/
torch_simplemobs.dm
454 lines (394 loc) · 13.5 KB
/
torch_simplemobs.dm
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/obj/landmark/corpse/fleet
name = "Fleet Armsman"
corpse_outfits = list(/singleton/hierarchy/outfit/job/torch/ert/hostile)
spawn_flags = CORPSE_SPAWNER_RANDOM_NAMELESS | CORPSE_SPAWNER_ALL_SKIPS
/obj/landmark/corpse/fleet/leader
name = "Fleet Team Leader"
corpse_outfits = list(/singleton/hierarchy/outfit/job/torch/ert/hostile/leader)
/obj/landmark/corpse/fleet/space
name = "Fleet Assault Armsman"
corpse_outfits = list(/singleton/hierarchy/outfit/job/torch/ert/hostile/suit)
/obj/item/clothing/suit/armor/bulletproof/armsman
valid_accessory_slots = list(ACCESSORY_SLOT_INSIGNIA, ACCESSORY_SLOT_ARMOR_A, ACCESSORY_SLOT_ARMOR_L, ACCESSORY_SLOT_ARMOR_S)
accessories = list(
/obj/item/clothing/accessory/arm_guards/riot,
/obj/item/clothing/accessory/leg_guards/riot,
/obj/item/clothing/accessory/armor_tag/solgov/lead,
/obj/item/clothing/accessory/storage/pouches
)
/obj/item/clothing/head/helmet/armsman
accessories = list(/obj/item/clothing/accessory/helmet_cover/lead)
/mob/living/simple_animal/hostile/human/fleet
name = "\improper Fleet Armsman"
desc = "An armsman wearing Fleet garbs. They have a Fleet patch on their uniform, and pride on their shoulders."
icon_state = "fleetarmsman"
icon_living = "fleetarmsman"
icon_dead = "fleetassault_dead"
icon_gib = "fleetarmsman_gib"
turns_per_move = 5
response_help = "pats"
response_disarm = "shoves"
response_harm = "hits"
natural_armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL
)
speed = 8
maxHealth = 100
health = 100
harm_intent_damage = 5
natural_weapon = /obj/item/natural_weapon/punch
can_escape = TRUE
a_intent = I_HURT
var/corpse = null
var/weapon1
var/weapon2
unsuitable_atmos_damage = 15
environment_smash = 1
faction = "roguefleet"
status_flags = CANPUSH
ai_holder = /datum/ai_holder/simple_animal/humanoid/hostile/fleet
say_list_type = /datum/say_list/fleet/traitor
ranged = TRUE
/mob/living/simple_animal/hostile/human/fleet/death(gibbed, deathmessage, show_dead_message)
..(gibbed, deathmessage, show_dead_message)
if(corpse)
new corpse (loc)
if(weapon1)
new weapon1 (loc)
if(weapon2)
new weapon2 (loc)
qdel(src)
return
///////////////Pistol////////////////
/mob/living/simple_animal/hostile/human/fleet/ranged
name = "\improper Armed Fleet Armsman"
icon_state = "fleetarmsmanarmed"
icon_living = "fleetarmsmanarmed"
corpse = /obj/landmark/corpse/fleet
casingtype = /obj/item/ammo_casing/pistol
projectiletype = /obj/item/projectile/bullet/pistol
natural_weapon = /obj/item/gun/projectile/pistol/m22f
weapon1 = /obj/item/gun/projectile/pistol/m22f
status_flags = EMPTY_BITFIELD
/mob/living/simple_animal/hostile/human/fleet/ranged/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
//////////////Bullpup////////////////
/mob/living/simple_animal/hostile/human/fleet/ranged/bullpup
name = "\improper Fleet Rifleman"
icon_state = "fleetrifleman"
icon_living = "fleetrifleman"
casingtype = /obj/item/ammo_casing/rifle
projectiletype = /obj/item/projectile/bullet/rifle
natural_weapon = /obj/item/gun/projectile/automatic/bullpup_rifle/light
weapon1 = /obj/item/gun/projectile/automatic/bullpup_rifle/light
status_flags = EMPTY_BITFIELD
/mob/living/simple_animal/hostile/human/fleet/ranged/bullpup/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
//////////////Team Leader////////////////
/mob/living/simple_animal/hostile/human/fleet/ranged/leader
name = "\improper Fleet Team Leader"
desc = "A Fleet armsman with armaments. This one seems to be more armed than the rest, sporting a Vesper machine-pistol."
icon_state = "fleetteamlead"
icon_living = "fleetteamlead"
maxHealth = 150
health = 150
casingtype = /obj/item/ammo_casing/pistol
projectiletype = /obj/item/projectile/bullet/pistol
natural_weapon = /obj/item/gun/projectile/automatic/machine_pistol
weapon1 = /obj/item/gun/projectile/automatic/machine_pistol
status_flags = EMPTY_BITFIELD
corpse = /obj/landmark/corpse/fleet/leader
ai_holder = /datum/ai_holder/simple_animal/humanoid/hostile/fleet/ranged/teamlead
rapid = TRUE
/mob/living/simple_animal/hostile/human/fleet/ranged/leader/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
// These guys are chonky. Use them for BIG fights. Or sparingly.
//////////////Rigsuit////////////////
/mob/living/simple_animal/hostile/human/fleet/space
name = "\improper Fleet Assault Armsman"
desc = "A Fleet Armsman clad in a special-purpose rigsuit. They seem tough and hardy."
icon_state = "fleetassault"
icon_living = "fleetassault"
icon_dead = "fleetassault_dead"
corpse = /obj/landmark/corpse/fleet/space
ranged = TRUE
natural_armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS
)
speed = 4
maxHealth = 200
health = 200
min_gas = null
max_gas = null
minbodytemp = 0
var/deactivated = FALSE
ai_holder = /datum/ai_holder/simple_animal/humanoid/hostile/fleet/ranged/space
/mob/living/simple_animal/hostile/human/fleet/space/emp_act(severity)
if (status_flags & GODMODE)
return
. = ..()
stun()
/mob/living/simple_animal/hostile/human/fleet/space/proc/stun()
if (deactivated)
return
set_AI_busy(TRUE)
deactivated = TRUE
visible_message(SPAN_MFAUNA("\The [src]'s rigsuit flashes hastily, locking into place!"))
update_icon()
addtimer(new Callback(src, .proc/reactivate), 6 SECONDS)
/mob/living/simple_animal/hostile/human/fleet/space/proc/reactivate()
set_AI_busy(FALSE)
deactivated = FALSE
visible_message(SPAN_MFAUNA("\The [src]'s rigsuit stops flashing, regaining motion!"))
update_icon()
/mob/living/simple_animal/hostile/human/fleet/space/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
/mob/living/simple_animal/hostile/human/fleet/space/Process_Spacemove()
return 1
//////////////Rigsuit - Bullpup////////////////
/mob/living/simple_animal/hostile/human/fleet/space/ranged
icon_state = "fleetassaultarmed"
icon_living = "fleetassaultarmed"
casingtype = /obj/item/ammo_casing/rifle
projectiletype = /obj/item/projectile/bullet/rifle
natural_weapon = /obj/item/gun/projectile/automatic/bullpup_rifle/light
weapon1 = /obj/item/gun/projectile/automatic/bullpup_rifle/light
/mob/living/simple_animal/hostile/human/fleet/space/ranged/on_update_icon()
..()
if(stat != DEAD)
if(deactivated)
AddOverlays(image(icon, "disabled"))
return
ClearOverlays()
/mob/living/simple_animal/hostile/human/fleet/space/ranged/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
//////////////Rigsuit - Heavy////////////////
/* Has a special, telegraphed rig-mounted laser cannon */
#define ATTACK_MODE_LAS "las"
#define ATTACK_MODE_SAW "saw"
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy
name = "\improper Fleet Heavy Weapons Specialist"
desc = "A Fleet Specialist clad in a heavier variant of the special-purpose rigsuit. Their module seems to carry a shoulder-mounted laser. Complementing their L6 SAW."
icon_state = "fleetheavy"
icon_living = "fleetheavy"
rapid = TRUE
maxHealth = 300
health = 300
special_attack_cooldown = 1.5 MINUTES
base_attack_cooldown = 0.5 SECONDS
say_list_type = /datum/say_list/fleet/heavy
casingtype = /obj/item/ammo_casing/rifle
projectiletype = /obj/item/projectile/bullet/rifle
natural_weapon = /obj/item/gun/projectile/automatic/l6_saw
weapon1 = /obj/item/rig_module/mounted/energy/lcannon
var/attack_mode = ATTACK_MODE_SAW
var/num_shots
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/Initialize()
. = ..()
switch_mode(ATTACK_MODE_LAS)
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/Life()
. = ..()
if(!.)
return
if(time_last_used_ability < world.time)
switch_mode(ATTACK_MODE_LAS)
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/proc/switch_mode(new_mode)
if(!new_mode || new_mode == attack_mode)
return
switch(new_mode)
if(ATTACK_MODE_LAS)
attack_mode = ATTACK_MODE_LAS
ranged = TRUE
projectilesound = 'sound/weapons/Laser.ogg'
projectiletype = /obj/item/projectile/beam/midlaser
num_shots = 2
fire_desc = "fires a laser"
time_last_used_ability = special_attack_cooldown + world.time
visible_message(SPAN_MFAUNA("\The [src]'s rig-mounted laser cannon shines brightly!"))
if(ATTACK_MODE_SAW)
attack_mode = ATTACK_MODE_SAW
ranged = TRUE
projectiletype = /obj/item/projectile/bullet/rifle
num_shots = 10
fire_desc = "fires a burst"
time_last_used_ability = base_attack_cooldown + world.time
visible_message(SPAN_MFAUNA("\The [src] pulls up \the machinegun to bear!"))
update_icon()
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/shoot_target(target_mob)
if(num_shots <= 0)
if(attack_mode == ATTACK_MODE_LAS)
switch_mode(ATTACK_MODE_SAW)
else
switch_mode(ATTACK_MODE_LAS)
..()
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/shoot(target, start, user, bullet)
if (projectiletype)
..()
num_shots--
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/on_update_icon()
..()
if(stat != DEAD)
if(deactivated)
AddOverlays(image(icon, "disabled"))
return
ClearOverlays()
switch(attack_mode)
if(ATTACK_MODE_LAS)
AddOverlays(image(icon, "laser"))
/mob/living/simple_animal/hostile/human/fleet/space/ranged/heavy/neutral
say_list_type = /datum/say_list/fleet/friendly
faction = MOB_FACTION_CREW
/* AI */
/datum/ai_holder/simple_animal/humanoid/hostile/fleet
threaten_delay = 2 SECOND
threaten_timeout = 30 SECONDS
violent_breakthrough = FALSE
speak_chance = 5
base_wander_delay = 5
/datum/ai_holder/simple_animal/humanoid/hostile/fleet/ranged/teamlead
threaten_delay = 2 SECOND
threaten_timeout = 30 SECONDS
base_wander_delay = 3
conserve_ammo = FALSE
pointblank = TRUE
/datum/ai_holder/simple_animal/humanoid/hostile/fleet/ranged/space
threaten_delay = 2 SECOND
threaten_timeout = 30 SECONDS
speak_chance = 5
base_wander_delay = 3
returns_home = FALSE
violent_breakthrough = TRUE
conserve_ammo = FALSE
destructive = TRUE
pointblank = TRUE
/datum/ai_holder/simple_animal/humanoid/hostile/fleet/ranged/friendly
intelligence_level = AI_NORMAL
threaten_delay = 2 SECOND
threaten_timeout = 30 SECONDS
violent_breakthrough = FALSE
speak_chance = 5
base_wander_delay = 5
/* SAY LIST */
/datum/say_list/fleet/friendly
speak = list(
"Wish someone would act up. Just once.",
"I love this job, but boy do I hate the damn wait...",
"Really wish something would happen right about now.",
"The hell'd we pack all this ammo for if we're not using it?",
"Wish something would pop up to shoot now..."
)
emote_hear = list(
"fidgets, antsy.",
"unloads their weapon to check their ammo, before reloading.",
"is rearing and ready to go, bouncing in their boots.",
"scans the area for threats."
)
say_threaten = list(
"There you are, let's get the party started!",
"Hey, contact spotted, load up!",
"Found one, a hostile!",
"About time I got to shoot something!",
"Time to lock and load!"
)
say_maybe_target = list(
"Hold up, heard something.",
"Saw a contact, checking them.",
"Hey, you, hold a minute!",
"Think I heard something over there.",
"Saw something move, let's check it out."
)
say_escalate = list(
"Fire on that one!!",
"Engage that hostile!",
"Fire at will!",
"Pursuing hostile target!",
"Clearing the area!",
"Engaging hostile target!"
)
say_stand_down = list(
"We're clear! Let's find these guys!",
"All hostiles down or gone, area clear. Keep watch!",
"Hostiles have broken contact, pull security!",
"Visual broken, find them!",
"Visual lost, make sure they're gone!",
"They're gone, clear the area!"
)
/datum/say_list/fleet/traitor
speak = list(
"I don't like this feeling.",
"You ever think maybe we're the baddies?",
"...mmm, something feels off.",
"Best of the best... condemned to this."
)
emote_hear = list(
"checks their weapon, antsy.",
"unloads their weapon to check their ammo, before reloading.",
"is scanning for threats.",
"snaps their gun somewhere nearby, before grunting as nothing's there."
)
say_threaten = list(
"Knew I fucking saw you!",
"Hey- Load up! We found one!",
"They fucking found us!",
"I knew it wasn't the fucking shadows!",
"HEY, asshole! Time to die!"
)
say_maybe_target = list(
"FUCK! Heard something again...",
"Think there's a fucking person over here!",
"I'm not jumping at shadows, I saw someone!",
"Think I heard something over there!",
"Saw something move, tempted to shoot it."
)
say_escalate = list(
"Kill that fucker!",
"Contact, front!",
"Blast 'em!",
"Fire! Fire fire fire!"
)
say_stand_down = list(
"Fuck! What if there's more?!",
"Get ready! More will probably come!",
"Pull up on defense! Can't let them catch us off guard!",
"Lost sight of them, find them!",
"Visual's lost, make sure there isn't more lurking!",
"They're gone! Search the damn area!"
)
/datum/say_list/fleet/heavy
speak = list(
"At this rate I'll never get to use this cannon...",
"I've got this place locked down.",
"This rig's as ready as it can be. Just waiting for action."
)
say_threaten = list(
"Scope's picked up target!",
"Finally!",
)
say_maybe_target = list(
"Just me. Nothing real.",
"Gah, thought I saw something..",
"Nevermind..",
"Guess I don't get to use this this, after all."
)
say_escalate = list(
"Got you!",
"Stand still!",
"Big mistake, buddy!",
"Can't run from my machinegun!"
)
say_stand_down = list(
"Piece of cake.",
"Rig makes this too easy.",
"Watch 'em go!"
)
#undef ATTACK_MODE_LAS
#undef ATTACK_MODE_SAW