Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-33829
# Conflicts: # code/modules/events/alien_infestation.dm # code/modules/events/spider_infestation.dm # code/modules/events/vent_clog.dm # code/modules/mob/living/simple_animal/hostile/hostile.dm
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@@ -1058,6 +1058,13 @@
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if (client)
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if (new_z)
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SSmobs.clients_by_zlevel[new_z] += src
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for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
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var/mob/living/simple_animal/SA = SSidlenpcpool.idle_mobs_by_zlevel[new_z][I]
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if (SA)
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SA.toggle_ai(AI_ON) // Guarantees responsiveness for when appearing right next to mobs
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else
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SSidlenpcpool.idle_mobs_by_zlevel[new_z] -= SA
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registered_z = new_z
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else
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registered_z = null
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@@ -28,9 +28,6 @@
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var/ranged_message = "fires" //Fluff text for ranged mobs
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var/ranged_cooldown = 0 //What the current cooldown on ranged attacks is, generally world.time + ranged_cooldown_time
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var/ranged_cooldown_time = 30 //How long, in deciseconds, the cooldown of ranged attacks is
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var/ranged_telegraph = "prepares to fire at *TARGET*!" //A message shown when the mob prepares to fire; use *TARGET* if you want to show the target's name
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var/ranged_telegraph_sound //A sound played when the mob prepares to fire
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var/ranged_telegraph_time = 0 //In deciseconds, how long between the telegraph and ranged shot
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var/ranged_ignores_vision = FALSE //if it'll fire ranged attacks even if it lacks vision on its target, only works with environment smash
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var/check_friendly_fire = 0 // Should the ranged mob check for friendlies when shooting
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var/retreat_distance = null //If our mob runs from players when they're too close, set in tile distance. By default, mobs do not retreat.
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@@ -231,9 +228,6 @@
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if(!target || !CanAttack(target))
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LoseTarget()
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return 0
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if(ismob(target.loc))
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LoseTarget()
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return 0
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if(target in possible_targets)
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var/turf/T = get_turf(src)
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if(target.z != T.z)
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@@ -242,14 +236,7 @@
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var/target_distance = get_dist(targets_from,target)
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if(ranged) //We ranged? Shoot at em
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if(!target.Adjacent(targets_from) && ranged_cooldown <= world.time) //But make sure they're not in range for a melee attack and our range attack is off cooldown
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if(!ranged_telegraph_time || client)
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OpenFire(target)
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else
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if(ranged_telegraph)
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visible_message("<span class='danger'>[src] [replacetext(ranged_telegraph, "*TARGET*", "[target]")]</span>")
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if(ranged_telegraph_sound)
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playsound(src, ranged_telegraph_sound, 75, FALSE)
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addtimer(CALLBACK(src, .proc/OpenFire, target), ranged_telegraph_time)
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OpenFire(target)
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if(!Process_Spacemove()) //Drifting
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walk(src,0)
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return 1
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@@ -289,7 +276,7 @@
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if(search_objects)//Turn off item searching and ignore whatever item we were looking at, we're more concerned with fight or flight
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target = null
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LoseSearchObjects()
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if(AIStatus == AI_IDLE)
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if(AIStatus != AI_ON && AIStatus != AI_OFF)
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toggle_ai(AI_ON)
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FindTarget()
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else if(target != null && prob(40))//No more pulling a mob forever and having a second player attack it, it can switch targets now if it finds a more suitable one
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@@ -413,7 +400,6 @@ mob/living/simple_animal/hostile/proc/DestroySurroundings() // for use with mega
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DestroyObjectsInDirection(dir)
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/mob/living/simple_animal/hostile/proc/EscapeConfinement()
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if(buckled)
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buckled.attack_animal(src)
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@@ -498,3 +484,14 @@ mob/living/simple_animal/hostile/proc/DestroySurroundings() // for use with mega
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if(AIStatus == AI_IDLE && FindTarget(tlist, 1))
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toggle_ai(AI_ON)
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/mob/living/simple_animal/hostile/proc/ListTargetsLazy(var/_Z)//Step 1, find out what we can see
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var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha, /obj/structure/destructible/clockwork/ocular_warden))
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. = list()
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for (var/I in SSmobs.clients_by_zlevel[_Z])
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var/mob/M = I
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if (get_dist(M, src) < vision_range)
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if (isturf(M.loc))
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. += M
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else if (M.loc.type in hostile_machines)
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. += M.loc
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@@ -82,14 +82,14 @@
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var/dextrous_hud_type = /datum/hud/dextrous
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var/datum/personal_crafting/handcrafting
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var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever)
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var/AIStatus = AI_ON //The Status of our AI, can be set to AI_ON (On, usual processing), AI_IDLE (Will not process, but will return to AI_ON if an enemy comes near), AI_OFF (Off, Not processing ever), AI_Z_OFF (Temporarily off due to nonpresence of players)
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var/shouldwakeup = FALSE //convenience var for forcibly waking up an idling AI on next check.
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//domestication
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var/tame = 0
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no_vore = TRUE
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var/my_z // I don't want to confuse this with client registered_z
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/mob/living/simple_animal/Initialize()
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. = ..()
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@@ -544,7 +544,13 @@
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/mob/living/simple_animal/proc/toggle_ai(togglestatus)
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if (AIStatus != togglestatus)
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if (togglestatus > 0 && togglestatus < 4)
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if (togglestatus > 0 && togglestatus < 5)
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if (togglestatus == AI_Z_OFF || AIStatus == AI_Z_OFF)
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var/turf/T = get_turf(src)
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if (AIStatus == AI_Z_OFF)
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SSidlenpcpool.idle_mobs_by_zlevel[T.z] -= src
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else
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SSidlenpcpool.idle_mobs_by_zlevel[T.z] += src
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GLOB.simple_animals[AIStatus] -= src
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GLOB.simple_animals[togglestatus] += src
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AIStatus = togglestatus
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@@ -559,4 +565,11 @@
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. = ..()
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if(!ckey && !stat)//Not unconscious
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if(AIStatus == AI_IDLE)
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toggle_ai(AI_ON)
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toggle_ai(AI_ON)
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/mob/living/simple_animal/onTransitZ(old_z, new_z)
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..()
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if (AIStatus == AI_Z_OFF)
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SSidlenpcpool[old_z] -= src
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toggle_ai(initial(AIStatus))
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@@ -45,7 +45,7 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, typecacheof(list(
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if(vent_found)
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var/datum/pipeline/vent_found_parent = vent_found.PARENT1
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var/datum/pipeline/vent_found_parent = vent_found.parents[1]
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if(vent_found_parent && (vent_found_parent.members.len || vent_found_parent.other_atmosmch))
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visible_message("<span class='notice'>[src] begins climbing into the ventilation system...</span>" ,"<span class='notice'>You begin climbing into the ventilation system...</span>")
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