TRUE
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return ..()
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/mob/living/simple_animal/hostile/mushroom/revive(full_heal = FALSE, admin_revive = FALSE)
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if(..())
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icon_state = "mushroom_color"
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UpdateMushroomCap()
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. = 1
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/mob/living/simple_animal/hostile/mushroom/death(gibbed)
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..(gibbed)
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UpdateMushroomCap()
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/mob/living/simple_animal/hostile/mushroom/proc/UpdateMushroomCap()
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cut_overlays()
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cap_living.color = cap_color
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cap_dead.color = cap_color
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if(health == 0)
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add_overlay(cap_dead)
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else
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add_overlay(cap_living)
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/mob/living/simple_animal/hostile/mushroom/proc/Recover()
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visible_message("<span class='notice'>[src] slowly begins to recover.</span>")
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faint_ticker = 0
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revive(full_heal = TRUE, admin_revive = FALSE)
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UpdateMushroomCap()
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recovery_cooldown = 1
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addtimer(CALLBACK(src, .proc/recovery_recharge), 300)
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/mob/living/simple_animal/hostile/mushroom/proc/recovery_recharge()
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recovery_cooldown = 0
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/mob/living/simple_animal/hostile/mushroom/proc/LevelUp(level_gain)
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if(powerlevel <= 9)
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powerlevel += level_gain
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if(prob(25))
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melee_damage_lower += (level_gain * rand(1,5))
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else
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melee_damage_upper += (level_gain * rand(1,5))
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maxHealth += (level_gain * rand(1,5))
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adjustBruteLoss(-maxHealth) //They'll always heal, even if they don't gain a level, in case you want to keep this shroom around instead of harvesting it
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/mob/living/simple_animal/hostile/mushroom/proc/Bruise()
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if(!bruised && !stat)
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src.visible_message("<span class='notice'>The [src.name] was bruised!</span>")
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bruised = 1
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/mob/living/simple_animal/hostile/mushroom/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/reagent_containers/food/snacks/grown/mushroom))
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if(stat == DEAD && !recovery_cooldown)
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Recover()
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qdel(I)
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else
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to_chat(user, "<span class='warning'>[src] won't eat it!</span>")
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return
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if(I.force)
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Bruise()
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..()
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/mob/living/simple_animal/hostile/mushroom/attack_hand(mob/living/carbon/human/M)
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..()
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if(M.a_intent == INTENT_HARM)
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Bruise()
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/mob/living/simple_animal/hostile/mushroom/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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..()
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if(istype(AM, /obj/item))
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var/obj/item/T = AM
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if(T.throwforce)
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Bruise()
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/mob/living/simple_animal/hostile/mushroom/bullet_act(obj/projectile/P)
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. = ..()
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if(P.nodamage)
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Bruise()
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/mob/living/simple_animal/hostile/mushroom/harvest()
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var/counter
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for(counter=0, counter<=powerlevel, counter++)
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var/obj/item/reagent_containers/food/snacks/hugemushroomslice/S = new /obj/item/reagent_containers/food/snacks/hugemushroomslice(src.loc)
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S.reagents.add_reagent(/datum/reagent/drug/mushroomhallucinogen, powerlevel)
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S.reagents.add_reagent(/datum/reagent/medicine/omnizine, powerlevel)
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S.reagents.add_reagent(/datum/reagent/medicine/synaptizine, powerlevel)
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