lots more hats
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@@ -102,6 +102,9 @@
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var/can_salute = TRUE
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var/salute_delay = 60 SECONDS
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//emotes/speech stuff
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var/patrol_emote = "Engaging patrol mode."
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/mob/living/simple_animal/bot/proc/get_mode()
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if(client) //Player bots do not have modes, thus the override. Also an easy way for PDA users/AI to know when a bot is a player.
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if(paicard)
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@@ -628,7 +631,7 @@ Pass a positive integer as an argument to override a bot's default speed.
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return
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mode = BOT_PATROL
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else // no patrol target, so need a new one
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speak("Engaging patrol mode.")
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speak(patrol_emote)
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find_patrol_target()
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tries++
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return
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@@ -44,8 +44,8 @@
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var/taunt = "<b>BOT</b> points at CRIMINAL!"
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var/attack_one = "BOT has stunned CRIMINAL!"
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var/attack_two = "BOT has stunned you!"
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var/stun_sound =
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var/list/arrest_texts = list("Detaining", "Arresting")
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var/arrest_emote = "ARREST_TYPE level THREAT_LEVEL scumbag CRIMINAL in LOCATION."
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/mob/living/simple_animal/bot/secbot/beepsky
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name = "Officer Beep O'sky"
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@@ -63,7 +63,7 @@
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resize = 0.8
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update_transform()
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/mob/living/simple_animal/bot/secbot/proc/process_emote(var/emote_type, var/atom/criminal, var/threat)
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/mob/living/simple_animal/bot/secbot/proc/process_emote(var/emote_type, var/atom/criminal, var/threat, var/arrest = -1, var/location)
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var/emote = "The continuity of space itself collapses around [src]. You should probably report that to someone higher up."
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switch(emote_type)
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if("DEATH")
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@@ -80,16 +80,22 @@
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emote = attack_one
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if("ATTACK_TWO")
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emote = attack_two
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if("ARREST")
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emote = arrest_emote
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//now replace pieces of the text with the information we have
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if(!taunt)
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if(emote_type != "TAUNT" && emote_type != "ARREST")
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emote = replacetext(emote, "BOT", name)
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else
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emote = replacetext(emote, "BOT", "<b>[name]</b>") //needs to be bold if its a taunt
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emote = replacetext(emote, "BOT", "<b>[name]</b>") //needs to be bold if its a taunt or an arrest text
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if(criminal)
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emote = replacetext(emote, "CRIMINAL", criminal.name)
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if(threat)
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emote = replacetext(emote, "THREAT_LEVEL", threat)
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if(arrest > -1)
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emote = replacetext(emote, "ARREST_TYPE", arrest_texts[arrest + 1])
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if(location)
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emote = replacetext(emote, "LOCATION", location)
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return emote
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/mob/living/simple_animal/bot/secbot/beepsky/explode()
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@@ -303,6 +309,9 @@ Auto Patrol: []"},
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taunt = initial(taunt)
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attack_one = initial(attack_one)
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attack_two = initial(attack_two)
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arrest_texts = initial(arrest_texts)
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arrest_emote = initial(arrest_emote)
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patrol_emote = initial(patrol_emote)
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bot_hat = null
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qdel(stored_fashion)
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var/mob/living/carbon/C = A
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@@ -348,8 +357,8 @@ Auto Patrol: []"},
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if(ishuman(C))
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if(stored_fashion)
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stored_fashion.stun_attack(C)
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if(stored_fashion.stun_sound)
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playsound(src, stored_fashion.stun_sound, 50, TRUE, -1)
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if(stored_fashion.stun_sounds && !stored_fashion.ignore_sound)
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playsound(src, pick(stored_fashion.stun_sounds), 50, TRUE, -1)
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else
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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C.stuttering = 5
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@@ -365,7 +374,7 @@ Auto Patrol: []"},
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log_combat(src,C,"stunned")
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if(declare_arrests)
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var/area/location = get_area(src)
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speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
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speak(process_emote("ARREST", C, threat, arrest_type, location), radio_channel)
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C.visible_message("<span class='danger'>[process_emote("ATTACK_ONE", C)]</span>",\
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"<span class='userdanger'>[process_emote("ATTACK_TWO", C)]</span>")
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