Merge pull request #12857 from timothyteakettle/let-bots-wear-hats
adds deep beepsky lore to the game in the form of hats
This commit is contained in:
@@ -102,6 +102,10 @@
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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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var/patrol_fail_emote = "Unable to start patrol."
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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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@@ -612,7 +616,7 @@ Pass a positive integer as an argument to override a bot's default speed.
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if(tries >= BOT_STEP_MAX_RETRIES) //Bot is trapped, so stop trying to patrol.
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auto_patrol = 0
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tries = 0
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speak("Unable to start patrol.")
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speak(patrol_fail_emote)
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return
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@@ -628,7 +632,7 @@ 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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@@ -33,6 +33,20 @@
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var/check_records = TRUE //Does it check security records?
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var/arrest_type = FALSE //If true, don't handcuff
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var/obj/item/clothing/head/bot_accessory
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var/datum/beepsky_fashion/stored_fashion
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//emotes (BOT is replaced with bot name, CRIMINAL with criminal name, THREAT_LEVEL with threat level)
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var/death_emote = "BOT blows apart!"
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var/capture_one = "BOT is trying to put zipties on CRIMINAL!"
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var/capture_two = "BOT is trying to put zipties on you!"
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var/infraction = "Level THREAT_LEVEL infraction alert!"
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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/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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desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
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@@ -49,6 +63,103 @@
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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, 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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emote = death_emote
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if("CAPTURE_ONE")
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emote = capture_one
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if("CAPTURE_TWO")
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emote = capture_two
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if("INFRACTION")
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emote = infraction
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if("TAUNT")
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emote = taunt
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if("ATTACK_ONE")
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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(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 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/proc/apply_fashion(var/datum/beepsky_fashion/fashion)
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stored_fashion = new fashion
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if(stored_fashion.name)
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name = stored_fashion.name
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if(stored_fashion.desc)
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desc = stored_fashion.desc
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if(stored_fashion.death_emote)
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death_emote = stored_fashion.death_emote
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if(stored_fashion.capture_one)
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capture_one = stored_fashion.capture_one
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if(stored_fashion.capture_two)
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capture_two = stored_fashion.capture_two
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if(stored_fashion.infraction)
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infraction = stored_fashion.infraction
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if(stored_fashion.taunt)
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taunt = stored_fashion.taunt
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if(stored_fashion.attack_one)
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attack_one = stored_fashion.attack_one
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if(stored_fashion.attack_two)
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attack_two = stored_fashion.attack_two
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if(stored_fashion.patrol_emote)
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patrol_emote = stored_fashion.patrol_emote
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if(stored_fashion.patrol_fail_emote)
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patrol_fail_emote = stored_fashion.patrol_fail_emote
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if(stored_fashion.arrest_texts)
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arrest_texts = stored_fashion.arrest_texts
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if(stored_fashion.arrest_emote)
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arrest_emote = stored_fashion.arrest_emote
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regenerate_icons()
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/mob/living/simple_animal/bot/secbot/proc/reset_fashion()
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bot_accessory.forceMove(get_turf(src))
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//reset all emotes/sounds and name/desc
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name = initial(name)
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desc = initial(desc)
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death_emote = initial(death_emote)
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capture_one = initial(capture_one)
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capture_two = initial(capture_two)
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infraction = initial(infraction)
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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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arrest_texts = initial(arrest_texts)
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arrest_emote = initial(arrest_emote)
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bot_accessory = null
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regenerate_icons()
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/mob/living/simple_animal/bot/secbot/beepsky/explode()
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var/atom/Tsec = drop_location()
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@@ -178,6 +289,11 @@ Auto Patrol: []"},
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retaliate(H)
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if(special_retaliate_after_attack(H))
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return
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if(H.a_intent == INTENT_HELP && bot_accessory)
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to_chat(H, "<span class='warning'>You knock [bot_accessory] off of [src]'s head!</span>")
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reset_fashion()
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return
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return ..()
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@@ -185,11 +301,48 @@ Auto Patrol: []"},
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..()
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if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
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return
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if(istype(W, /obj/item/clothing/head))
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attempt_place_on_head(user, W)
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return
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if(!istype(W, /obj/item/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
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retaliate(user)
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if(special_retaliate_after_attack(user))
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return
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/mob/living/simple_animal/bot/secbot/proc/attempt_place_on_head(mob/user, obj/item/clothing/head/H)
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if(user && !user.temporarilyRemoveItemFromInventory(H))
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to_chat(user, "<span class='warning'>\The [H] is stuck to your hand, you cannot put it on [src]'s head!</span>")
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return
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if(bot_accessory)
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to_chat("<span class='warning'>\[src] already has an accessory, and the laws of physics disallow him from wearing a second!</span>")
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return
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if(H.beepsky_fashion)
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to_chat(user, "<span class='warning'>You set [H] on [src].</span>")
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bot_accessory = H
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H.forceMove(src)
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apply_fashion(H.beepsky_fashion)
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else
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to_chat(user, "<span class='warning'>You set [H] on [src]'s head, but it falls off!</span>")
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H.forceMove(drop_location())
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/mob/living/simple_animal/bot/secbot/regenerate_icons()
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..()
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if(bot_accessory)
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if(!stored_fashion)
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stored_fashion = new bot_accessory.beepsky_fashion
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if(!stored_fashion.obj_icon_state)
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stored_fashion.obj_icon_state = bot_accessory.icon_state
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if(!stored_fashion.obj_alpha)
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stored_fashion.obj_alpha = bot_accessory.alpha
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if(!stored_fashion.obj_color)
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stored_fashion.obj_color = bot_accessory.color
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add_overlay(stored_fashion.get_overlay())
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else
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if(stored_fashion)
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cut_overlay(stored_fashion.get_overlay())
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stored_fashion = null
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/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
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. = ..()
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if(emagged == 2)
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@@ -233,8 +386,8 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/proc/cuff(mob/living/carbon/C)
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mode = BOT_ARREST
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playsound(src, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
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C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
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"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
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C.visible_message("<span class='danger'>[process_emote("CAPTURE_ONE", C)]</span>",\
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"<span class='userdanger'>[process_emote("CAPTURE_TWO", C)]</span>")
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if(do_after(src, 60, FALSE, C))
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attempt_handcuff(C)
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@@ -249,16 +402,22 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/C)
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var/judgement_criteria = judgement_criteria()
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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icon_state = "secbot-c"
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addtimer(CALLBACK(src, /atom/.proc/update_icon), 2)
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var/threat = 5
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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_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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C.DefaultCombatKnockdown(100)
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var/mob/living/carbon/human/H = C
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threat = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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else
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playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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C.DefaultCombatKnockdown(100)
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C.stuttering = 5
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threat = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
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@@ -266,9 +425,9 @@ 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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C.visible_message("<span class='danger'>[src] has stunned [C]!</span>",\
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"<span class='userdanger'>[src] has stunned you!</span>")
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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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/mob/living/simple_animal/bot/secbot/handle_automated_action()
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if(!..())
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@@ -355,7 +514,6 @@ Auto Patrol: []"},
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look_for_perp()
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bot_patrol()
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return
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/mob/living/simple_animal/bot/secbot/proc/back_to_idle()
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@@ -391,9 +549,9 @@ Auto Patrol: []"},
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else if(threatlevel >= 4)
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target = C
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oldtarget_name = C.name
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speak("Level [threatlevel] infraction alert!")
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speak(process_emote("INFRACTION", target, threatlevel))
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playsound(loc, pick('sound/voice/beepsky/criminal.ogg', 'sound/voice/beepsky/justice.ogg', 'sound/voice/beepsky/freeze.ogg'), 50, FALSE)
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visible_message("<b>[src]</b> points at [C.name]!")
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visible_message(process_emote("TAUNT", target, threatlevel))
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mode = BOT_HUNT
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INVOKE_ASYNC(src, .proc/handle_automated_action)
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break
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@@ -408,7 +566,7 @@ Auto Patrol: []"},
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/mob/living/simple_animal/bot/secbot/explode()
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walk_to(src,0)
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visible_message("<span class='boldannounce'>[src] blows apart!</span>")
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visible_message("<span class='boldannounce'>[process_emote("DEATH")]</span>")
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var/atom/Tsec = drop_location()
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var/obj/item/bot_assembly/secbot/Sa = new (Tsec)
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