/mob/living/simple_animal name = "animal" icon = 'icons/mob/animal.dmi' health = 20 maxHealth = 20 status_flags = CANPUSH var/icon_living = "" var/icon_dead = "" //icon when the animal is dead. Don't use animated icons for this. var/icon_gib = null //We only try to show a gibbing animation if this exists. var/list/speak = list() var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable. var/speak_chance = 0 var/list/emote_hear = list() //Hearable emotes var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps var/turns_per_move = 1 var/turns_since_move = 0 var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals. var/wander = 1 // Does the mob wander around when idle? var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it. //Interaction var/response_help = "pokes" var/response_disarm = "shoves" var/response_harm = "hits" var/harm_intent_damage = 3 var/force_threshold = 0 //Minimum force required to deal any damage //Temperature effect var/minbodytemp = 250 var/maxbodytemp = 350 //Healable by medical stacks? Defaults to yes. var/healable = 1 //Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage var/list/atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0) //Leaving something at 0 means it's off - has no maximum var/unsuitable_atmos_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above //LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly var/melee_damage_lower = 0 var/melee_damage_upper = 0 var/armour_penetration = 0 //How much armour they ignore, as a flat reduction from the targets armour value var/melee_damage_type = BRUTE //Damage type of a simple mob's melee attack, should it do damage. var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1) // 1 for full damage , 0 for none , -1 for 1:1 heal from that source var/attacktext = "attacks" var/attack_sound = null var/friendly = "nuzzles" //If the mob does no damage with it's attack var/environment_smash = 0 //Set to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls var/speed = 1 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster //Hot simple_animal baby making vars var/list/childtype = null var/scan_ready = 1 var/animal_species //Sorry, no spider+corgi buttbabies. //simple_animal access var/obj/item/weapon/card/id/access_card = null //innate access uses an internal ID card var/flying = 0 //whether it's flying or touching the ground. var/buffed = 0 //In the event that you want to have a buffing effect on the mob, but don't want it to stack with other effects, any outside force that applies a buff to a simple mob should at least set this to 1, so we have something to check against var/gold_core_spawnable = 0 //if 1 can be spawned by plasma with gold core, 2 are 'friendlies' spawned with blood var/mob/living/simple_animal/hostile/spawner/nest var/sentience_type = SENTIENCE_ORGANIC // Sentience type, for slime potions var/list/loot = list() //list of things spawned at mob's loc when it dies var/del_on_death = 0 //causes mob to be deleted on death, useful for mobs that spawn lootable corpses var/deathmessage = "" var/death_sound = null //The sound played on death var/allow_movement_on_non_turfs = FALSE var/attacked_sound = "punch" //Played when someone punches the creature var/dextrous = FALSE //If the creature has, and can use, hands /mob/living/simple_animal/New() ..() verbs -= /mob/verb/observe if(!real_name) real_name = name if(!loc) stack_trace("Simple animal being instantiated in nullspace") /mob/living/simple_animal/Login() if(src && src.client) src.client.screen = list() client.screen += client.void ..() /mob/living/simple_animal/updatehealth() ..() health = Clamp(health, 0, maxHealth) /mob/living/simple_animal/Life() if(..()) //alive if(!ckey) handle_automated_movement() handle_automated_action() handle_automated_speech() return 1 /mob/living/simple_animal/update_stat() if(status_flags & GODMODE) return if(stat != DEAD) if(health <= 0) death() else stat = CONSCIOUS med_hud_set_status() /mob/living/simple_animal/handle_status_effects() ..() if(stuttering) stuttering = 0 /mob/living/simple_animal/proc/handle_automated_action() return /mob/living/simple_animal/proc/handle_automated_movement() if(!stop_automated_movement && wander) if((isturf(src.loc) || allow_movement_on_non_turfs) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc. turns_since_move++ if(turns_since_move >= turns_per_move) if(!(stop_automated_movement_when_pulled && pulledby)) //Some animals don't move when pulled var/anydir = pick(cardinal) if(Process_Spacemove(anydir)) Move(get_step(src, anydir), anydir) turns_since_move = 0 return 1 /mob/living/simple_animal/proc/handle_automated_speech(var/override) if(speak_chance) if(prob(speak_chance) || override) if(speak && speak.len) if((emote_hear && emote_hear.len) || (emote_see && emote_see.len)) var/length = speak.len if(emote_hear && emote_hear.len) length += emote_hear.len if(emote_see && emote_see.len) length += emote_see.len var/randomValue = rand(1,length) if(randomValue <= speak.len) say(pick(speak)) else randomValue -= speak.len if(emote_see && randomValue <= emote_see.len) emote("me", 1, pick(emote_see)) else emote("me", 2, pick(emote_hear)) else say(pick(speak)) else if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len)) emote("me", 1, pick(emote_see)) if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len)) emote("me", 2, pick(emote_hear)) if((emote_hear && emote_hear.len) && (emote_see && emote_see.len)) var/length = emote_hear.len + emote_see.len var/pick = rand(1,length) if(pick <= emote_see.len) emote("me", 1, pick(emote_see)) else emote("me", 2, pick(emote_hear)) /mob/living/simple_animal/handle_environment(datum/gas_mixture/environment) var/atmos_suitable = 1 if(pulledby && pulledby.grab_state >= GRAB_KILL && atmos_requirements["min_oxy"]) atmos_suitable = 0 //getting choked var/atom/A = src.loc if(isturf(A)) var/turf/T = A var/areatemp = get_temperature(environment) if( abs(areatemp - bodytemperature) > 40 ) var/diff = areatemp - bodytemperature diff = diff / 5 //world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]" bodytemperature += diff if(istype(T,/turf/open)) var/turf/open/ST = T if(ST.air) var/ST_gases = ST.air.gases ST.air.assert_gases(arglist(hardcoded_gases)) var/tox = ST_gases["plasma"][MOLES] var/oxy = ST_gases["o2"][MOLES] var/n2 = ST_gases["n2"][MOLES] var/co2 = ST_gases["co2"][MOLES] ST.air.garbage_collect() if(atmos_requirements["min_oxy"] && oxy < atmos_requirements["min_oxy"]) atmos_suitable = 0 else if(atmos_requirements["max_oxy"] && oxy > atmos_requirements["max_oxy"]) atmos_suitable = 0 else if(atmos_requirements["min_tox"] && tox < atmos_requirements["min_tox"]) atmos_suitable = 0 else if(atmos_requirements["max_tox"] && tox > atmos_requirements["max_tox"]) atmos_suitable = 0 else if(atmos_requirements["min_n2"] && n2 < atmos_requirements["min_n2"]) atmos_suitable = 0 else if(atmos_requirements["max_n2"] && n2 > atmos_requirements["max_n2"]) atmos_suitable = 0 else if(atmos_requirements["min_co2"] && co2 < atmos_requirements["min_co2"]) atmos_suitable = 0 else if(atmos_requirements["max_co2"] && co2 > atmos_requirements["max_co2"]) atmos_suitable = 0 if(!atmos_suitable) adjustBruteLoss(unsuitable_atmos_damage) else if(atmos_requirements["min_oxy"] || atmos_requirements["min_tox"] || atmos_requirements["min_n2"] || atmos_requirements["min_co2"]) adjustBruteLoss(unsuitable_atmos_damage) handle_temperature_damage() /mob/living/simple_animal/proc/handle_temperature_damage() if(bodytemperature < minbodytemp) adjustBruteLoss(2) else if(bodytemperature > maxbodytemp) adjustBruteLoss(3) /mob/living/simple_animal/gib() if(butcher_results) for(var/path in butcher_results) for(var/i = 1; i <= butcher_results[path];i++) new path(src.loc) ..() /mob/living/simple_animal/gib_animation() if(icon_gib) new /obj/effect/overlay/temp/gib_animation/animal(loc, icon_gib) /mob/living/simple_animal/blob_act(obj/effect/blob/B) adjustBruteLoss(20) return /mob/living/simple_animal/say_quote(input) var/ending = copytext(input, length(input)) if(speak_emote && speak_emote.len && ending != "?" && ending != "!") var/emote = pick(speak_emote) if(emote) return "[emote], \"[input]\"" return ..() /mob/living/simple_animal/emote(act, m_type=1, message = null) if(stat) return if(act == "scream") message = "makes a loud and pained whimper." //ugly hack to stop animals screaming when crushed :P act = "me" ..(act, m_type, message) /mob/living/simple_animal/attack_animal(mob/living/simple_animal/M) if(..()) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) attack_threshold_check(damage,M.melee_damage_type) return 1 /mob/living/simple_animal/bullet_act(obj/item/projectile/Proj) if(!Proj) return apply_damage(Proj.damage, Proj.damage_type) Proj.on_hit(src) return 0 /mob/living/simple_animal/proc/adjustHealth(amount) if(status_flags & GODMODE) return 0 bruteloss = Clamp(bruteloss + amount, 0, maxHealth) updatehealth() return amount /mob/living/simple_animal/adjustBruteLoss(amount) if(damage_coeff[BRUTE]) . = adjustHealth(amount*damage_coeff[BRUTE]) /mob/living/simple_animal/adjustFireLoss(amount) if(damage_coeff[BURN]) . = adjustHealth(amount*damage_coeff[BURN]) /mob/living/simple_animal/adjustOxyLoss(amount) if(damage_coeff[OXY]) . = adjustHealth(amount*damage_coeff[OXY]) /mob/living/simple_animal/adjustToxLoss(amount) if(damage_coeff[TOX]) . = adjustHealth(amount*damage_coeff[TOX]) /mob/living/simple_animal/adjustCloneLoss(amount) if(damage_coeff[CLONE]) . = adjustHealth(amount*damage_coeff[CLONE]) /mob/living/simple_animal/adjustStaminaLoss(amount) return /mob/living/simple_animal/attack_hand(mob/living/carbon/human/M) ..() switch(M.a_intent) if("help") if (health > 0) visible_message("[M] [response_help] [src].") playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1) if("grab") grabbedby(M) if("harm", "disarm") M.do_attack_animation(src) visible_message("[M] [response_harm] [src]!") playsound(loc, attacked_sound, 25, 1, -1) attack_threshold_check(harm_intent_damage) add_logs(M, src, "attacked") updatehealth() return 1 /mob/living/simple_animal/attack_paw(mob/living/carbon/monkey/M) if(..()) //successful monkey bite. if(stat != DEAD) var/damage = rand(1, 3) attack_threshold_check(damage) return 1 if (M.a_intent == "help") if (health > 0) visible_message("[M.name] [response_help] [src].") playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1) return /mob/living/simple_animal/attack_alien(mob/living/carbon/alien/humanoid/M) if(..()) //if harm or disarm intent. if(M.a_intent == "disarm") playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1) visible_message("[M] [response_disarm] [name]!", \ "[M] [response_disarm] [name]!") add_logs(M, src, "disarmed") else var/damage = rand(15, 30) visible_message("[M] has slashed at [src]!", \ "[M] has slashed at [src]!") playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1) attack_threshold_check(damage) add_logs(M, src, "attacked") return 1 /mob/living/simple_animal/attack_larva(mob/living/carbon/alien/larva/L) if(..()) //successful larva bite var/damage = rand(5, 10) if(stat != DEAD) L.amount_grown = min(L.amount_grown + damage, L.max_grown) attack_threshold_check(damage) return 1 /mob/living/simple_animal/attack_slime(mob/living/simple_animal/slime/M) if(..()) //successful slime attack var/damage = rand(15, 25) if(M.is_adult) damage = rand(20, 35) attack_threshold_check(damage) return 1 /mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE) if(damage <= force_threshold || !damage_coeff[damagetype]) visible_message("[src] looks unharmed.") else adjustBruteLoss(damage) updatehealth() /mob/living/simple_animal/movement_delay() . = ..() . = speed . += config.animal_delay /mob/living/simple_animal/Stat() ..() if(statpanel("Status")) stat(null, "Health: [round((health / maxHealth) * 100)]%") return 1 /mob/living/simple_animal/death(gibbed) if(nest) nest.spawned_mobs -= src nest = null if(loot.len) for(var/i in loot) new i(loc) if(dextrous) unEquip(r_hand) unEquip(l_hand) if(!gibbed) if(death_sound) playsound(get_turf(src),death_sound, 200, 1) if(deathmessage) visible_message("\The [src] [deathmessage]") else if(!del_on_death) visible_message("\The [src] stops moving...") if(del_on_death) ghostize() qdel(src) else health = 0 icon_state = icon_dead stat = DEAD density = 0 lying = 1 ..() /mob/living/simple_animal/ex_act(severity, target) ..() switch (severity) if (1) gib() return if (2) adjustBruteLoss(60) if(3) adjustBruteLoss(30) /mob/living/simple_animal/proc/CanAttack(atom/the_target) if(see_invisible < the_target.invisibility) return 0 if (isliving(the_target)) var/mob/living/L = the_target if(L.stat != CONSCIOUS) return 0 if (istype(the_target, /obj/mecha)) var/obj/mecha/M = the_target if (M.occupant) return 0 return 1 /mob/living/simple_animal/handle_fire() return /mob/living/simple_animal/update_fire() return /mob/living/simple_animal/IgniteMob() return FALSE /mob/living/simple_animal/ExtinguishMob() return /mob/living/simple_animal/revive(full_heal = 0, admin_revive = 0) if(..()) //successfully ressuscitated from death icon = initial(icon) icon_state = icon_living density = initial(density) lying = 0 . = 1 /mob/living/simple_animal/fully_heal(admin_revive = 0) health = maxHealth ..() /mob/living/simple_animal/proc/make_babies() // <3 <3 <3 if(gender != FEMALE || stat || !scan_ready || !childtype || !animal_species || ticker.current_state != GAME_STATE_PLAYING) return 0 scan_ready = 0 spawn(400) scan_ready = 1 var/alone = 1 var/mob/living/simple_animal/partner var/children = 0 for(var/mob/M in view(7, src)) if(M.stat != CONSCIOUS) //Check if it's conscious FIRST. continue else if(istype(M, childtype)) //Check for children SECOND. children++ else if(istype(M, animal_species)) if(M.ckey) continue else if(!istype(M, childtype) && M.gender == MALE) //Better safe than sorry ;_; partner = M else if(istype(M, /mob/living) && !faction_check(M)) //shyness check. we're not shy in front of things that share a faction with us. alone = 0 continue if(alone && partner && children < 3) var/childspawn = pickweight(childtype) new childspawn(loc) return 1 return 0 /mob/living/simple_animal/stripPanelUnequip(obj/item/what, mob/who, where, child_override) if(!child_override) src << "You don't have the dexterity to do this!" return else ..() /mob/living/simple_animal/stripPanelEquip(obj/item/what, mob/who, where, child_override) if(!child_override) src << "You don't have the dexterity to do this!" return else ..() /mob/living/simple_animal/update_canmove() if(paralysis || stunned || weakened || stat || resting) drop_r_hand() drop_l_hand() canmove = 0 else if(buckled) canmove = 0 else canmove = 1 update_transform() update_action_buttons_icon() return canmove /mob/living/simple_animal/update_transform() var/matrix/ntransform = matrix(transform) //aka transform.Copy() var/changed = 0 if(resize != RESIZE_DEFAULT_SIZE) changed++ ntransform.Scale(resize) resize = RESIZE_DEFAULT_SIZE if(changed) animate(src, transform = ntransform, time = 2, easing = EASE_IN|EASE_OUT) /mob/living/simple_animal/Destroy() if(nest) nest.spawned_mobs -= src nest = null return ..() /mob/living/simple_animal/proc/sentience_act() //Called when a simple animal gains sentience via gold slime potion return /mob/living/simple_animal/update_sight() if(!client) return if(stat == DEAD) sight = (SEE_TURFS|SEE_MOBS|SEE_OBJS) see_in_dark = 8 see_invisible = SEE_INVISIBLE_OBSERVER return see_invisible = initial(see_invisible) see_in_dark = initial(see_in_dark) sight = initial(sight) if(client.eye != src) var/atom/A = client.eye if(A.update_remote_sight(src)) //returns 1 if we override all other sight updates. return /mob/living/simple_animal/get_idcard() return access_card //Dextrous simple mobs can use hands! /mob/living/simple_animal/create_mob_hud() if(client && !hud_used && dextrous) hud_used = new /datum/hud/dextrous(src, ui_style2icon(client.prefs.UI_style)) /mob/living/simple_animal/activate_hand(selhand) if(!dextrous) return ..() if(istext(selhand)) selhand = lowertext(selhand) if(selhand == "right" || selhand == "r") selhand = 0 if(selhand == "left" || selhand == "l") selhand = 1 if(selhand != src.hand) swap_hand() else mode() /mob/living/simple_animal/swap_hand() if(!dextrous) return ..() var/obj/item/held_item = get_active_hand() if(held_item) if(istype(held_item, /obj/item/weapon/twohanded)) var/obj/item/weapon/twohanded/T = held_item if(T.wielded == 1) usr << "Your other hand is too busy holding the [T.name]." return hand = !hand if(hud_used && hud_used.inv_slots[slot_l_hand] && hud_used.inv_slots[slot_r_hand]) var/obj/screen/inventory/hand/H H = hud_used.inv_slots[slot_l_hand] H.update_icon() H = hud_used.inv_slots[slot_r_hand] H.update_icon() /mob/living/simple_animal/UnarmedAttack(atom/A, proximity) if(!dextrous) return ..() if(!ismob(A)) A.attack_hand(src) update_hand_icons() /mob/living/simple_animal/put_in_hands(obj/item/I) ..() update_hand_icons() /mob/living/simple_animal/proc/update_hand_icons() if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD) if(r_hand) r_hand.layer = ABOVE_HUD_LAYER r_hand.screen_loc = ui_rhand client.screen |= r_hand if(l_hand) l_hand.layer = ABOVE_HUD_LAYER l_hand.screen_loc = ui_lhand client.screen |= l_hand