643 lines
21 KiB
Plaintext
643 lines
21 KiB
Plaintext
/mob/living/simple_animal
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name = "animal"
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icon = 'icons/mob/animal.dmi'
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health = 20
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maxHealth = 20
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gender = PLURAL //placeholder
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///How much blud it has for bloodsucking
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blood_volume = 550
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rad_flags = RAD_NO_CONTAMINATE
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hud_type = /datum/hud/living/simple_animal
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status_flags = CANPUSH
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var/icon_living = ""
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///icon when the animal is dead. Don't use animated icons for this.
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var/icon_dead = ""
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///We only try to show a gibbing animation if this exists.
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var/icon_gib = null
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var/list/speak = list()
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///Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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var/list/speak_emote = list()
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var/speak_chance = 0
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///Hearable emotes
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var/list/emote_hear = list()
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///Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps.
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var/list/emote_see = list()
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var/turns_per_move = 1
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var/turns_since_move = 0
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///Use this to temporarely stop random movement or to if you write special movement code for animals.
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var/stop_automated_movement = 0
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///Does the mob wander around when idle?
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var/wander = 1
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///When set to 1 this stops the animal from moving when someone is pulling it.
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var/stop_automated_movement_when_pulled = 1
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///When someone interacts with the simple animal.
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///Help-intent verb in present continuous tense.
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var/response_help_continuous = "pokes"
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///Help-intent verb in present simple tense.
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var/response_help_simple = "poke"
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///Disarm-intent verb in present continuous tense.
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var/response_disarm_continuous = "shoves"
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///Disarm-intent verb in present simple tense.
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var/response_disarm_simple = "shove"
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///Harm-intent verb in present continuous tense.
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var/response_harm_continuous = "hits"
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///Harm-intent verb in present simple tense.
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var/response_harm_simple = "hit"
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var/harm_intent_damage = 3
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///Minimum force required to deal any damage.
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var/force_threshold = 0
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///Temperature effect.
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var/minbodytemp = 250
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var/maxbodytemp = 350
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/// List of weather immunity traits that are then added on Initialize(), see traits.dm.
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var/list/weather_immunities
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///Healable by medical stacks? Defaults to yes.
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var/healable = 1
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///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
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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
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///This damage is taken when atmos doesn't fit all the requirements above.
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var/unsuitable_atmos_damage = 2
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///LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly.
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var/melee_damage_lower = 0
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var/melee_damage_upper = 0
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///How much damage this simple animal does to objects, if any.
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var/obj_damage = 0
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///How much armour they ignore, as a flat reduction from the targets armour value.
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var/armour_penetration = 0
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///Damage type of a simple mob's melee attack, should it do damage.
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var/melee_damage_type = BRUTE
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/// 1 for full damage , 0 for none , -1 for 1:1 heal from that source.
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var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
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///Attacking verb in present continuous tense.
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var/attack_verb_continuous = "attacks"
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///Attacking verb in present simple tense.
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var/attack_verb_simple = "attack"
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var/attack_sound = null
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///Attacking, but without damage, verb in present continuous tense.
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var/friendly_verb_continuous = "nuzzles"
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///Attacking, but without damage, verb in present simple tense.
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var/friendly_verb_simple = "nuzzle"
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///Set to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls.
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var/environment_smash = ENVIRONMENT_SMASH_NONE
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///LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster.
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var/speed = 1
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///Hot simple_animal baby making vars.
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var/list/childtype = null
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var/next_scan_time = 0
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///Sorry, no spider+corgi buttbabies.
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var/animal_species
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///Innate access uses an internal ID card.
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var/obj/item/card/id/access_card = null
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///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 TRUE, so we have something to check against.
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var/buffed = FALSE
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///If the mob can be spawned with a gold slime core. HOSTILE_SPAWN are spawned with plasma, FRIENDLY_SPAWN are spawned with blood.
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var/gold_core_spawnable = NO_SPAWN
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var/datum/component/spawner/nest
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///Sentience type, for slime potions.
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var/sentience_type = SENTIENCE_ORGANIC
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///list of things spawned at mob's loc when it dies.
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var/list/loot = list()
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///causes mob to be deleted on death, useful for mobs that spawn lootable corpses.
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var/del_on_death = FALSE
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var/deathmessage = ""
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///The sound played on death.
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var/death_sound = null
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var/allow_movement_on_non_turfs = FALSE
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///Played when someone punches the creature.
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var/attacked_sound = "punch"
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///If the creature has, and can use, hands.
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var/dextrous = FALSE
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var/dextrous_hud_type = /datum/hud/dextrous
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///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/AIStatus = AI_ON
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///once we have become sentient, we can never go back.
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var/can_have_ai = TRUE
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///convenience var for forcibly waking up an idling AI on next check.
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var/shouldwakeup = FALSE
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///Domestication.
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var/tame = 0
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///I don't want to confuse this with client registered_z.
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var/my_z
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///What kind of footstep this mob should have. Null if it shouldn't have any.
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var/footstep_type
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//How much wounding power it has
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var/wound_bonus = CANT_WOUND
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//How much bare wounding power it has
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var/bare_wound_bonus = 0
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//If the attacks from this are sharp
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var/sharpness = SHARP_NONE
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//Generic flags
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var/simple_mob_flags = NONE
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/mob/living/simple_animal/Initialize(mapload)
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. = ..()
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GLOB.simple_animals[AIStatus] += src
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if(gender == PLURAL)
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gender = pick(MALE,FEMALE)
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if(!real_name)
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real_name = name
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if(!loc)
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stack_trace("Simple animal being instantiated in nullspace")
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update_simplemob_varspeed()
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if(dextrous)
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AddComponent(/datum/component/personal_crafting)
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if(footstep_type)
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AddComponent(/datum/component/footstep, footstep_type)
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for(var/trait in weather_immunities)
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ADD_TRAIT(src, trait, ROUNDSTART_TRAIT)
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/mob/living/simple_animal/Destroy()
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GLOB.simple_animals[AIStatus] -= src
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if (SSnpcpool.state == SS_PAUSED && LAZYLEN(SSnpcpool.currentrun))
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SSnpcpool.currentrun -= src
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if(nest)
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nest.spawned_mobs -= src
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nest = null
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var/turf/T = get_turf(src)
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if (T && AIStatus == AI_Z_OFF)
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SSidlenpcpool.idle_mobs_by_zlevel[T.z] -= src
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return ..()
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/mob/living/simple_animal/updatehealth()
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..()
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health = clamp(health, 0, maxHealth)
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/mob/living/simple_animal/update_stat()
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if(status_flags & GODMODE)
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return
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if(stat != DEAD)
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if(health <= 0)
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death()
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else
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set_stat(CONSCIOUS)
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med_hud_set_status()
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/mob/living/simple_animal/proc/handle_automated_action()
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set waitfor = FALSE
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return
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/mob/living/simple_animal/proc/handle_automated_movement()
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set waitfor = FALSE
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if(!stop_automated_movement && wander)
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if((isturf(src.loc) || allow_movement_on_non_turfs) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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if(!(stop_automated_movement_when_pulled && pulledby)) //Some animals don't move when pulled
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var/anydir = pick(GLOB.cardinals)
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if(Process_Spacemove(anydir))
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Move(get_step(src, anydir), anydir)
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turns_since_move = 0
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return TRUE
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/mob/living/simple_animal/proc/handle_automated_speech(var/override)
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set waitfor = FALSE
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if(speak_chance)
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if(prob(speak_chance) || override)
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if(speak && speak.len)
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if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
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var/length = speak.len
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if(emote_hear && emote_hear.len)
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length += emote_hear.len
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if(emote_see && emote_see.len)
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length += emote_see.len
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var/randomValue = rand(1,length)
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if(randomValue <= speak.len)
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say(pick(speak), forced = "polly")
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else
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randomValue -= speak.len
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if(emote_see && randomValue <= emote_see.len)
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emote("me [pick(emote_see)]", 1)
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else
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emote("me [pick(emote_hear)]", 2)
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else
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say(pick(speak), forced = "polly")
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else
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if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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emote("me", EMOTE_VISIBLE, pick(emote_see))
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if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
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emote("me", EMOTE_AUDIBLE, pick(emote_hear))
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if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
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var/length = emote_hear.len + emote_see.len
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var/pick = rand(1,length)
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if(pick <= emote_see.len)
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emote("me", EMOTE_VISIBLE, pick(emote_see))
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else
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emote("me", EMOTE_AUDIBLE, pick(emote_hear))
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/mob/living/simple_animal/proc/environment_is_safe(datum/gas_mixture/environment, check_temp = FALSE)
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. = TRUE
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if(pulledby && pulledby.grab_state >= GRAB_KILL && atmos_requirements["min_oxy"])
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. = FALSE //getting choked
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if(isturf(src.loc) && isopenturf(src.loc))
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var/turf/open/ST = src.loc
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if(ST.air)
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var/tox = ST.air.get_moles(GAS_PLASMA)
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var/oxy = ST.air.get_moles(GAS_O2)
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var/n2 = ST.air.get_moles(GAS_N2)
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var/co2 = ST.air.get_moles(GAS_CO2)
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if(atmos_requirements["min_oxy"] && oxy < atmos_requirements["min_oxy"])
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. = FALSE
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else if(atmos_requirements["max_oxy"] && oxy > atmos_requirements["max_oxy"])
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. = FALSE
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else if(atmos_requirements["min_tox"] && tox < atmos_requirements["min_tox"])
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. = FALSE
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else if(atmos_requirements["max_tox"] && tox > atmos_requirements["max_tox"])
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. = FALSE
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else if(atmos_requirements["min_n2"] && n2 < atmos_requirements["min_n2"])
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. = FALSE
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else if(atmos_requirements["max_n2"] && n2 > atmos_requirements["max_n2"])
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. = FALSE
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else if(atmos_requirements["min_co2"] && co2 < atmos_requirements["min_co2"])
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. = FALSE
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else if(atmos_requirements["max_co2"] && co2 > atmos_requirements["max_co2"])
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. = FALSE
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else
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if(atmos_requirements["min_oxy"] || atmos_requirements["min_tox"] || atmos_requirements["min_n2"] || atmos_requirements["min_co2"])
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. = FALSE
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if(check_temp)
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var/areatemp = get_temperature(environment)
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if((areatemp < minbodytemp) || (areatemp > maxbodytemp))
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. = FALSE
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/mob/living/simple_animal/handle_environment(datum/gas_mixture/environment)
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var/atom/A = src.loc
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if(isturf(A))
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var/areatemp = get_temperature(environment)
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if( abs(areatemp - bodytemperature) > 5)
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var/diff = areatemp - bodytemperature
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diff = diff / 5
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adjust_bodytemperature(diff)
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if(!environment_is_safe(environment))
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adjustHealth(unsuitable_atmos_damage)
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handle_temperature_damage()
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/mob/living/simple_animal/proc/handle_temperature_damage()
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if((bodytemperature < minbodytemp) || (bodytemperature > maxbodytemp))
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adjustHealth(unsuitable_atmos_damage)
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/mob/living/simple_animal/gib(no_brain, no_organs, no_bodyparts, datum/explosion/was_explosion)
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if(butcher_results || guaranteed_butcher_results)
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var/list/butcher = list()
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if(butcher_results)
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butcher += butcher_results
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if(guaranteed_butcher_results)
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butcher += guaranteed_butcher_results
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var/atom/Tsec = drop_location()
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for(var/path in butcher)
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for(var/i in 1 to butcher[path])
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new path(Tsec)
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..()
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/mob/living/simple_animal/gib_animation()
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if(icon_gib)
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new /obj/effect/temp_visual/gib_animation/animal(loc, icon_gib)
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/mob/living/simple_animal/say_mod(input, message_mode)
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if(speak_emote && speak_emote.len)
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verb_say = pick(speak_emote)
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. = ..()
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/mob/living/simple_animal/emote(act, m_type=1, message = null, intentional = FALSE)
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if(stat)
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return
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if(act == "scream")
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message = "makes a loud and pained whimper." //ugly hack to stop animals screaming when crushed :P
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act = "me"
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..(act, m_type, message)
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/mob/living/simple_animal/proc/set_varspeed(var_value)
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speed = var_value
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update_simplemob_varspeed()
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/mob/living/simple_animal/proc/update_simplemob_varspeed()
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if(speed == 0)
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remove_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed)
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add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/simplemob_varspeed, multiplicative_slowdown = speed)
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/mob/living/simple_animal/get_status_tab_items()
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. = ..()
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. += ""
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. += "Health: [round((health / maxHealth) * 100)]%"
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/mob/living/simple_animal/proc/drop_loot()
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if(loot.len)
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for(var/i in loot)
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new i(loc)
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/mob/living/simple_animal/death(gibbed)
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movement_type &= ~FLYING
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if(nest)
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nest.spawned_mobs -= src
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nest = null
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drop_loot()
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if(dextrous)
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drop_all_held_items()
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if(!gibbed)
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if(death_sound)
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playsound(get_turf(src),death_sound, 200, 1)
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if(deathmessage || !del_on_death)
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emote("deathgasp")
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if(del_on_death)
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..()
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//Prevent infinite loops if the mob Destroy() is overridden in such
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//a manner as to cause a call to death() again
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del_on_death = FALSE
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qdel(src)
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else
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health = 0
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icon_state = icon_dead
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density = FALSE
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lying = 1
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..()
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/mob/living/simple_animal/proc/CanAttack(atom/the_target)
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if(see_invisible < the_target.invisibility)
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return FALSE
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if(ismob(the_target))
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var/mob/M = the_target
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if(M.status_flags & GODMODE)
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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(L.stat != CONSCIOUS)
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return FALSE
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if (ismecha(the_target))
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var/obj/vehicle/sealed/mecha/M = the_target
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if(LAZYLEN(M.occupants))
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return FALSE
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return TRUE
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/mob/living/simple_animal/handle_fire()
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return
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/mob/living/simple_animal/IgniteMob()
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return FALSE
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/mob/living/simple_animal/ExtinguishMob()
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return
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/mob/living/simple_animal/revive(full_heal = 0, admin_revive = 0)
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if(..()) //successfully ressuscitated from death
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icon = initial(icon)
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icon_state = icon_living
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density = initial(density)
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lying = 0
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. = 1
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setMovetype(initial(movement_type))
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/mob/living/simple_animal/proc/make_babies() // <3 <3 <3
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if(gender != FEMALE || stat || next_scan_time > world.time || !childtype || !animal_species || !SSticker.IsRoundInProgress())
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return
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next_scan_time = world.time + 400
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var/alone = 1
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var/mob/living/simple_animal/partner
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var/children = 0
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for(var/mob/M in view(7, src))
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if(M.stat != CONSCIOUS) //Check if it's conscious FIRST.
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continue
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else if(istype(M, childtype)) //Check for children SECOND.
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children++
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else if(istype(M, animal_species))
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if(M.ckey)
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continue
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else if(!istype(M, childtype) && M.gender == MALE) //Better safe than sorry ;_;
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partner = M
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else if(isliving(M) && !faction_check_mob(M)) //shyness check. we're not shy in front of things that share a faction with us.
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|
return //we never mate when not alone, so just abort early
|
|
|
|
if(alone && partner && children < 3)
|
|
var/childspawn = pickweight(childtype)
|
|
var/turf/target = get_turf(loc)
|
|
if(target)
|
|
return new childspawn(target)
|
|
|
|
/mob/living/simple_animal/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
|
|
if(incapacitated())
|
|
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
|
|
return FALSE
|
|
if(be_close && !in_range(M, src))
|
|
to_chat(src, "<span class='warning'>You are too far away!</span>")
|
|
return FALSE
|
|
if(!(no_dextery || dextrous))
|
|
to_chat(src, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/living/simple_animal/stripPanelUnequip(obj/item/what, mob/who, where)
|
|
if(!canUseTopic(who, BE_CLOSE))
|
|
return
|
|
else
|
|
..()
|
|
|
|
/mob/living/simple_animal/stripPanelEquip(obj/item/what, mob/who, where)
|
|
if(!canUseTopic(who, BE_CLOSE))
|
|
return
|
|
else
|
|
..()
|
|
|
|
/mob/living/simple_animal/update_mobility(value_otherwise = MOBILITY_FLAGS_DEFAULT)
|
|
if(IsUnconscious() || IsStun() || IsParalyzed() || stat || resting)
|
|
drop_all_held_items()
|
|
mobility_flags = NONE
|
|
else if(buckled)
|
|
mobility_flags = ~MOBILITY_MOVE
|
|
else
|
|
mobility_flags = MOBILITY_FLAGS_DEFAULT
|
|
if(!CHECK_MOBILITY(src, MOBILITY_MOVE)) // !(mobility_flags & MOBILITY_MOVE)
|
|
walk(src, 0) //stop mid walk
|
|
update_transform()
|
|
update_action_buttons_icon()
|
|
return mobility_flags
|
|
|
|
/mob/living/simple_animal/update_transform(do_animate)
|
|
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/proc/sentience_act() //Called when a simple animal gains sentience via gold slime potion
|
|
toggle_ai(AI_OFF) // To prevent any weirdness.
|
|
can_have_ai = FALSE
|
|
|
|
/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
|
|
sync_lighting_plane_alpha()
|
|
|
|
/mob/living/simple_animal/get_idcard(hand_first = TRUE)
|
|
return ..() || access_card
|
|
|
|
/mob/living/simple_animal/can_hold_items()
|
|
return dextrous
|
|
|
|
/mob/living/simple_animal/IsAdvancedToolUser()
|
|
return dextrous
|
|
|
|
/mob/living/simple_animal/activate_hand(selhand)
|
|
if(!dextrous)
|
|
return ..()
|
|
if(!selhand)
|
|
selhand = (active_hand_index % held_items.len)+1
|
|
if(istext(selhand))
|
|
selhand = lowertext(selhand)
|
|
if(selhand == "right" || selhand == "r")
|
|
selhand = 2
|
|
if(selhand == "left" || selhand == "l")
|
|
selhand = 1
|
|
if(selhand != active_hand_index)
|
|
swap_hand(selhand)
|
|
else
|
|
mode()
|
|
|
|
/mob/living/simple_animal/swap_hand(hand_index)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
if(!dextrous)
|
|
return
|
|
if(!hand_index)
|
|
hand_index = (active_hand_index % held_items.len)+1
|
|
var/oindex = active_hand_index
|
|
active_hand_index = hand_index
|
|
if(hud_used)
|
|
var/atom/movable/screen/inventory/hand/H
|
|
H = hud_used.hand_slots["[hand_index]"]
|
|
if(H)
|
|
H.update_icon()
|
|
H = hud_used.hand_slots["[oindex]"]
|
|
if(H)
|
|
H.update_icon()
|
|
|
|
/mob/living/simple_animal/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE)
|
|
. = ..(I, del_on_fail, merge_stacks)
|
|
update_inv_hands()
|
|
|
|
/mob/living/simple_animal/update_inv_hands()
|
|
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
|
|
var/obj/item/l_hand = get_item_for_held_index(1)
|
|
var/obj/item/r_hand = get_item_for_held_index(2)
|
|
if(r_hand)
|
|
r_hand.layer = ABOVE_HUD_LAYER
|
|
r_hand.plane = ABOVE_HUD_PLANE
|
|
r_hand.screen_loc = ui_hand_position(get_held_index_of_item(r_hand))
|
|
client.screen |= r_hand
|
|
if(l_hand)
|
|
l_hand.layer = ABOVE_HUD_LAYER
|
|
l_hand.plane = ABOVE_HUD_PLANE
|
|
l_hand.screen_loc = ui_hand_position(get_held_index_of_item(l_hand))
|
|
client.screen |= l_hand
|
|
|
|
//ANIMAL RIDING
|
|
|
|
/mob/living/simple_animal/user_buckle_mob(mob/living/M, mob/user, check_loc)
|
|
var/datum/component/riding/riding_datum = GetComponent(/datum/component/riding)
|
|
if(riding_datum)
|
|
if(user.incapacitated())
|
|
return
|
|
for(var/atom/movable/A in get_turf(src))
|
|
if(A != src && A != M && A.density)
|
|
return
|
|
M.forceMove(get_turf(src))
|
|
return ..()
|
|
|
|
/mob/living/simple_animal/relaymove(mob/user, direction)
|
|
var/datum/component/riding/riding_datum = GetComponent(/datum/component/riding)
|
|
if(tame && riding_datum)
|
|
riding_datum.handle_ride(user, direction)
|
|
|
|
/mob/living/simple_animal/buckle_mob(mob/living/buckled_mob, force = 0, check_loc = 1)
|
|
. = ..()
|
|
LoadComponent(/datum/component/riding)
|
|
|
|
/mob/living/simple_animal/proc/toggle_ai(togglestatus)
|
|
if(!can_have_ai && (togglestatus != AI_OFF))
|
|
return
|
|
if (AIStatus != togglestatus)
|
|
if (togglestatus > 0 && togglestatus < 5)
|
|
if (togglestatus == AI_Z_OFF || AIStatus == AI_Z_OFF)
|
|
var/turf/T = get_turf(src)
|
|
if (AIStatus == AI_Z_OFF)
|
|
SSidlenpcpool.idle_mobs_by_zlevel[T.z] -= src
|
|
else
|
|
SSidlenpcpool.idle_mobs_by_zlevel[T.z] += src
|
|
GLOB.simple_animals[AIStatus] -= src
|
|
GLOB.simple_animals[togglestatus] += src
|
|
AIStatus = togglestatus
|
|
else
|
|
stack_trace("Something attempted to set simple animals AI to an invalid state: [togglestatus]")
|
|
|
|
/mob/living/simple_animal/proc/consider_wakeup()
|
|
if (pulledby || shouldwakeup)
|
|
toggle_ai(AI_ON)
|
|
|
|
/mob/living/simple_animal/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
|
|
. = ..()
|
|
if(!ckey && !stat)//Not unconscious
|
|
if(AIStatus == AI_IDLE)
|
|
toggle_ai(AI_ON)
|
|
|
|
|
|
/mob/living/simple_animal/onTransitZ(old_z, new_z)
|
|
..()
|
|
if (AIStatus == AI_Z_OFF)
|
|
SSidlenpcpool.idle_mobs_by_zlevel[old_z] -= src
|
|
toggle_ai(initial(AIStatus))
|