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I WANNA BE THE HUNTER, NOT THE HUNTED #6637

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3 changes: 2 additions & 1 deletion code/__DEFINES/antagonists.dm
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,8 @@
/// - Must be a human (type, not species)
/// - Skeletons cannot be husked (they are snowflaked instead of having a trait)
/// - Monkeys are monkeys, not quite human (balance reasons)
#define IS_VALID_GHOUL_MOB(mob) (ishuman(mob) && !isskeleton(mob) && !ismonkey(mob))
/// - TRAIT_UNCONVERTABLE is... self-explanatory.
#define IS_VALID_GHOUL_MOB(mob) (ishuman(mob) && !isskeleton(mob) && !ismonkey(mob) && !HAS_MIND_TRAIT(mob, TRAIT_UNCONVERTABLE))

/// Forces the blob to place the core where they currently are, ignoring any checks.
#define BLOB_FORCE_PLACEMENT -1
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3 changes: 3 additions & 0 deletions code/__DEFINES/traits/declarations.dm
Original file line number Diff line number Diff line change
Expand Up @@ -607,6 +607,9 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
/// Trait that determines whether our mob gains more strength from drinking during a fist fight
/* #define TRAIT_DRUNKEN_BRAWLER "drunken brawler" */

/// Prevents mobs from being chosen by the Random Human-level Intelligence event.
#define TRAIT_NO_RANDOM_SENTIENCE "no random sentience"

// METABOLISMS
// Various jobs on the station have historically had better reactions
// to various drinks and foodstuffs. Security liking donuts is a classic
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2 changes: 2 additions & 0 deletions code/_globalvars/traits/_traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -370,6 +370,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_NO_JUMPSUIT" = TRAIT_NO_JUMPSUIT,
"TRAIT_NO_MINDSWAP" = TRAIT_NO_MINDSWAP,
"TRAIT_NO_MIRROR_REFLECTION" = TRAIT_NO_MIRROR_REFLECTION,
"TRAIT_NO_RANDOM_SENTIENCE" = TRAIT_NO_RANDOM_SENTIENCE,
"TRAIT_NO_SLAB_INVOKE" = TRAIT_NO_SLAB_INVOKE,
"TRAIT_NO_SLIP_ALL" = TRAIT_NO_SLIP_ALL,
"TRAIT_NO_SLIP_ICE" = TRAIT_NO_SLIP_ICE,
Expand All @@ -379,6 +380,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_NO_SPRINT" = TRAIT_NO_SPRINT,
"TRAIT_NO_STRIP" = TRAIT_NO_STRIP,
"TRAIT_NO_TRANSFORM" = TRAIT_NO_TRANSFORM,
"TRAIT_NO_RANDOM_SENTIENCE" = TRAIT_NO_RANDOM_SENTIENCE,
"TRAIT_NO_TRANSFORMATION_STING" = TRAIT_NO_TRANSFORMATION_STING,
"TRAIT_NO_UNDERWEAR" = TRAIT_NO_UNDERWEAR,
"TRAIT_NO_ZOMBIFY" = TRAIT_NO_ZOMBIFY,
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Original file line number Diff line number Diff line change
@@ -0,0 +1,68 @@
// not a subtype of /mob/living/basic/rabbit as those have several elements we don't want to inherit
/mob/living/basic/wonderland_rabbit
name = /mob/living/basic/rabbit::name
desc = /mob/living/basic/rabbit::desc
icon = 'monkestation/icons/mob/rabbit.dmi'
icon_state = "white_rabbit"
icon_living = "white_rabbit"
dir = EAST // so it's consistent with the animation
density = FALSE
health = 75
maxHealth = 75
gender = PLURAL
mob_biotypes = MOB_ORGANIC | MOB_BEAST
basic_mob_flags = DEL_ON_DEATH
gold_core_spawnable = NONE
faction = list(FACTION_RABBITS)
sentience_type = SENTIENCE_BOSS
unsuitable_atmos_damage = 0
unsuitable_cold_damage = 0
unsuitable_heat_damage = 0
/// Innate traits paradox rabbits have.
/// Remember, these are not normal rabbits by any means,
/// they are fantastical entities that don't exactly follow the same laws of reality.
var/static/list/innate_traits = list(
TRAIT_ANTIMAGIC,
TRAIT_NO_MINDSWAP,
TRAIT_NO_RANDOM_SENTIENCE,
TRAIT_SHOCKIMMUNE,
)

/mob/living/basic/wonderland_rabbit/Initialize(mapload)
add_traits(innate_traits, INNATE_TRAIT)
return ..()

/mob/living/basic/wonderland_rabbit/death(gibbed)
var/obj/effect/wonderland_rabbit_exit/exit = new(loc)
exit.setDir(dir)
return ..()

/mob/living/basic/wonderland_rabbit/examine(mob/user)
. = ..()
if(!isliving(user) || IS_MONSTERHUNTER(user) || (FACTION_RABBITS in user.faction))
return
//var/mob/living/living_user = user
if(is_monster_hunter_prey(user) || IS_CULTIST(user) || IS_CLOCK(user) || IS_WIZARD(user))
. += span_warning("You feel sick as you look into its eyes...")

/obj/effect/wonderland_rabbit_enter
name = "rabbit?"
icon = 'monkestation/icons/mob/rabbit.dmi'
icon_state = "rabbit_enter"

/obj/effect/wonderland_rabbit_enter/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(finish_animation)), 4 SECONDS)

/obj/effect/wonderland_rabbit_enter/proc/finish_animation()
new /mob/living/basic/wonderland_rabbit(loc)
qdel(src)

/obj/effect/wonderland_rabbit_exit
name = "rabbit"
icon = 'monkestation/icons/mob/rabbit.dmi'
icon_state = "rabbit_hole"

/obj/effect/wonderland_rabbit_exit/Initialize(mapload)
. = ..()
QDEL_IN(src, 8 SECONDS)
3 changes: 3 additions & 0 deletions code/modules/unit_tests/unit_test.dm
Original file line number Diff line number Diff line change
Expand Up @@ -258,6 +258,9 @@ GLOBAL_VAR_INIT(focused_tests, focused_tests())
/obj/effect/transmission_beam, // relies on the existence of a PTL
/obj/item/radio/entertainment/speakers/pda, // shouldn't outside of a modular computer
/mob/living/carbon/human/dummy/mechcomp, // shouldn't outside of an interaction component
// these two are just self-deleting animations
/obj/effect/wonderland_rabbit_enter,
/obj/effect/wonderland_rabbit_exit,
// monkestation end
)
//Say it with me now, type template
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Original file line number Diff line number Diff line change
Expand Up @@ -165,7 +165,7 @@
target.mind.grab_ghost()
target.revive(ADMIN_HEAL_ALL)
return
if(IS_MONSTERHUNTER(target))
if(IS_MONSTERHUNTER(target) || HAS_MIND_TRAIT(target, TRAIT_UNCONVERTABLE))
to_chat(target, span_notice("Their body refuses to react..."))
return
if(!bloodsuckerdatum_power.make_vassal(target))
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Binary file modified monkestation/icons/mob/rabbit.dmi
Binary file not shown.
1 change: 1 addition & 0 deletions tgstation.dme
Original file line number Diff line number Diff line change
Expand Up @@ -3089,6 +3089,7 @@
#include "code\modules\antagonists\monster_hunters\monsters\monster_controllers\red_rabbit.dm"
#include "code\modules\antagonists\monster_hunters\monsters\monster_effects\killer_rabbit_effects.dm"
#include "code\modules\antagonists\monster_hunters\monsters\monster_effects\white_rabbit.dm"
#include "code\modules\antagonists\monster_hunters\monsters\monster_effects\wonderland_rabbit.dm"
#include "code\modules\antagonists\monster_hunters\monsters\monster_powers\killer_rabbit_powers.dm"
#include "code\modules\antagonists\monster_hunters\tools\blood_vial.dm"
#include "code\modules\antagonists\monster_hunters\tools\bnuuy_mask.dm"
Expand Down
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