/* NPC VAR EXPLANATIONS (for modules and other things) doing = their current action, INTERACTING, TRAVEL or FIGHTING interest = how interested the NPC is in the situation, if they are idle, this drops timeout = this is internal TARGET = their current target LAST_TARGET = their last target nearby = a list of nearby mobs best_force = the highest force object, used for checking when to swap items retal = this is internal retal_target = this is internal update_hands = this is a bool (1/0) to determine if the NPC should update what is in his hands MYID = their ID card MYPDA = their PDA main_hand = what is in their "main" hand (chosen from left > right) TRAITS = the traits assigned to this npc mymjob = the job assigned to the npc robustness = the chance for the npc to hit something smartness = the inverse chance for an npc to do stupid things attitude = the chance for an npc to do rude or mean things slyness = the chance for an npc to do naughty things ie thieving functions = the list of procs that the npc will use for modules graytide = shitmin var to make them go psycho */ /mob/living/carbon/human/interactive name = "interactive station member" var/doing = 0 var/interest = 100 var/timeout = 0 var/inactivity_period = 0 var/TARGET = null var/LAST_TARGET = null var/list/nearby = list() var/best_force = 0 var/retal = 0 var/mob/retal_target = null var/update_hands = 0 var/list/blacklistItems = list() // items we should be ignoring var/maxStepsTick = 3 //Job and mind data var/obj/item/weapon/card/id/MYID var/obj/item/device/pda/MYPDA var/obj/item/main_hand var/obj/item/other_hand var/TRAITS = 0 var/obj/item/weapon/card/id/Path_ID var/datum/job/myjob var/list/myPath = list() faction = list("station") //trait vars var/robustness = 50 var/smartness = 50 var/attitude = 50 var/slyness = 50 var/graytide = 0 var/list/favoured_types = list() // allow a mob to favour a type, and hold onto them var/chattyness = CHANCE_TALK var/targetInterestShift = 10 // how much a good action should "reward" the npc //modules var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter","healpeople") //botPool funcs /mob/living/carbon/human/interactive/proc/takeDelegate(mob/living/carbon/human/interactive/from,doReset=TRUE) eye_color = "red" if(from == src) return FALSE TARGET = from.TARGET LAST_TARGET = from.LAST_TARGET retal = from.retal retal_target = from.retal_target doing = from.doing // timeout = 0 inactivity_period = 0 interest = 100 // update_icons() if(doReset) from.TARGET = null from.LAST_TARGET = null from.retal = 0 from.retal_target = null from.doing = 0 return TRUE //end pool funcs /mob/living/carbon/human/interactive/proc/random() //this is here because this has no client/prefs/brain whatever. age = rand(AGE_MIN,AGE_MAX) //job handling var/list/jobs = SSjob.occupations.Copy() for(var/job in jobs) var/datum/job/J = job if(J.title == "Cyborg" || J.title == "AI" || J.title == "Chaplain" || J.title == "Mime") jobs -= J myjob = pick(jobs) job = myjob.title if(!graytide) myjob.equip(src) myjob.apply_fingerprints(src) /mob/living/carbon/human/interactive/attacked_by(obj/item/I, mob/living/user, def_zone) ..() retal = 1 retal_target = user /mob/living/carbon/human/interactive/bullet_act(var/obj/item/projectile/P) var/potentialAssault = locate(/mob/living) in view(2,P.starting) if(potentialAssault) retal = 1 retal_target = potentialAssault ..() /mob/living/carbon/human/interactive/New() ..() random() MYID = new(src) MYID.name = "[src.real_name]'s ID Card ([myjob.title])" MYID.assignment = "[myjob.title]" MYID.registered_name = src.real_name MYID.access = myjob.access equip_to_slot_or_del(MYID, slot_wear_id) MYPDA = new(src) MYPDA.owner = real_name MYPDA.ownjob = "Crew" MYPDA.name = "PDA-[real_name] ([myjob.title])" equip_to_slot_or_del(MYPDA, slot_belt) zone_selected = "chest" //arms if(prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/2)) var/obj/item/organ/limb/r_arm/R = locate(/obj/item/organ/limb/r_arm) in organs qdel(R) organs += new /obj/item/organ/limb/robot/r_arm else var/obj/item/organ/limb/l_arm/L = locate(/obj/item/organ/limb/l_arm) in organs qdel(L) organs += new /obj/item/organ/limb/robot/l_arm //legs if(prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/2)) var/obj/item/organ/limb/r_leg/R = locate(/obj/item/organ/limb/r_leg) in organs qdel(R) organs += new /obj/item/organ/limb/robot/r_leg else var/obj/item/organ/limb/l_leg/L = locate(/obj/item/organ/limb/l_leg) in organs qdel(L) organs += new /obj/item/organ/limb/robot/l_leg //chest and head if(prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/2)) var/obj/item/organ/limb/chest/R = locate(/obj/item/organ/limb/chest) in organs qdel(R) organs += new /obj/item/organ/limb/robot/chest else var/obj/item/organ/limb/head/L = locate(/obj/item/organ/limb/head) in organs qdel(L) organs += new /obj/item/organ/limb/robot/head for(var/LIMB in organs) var/obj/item/organ/limb/L = LIMB L.owner = src update_icons() update_damage_overlays(0) update_augments() hand = 0 Path_ID = new /obj/item/weapon/card/id(src) var/datum/job/captain/C = new/datum/job/captain Path_ID.access = C.get_access() //job specific favours switch(myjob.title) if("Assistant") favoured_types = list(/obj/item/clothing, /obj/item/weapon) if("Captain","Head of Personnel") favoured_types = list(/obj/item/clothing, /obj/item/weapon/stamp/captain,/obj/item/weapon/disk/nuclear) if("Bartender","Chef") favoured_types = list(/obj/item/weapon/reagent_containers/food, /obj/item/weapon/kitchen) if("Station Engineer","Chief Engineer","Atmospheric Technician") favoured_types = list(/obj/item/stack, /obj/item/weapon, /obj/item/clothing) if("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Geneticist") favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/storage/firstaid, /obj/item/stack/medical, /obj/item/weapon/reagent_containers/syringe) if("Research Director","Scientist","Roboticist") favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/stack, /obj/item/weapon/reagent_containers) if("Head of Security","Warden","Security Officer","Detective") favoured_types = list(/obj/item/clothing, /obj/item/weapon, /obj/item/weapon/restraints) if("Janitor") favoured_types = list(/obj/item/weapon/mop, /obj/item/weapon/reagent_containers/glass/bucket, /obj/item/weapon/reagent_containers/spray/cleaner, /obj/effect/decal/cleanable) functions += "dojanitor" else favoured_types = list(/obj/item/clothing) if(TRAITS & TRAIT_ROBUST) robustness = 75 else if(TRAITS & TRAIT_UNROBUST) robustness = 25 //modifiers are prob chances, lower = smarter if(TRAITS & TRAIT_SMART) smartness = 25 else if(TRAITS & TRAIT_DUMB) disabilities |= CLUMSY smartness = 75 if(TRAITS & TRAIT_MEAN) attitude = 75 else if(TRAITS & TRAIT_FRIENDLY) attitude = 1 if(TRAITS & TRAIT_THIEVING) slyness = 75 SSnpc.insertBot(src) /mob/living/carbon/human/interactive/attack_hand(mob/living/carbon/human/M) ..() if (health > 0) if(M.a_intent == "help") chatter() if(M.a_intent == "harm") retal = 1 retal_target = M //THESE EXIST FOR DEBUGGING OF THE DOING/INTEREST SYSTEM EASILY /mob/living/carbon/human/interactive/proc/doing2string(doin) var/toReturn = "" if(!doin) toReturn = "not doing anything" if(doin & INTERACTING) toReturn += "interacting with something, " if(doin & FIGHTING) toReturn += "engaging in combat, " if(doin & TRAVEL) toReturn += "and going somewhere" return toReturn /mob/living/carbon/human/interactive/proc/interest2string(inter) var/toReturn = "Flatlined" if(inter >= 0 && inter <= 25) toReturn = "Very Bored" if(inter >= 26 && inter <= 50) toReturn = "Bored" if(inter >= 51 && inter <= 75) toReturn = "Content" if(inter >= 76) toReturn = "Excited" return toReturn //END DEBUG /mob/living/carbon/human/interactive/proc/IsDeadOrIncap(checkDead = TRUE) if(!canmove) return 1 if(health <= 0 && checkDead) return 1 if(restrained()) return 1 if(paralysis) return 1 if(stunned) return 1 if(stat) return 1 if(inactivity_period > 0) return 1 return 0 /mob/living/carbon/human/interactive/proc/enforce_hands() if(main_hand) if(main_hand.loc != src) main_hand = null if(other_hand) if(other_hand.loc != src) other_hand = null if(hand) if(!l_hand) main_hand = null if(r_hand) swap_hands() else if(!r_hand) main_hand = null if(l_hand) swap_hands() /mob/living/carbon/human/interactive/proc/swap_hands() hand = !hand var/obj/item/T = other_hand main_hand = other_hand other_hand = T /mob/living/carbon/human/interactive/proc/take_to_slot(obj/item/G, var/hands=0) var/list/slots = list ("left pocket" = slot_l_store,"right pocket" = slot_r_store,"left hand" = slot_l_hand,"right hand" = slot_r_hand) if(hands) slots = list ("left hand" = slot_l_hand,"right hand" = slot_r_hand) G.loc = src if(G.force && G.force > best_force) best_force = G.force equip_in_one_of_slots(G, slots) update_hands = 1 /mob/living/carbon/human/interactive/proc/insert_into_backpack() var/list/slots = list ("left pocket" = slot_l_store,"right pocket" = slot_r_store,"left hand" = slot_l_hand,"right hand" = slot_r_hand) var/obj/item/I = get_item_by_slot(pick(slots)) var/obj/item/weapon/storage/BP = get_item_by_slot(slot_back) if(back && BP && I) if(BP.can_be_inserted(I,0)) BP.handle_item_insertion(I,0) else unEquip(I,TRUE) update_hands = 1 /mob/living/carbon/human/interactive/proc/targetRange(towhere) return get_dist(get_turf(towhere), get_turf(src)) /mob/living/carbon/human/interactive/Life() ..() if(IsDeadOrIncap()) walk(src,0) return if(a_intent != "disarm") a_intent = "disarm" //--------------------------- //---- interest flow control if(interest < 0 || inactivity_period < 0) if(interest < 0) interest = 0 if(inactivity_period < 0) inactivity_period = 0 if(interest > 100) interest = 100 //--------------------------- //VIEW FUNCTIONS if(!l_hand || !r_hand) update_hands = 1 if(update_hands) if(l_hand || r_hand) if(l_hand) hand = 1 main_hand = l_hand if(r_hand) other_hand = r_hand else if(r_hand) hand = 0 main_hand = r_hand if(l_hand) //this technically shouldnt occur, but its a redundancy other_hand = l_hand update_icons() update_hands = 0 if(grabbed_by.len > 0) for(var/obj/item/weapon/grab/G in grabbed_by) if(Adjacent(G)) a_intent = "disarm" G.assailant.attack_hand(src) inactivity_period = 10 //proc functions for(var/Proc in functions) if(!IsDeadOrIncap()) callfunction(Proc) //target interaction stays hardcoded if(TARGET) // don't use blacklisted items if(TARGET in blacklistItems) TARGET = null if((TARGET && (TARGET in view(1)))) if((TARGET in view(1,src)))//this is a bit redundant but it saves two if blocks doing |= INTERACTING //--------DOORS if(istype(TARGET, /obj/machinery/door)) var/obj/machinery/door/D = TARGET if(D.check_access(MYID) && !istype(D,/obj/machinery/door/poddoor)) D.open() sleep(15) var/turf/T = get_step(get_step(D.loc,dir),dir) //recursion yo tryWalk(T) //THIEVING SKILLS if(prob(slyness)) if(!TARGET in blacklistItems) //---------TOOLS if(istype(TARGET, /obj/item/weapon)) var/obj/item/weapon/W = TARGET if(W.force >= best_force || prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/2)) if(!l_hand || !r_hand) take_to_slot(W) else insert_into_backpack() //---------FASHION if(istype(TARGET,/obj/item/clothing)) var/obj/item/clothing/C = TARGET drop_item() spawn(5) take_to_slot(C,1) if(!equip_to_appropriate_slot(C)) var/obj/item/I = get_item_by_slot(C) unEquip(I) spawn(5) equip_to_appropriate_slot(C) update_hands = 1 if(MYPDA in src.loc || MYID in src.loc) if(MYPDA in src.loc) equip_to_appropriate_slot(MYPDA) if(MYID in src.loc) equip_to_appropriate_slot(MYID) //THIEVING SKILLS END //-------------TOUCH ME if(istype(TARGET,/obj/structure)) var/obj/structure/STR = TARGET if(main_hand) var/obj/item/weapon/W = main_hand STR.attackby(W, src) else STR.attack_hand(src) interest += targetInterestShift doing = doing & ~INTERACTING timeout = 0 TARGET = null else tryWalk(TARGET) timeout++ if(doing == 0) interest-- else interest++ if(inactivity_period > 0) inactivity_period-- if(interest <= 0 || timeout >= 10) // facilitate boredom functions TARGET = null doing = 0 timeout = 0 myPath = list() //this is boring, lets move if(!doing && !IsDeadOrIncap() && !TARGET) doing |= TRAVEL if(nearby.len > 4) //i'm crowded, time to leave TARGET = pick(target_filter(urange(MAX_RANGE_FIND,src,1))) else var/choice = rand(1,50) switch(choice) if(1 to 10) //chance to chase an item TARGET = locate(/obj/item) in favouredObjIn(oview(MIN_RANGE_FIND,src)) if(11 to 21) TARGET = safepick(get_area_turfs(job2area(myjob))) if(22 to 41) TARGET = pick(target_filter(favouredObjIn(urange(MAX_RANGE_FIND,src,1)))) if(42 to 50) TARGET = pick(target_filter(oview(MIN_RANGE_FIND,src))) tryWalk(TARGET) LAST_TARGET = TARGET /mob/living/carbon/human/interactive/proc/favouredObjIn(var/list/inList) var/list/outList = list() for(var/i in inList) for(var/path in favoured_types) if(ispath(i,path)) outList += i if(outList.len <= 0) outList = inList return outList /mob/living/carbon/human/interactive/proc/callfunction(Proc) set waitfor = 0 call(src,Proc)(src) /mob/living/carbon/human/interactive/proc/tryWalk(turf/TARGET) if(!IsDeadOrIncap()) if(!walk2derpless(TARGET)) timeout++ else timeout++ /mob/living/carbon/human/interactive/proc/getGoodPath(target,var/maxtries=512) set background = 1 var/turf/end = get_turf(target) var/turf/current = get_turf(src) var/list/path = list() var/tries = 0 while(current != end && tries < maxtries) var/turf/shortest = current for(var/turf/T in view(current,1)) var/foundDense = 0 for(var/atom/A in T) if(A.density) foundDense = 1 if(T.density == 0 && !foundDense) if(get_dist(T, target) < get_dist(shortest,target)) shortest = T else tries++ else tries++ current = shortest path += shortest return path /mob/living/carbon/human/interactive/proc/walk2derpless(target) set background = 1 if(!target) return 0 if(myPath.len <= 0) myPath = get_path_to(src, get_turf(target), /turf/proc/Distance, MAX_RANGE_FIND + 1, 250,1, id=Path_ID) if(myPath) if(myPath.len > 0) doing = doing & ~TRAVEL for(var/i = 0; i < maxStepsTick; ++i) if(myPath.len >= 1) walk_to(src,myPath[1],0,5) myPath -= myPath[1] return 1 return 0 /mob/living/carbon/human/interactive/proc/job2area(target) var/datum/job/T = target if(T.title == "Assistant") return /area/hallway/primary if(T.title == "Captain" || T.title == "Head of Personnel") return /area/bridge if(T.title == "Bartender" || T.title == "Chef") return /area/crew_quarters if(T.title == "Station Engineer" || T.title == "Chief Engineer" || T.title == "Atmospheric Technician") return /area/engine if(T.title == "Chief Medical Officer" || T.title == "Medical Doctor" || T.title == "Chemist" || T.title == "Virologist" || T.title == "Geneticist") return /area/medical if(T.title == "Research Director" || T.title == "Scientist" || T.title == "Roboticist") return /area/toxins if(T.title == "Head of Security" || T.title == "Warden" || T.title == "Security Officer" || T.title == "Detective") return /area/security else return pick(/area/hallway,/area/crew_quarters) /mob/living/carbon/human/interactive/proc/target_filter(target) var/list/filtered_targets = list(/area, /turf, /obj/machinery/door, /atom/movable/light, /obj/structure/cable, /obj/machinery/atmospherics) var/list/L = target for(var/atom/A in target) // added a bunch of "junk" that clogs up the general find procs if(is_type_in_list(A,filtered_targets)) L -= A return L ///BUILT IN MODULES /mob/living/carbon/human/interactive/proc/chatter(obj) var/verbs_use = pick_list("npc_chatter.txt","verbs_use") var/verbs_touch = pick_list("npc_chatter.txt","verbs_touch") var/verbs_move = pick_list("npc_chatter.txt","verbs_move") var/nouns_insult = pick_list("npc_chatter.txt","nouns_insult") var/nouns_generic = pick_list("npc_chatter.txt","nouns_generic") var/nouns_objects = pick_list("npc_chatter.txt","nouns_objects") var/nouns_body = pick_list("npc_chatter.txt","nouns_body") var/adjective_insult = pick_list("npc_chatter.txt","adjective_insult") var/adjective_objects = pick_list("npc_chatter.txt","adjective_objects") var/adjective_generic = pick_list("npc_chatter.txt","adjective_generic") var/curse_words = pick_list("npc_chatter.txt","curse_words") if(doing & INTERACTING) if(prob(chattyness)) var/chat = pick("This [nouns_objects] is a little [adjective_objects].", "Well [verbs_use] my [nouns_body], this [nouns_insult] is pretty [adjective_insult].", "[capitalize(curse_words)], what am I meant to do with this [adjective_insult] [nouns_objects].") src.say(chat) if(doing & TRAVEL) if(prob(chattyness)) var/chat = pick("Oh [curse_words], [verbs_move]!", "Time to get my [adjective_generic] [adjective_insult] [nouns_body] elsewhere.", "I wonder if there is anything to [verbs_use] and [verbs_touch] somewhere else..") src.say(chat) if(doing & FIGHTING) if(prob(chattyness)) var/chat = pick("I'm going to [verbs_use] you, you [adjective_insult] [nouns_insult]!", "Rend and [verbs_touch], Rend and [verbs_use]!", "You [nouns_insult], I'm going to [verbs_use] you right in the [nouns_body]. JUST YOU WAIT!") src.say(chat) if(prob(chattyness/2)) var/what = pick(1,2,3,4,5) switch(what) if(1) src.say("Well [curse_words], this is a [adjective_generic] situation.") if(2) src.say("Oh [curse_words], that [nouns_insult] was one hell of an [adjective_insult] [nouns_body].") if(3) src.say("I want to [verbs_use] that [nouns_insult] when I find them.") if(4) src.say("[pick("Innocent","Guilty","Traitorous","Honk")] until proven [adjective_generic]!") if(5) var/toSay = "" for(var/i = 0; i < 5; i++) curse_words = pick_list("npc_chatter.txt","curse_words") toSay += "[curse_words] " src.say("Hey [nouns_generic], why dont you go [toSay], you [nouns_insult]!") /mob/living/carbon/human/interactive/proc/shitcurity(obj) if(retal && TARGET) for(var/obj/item/I in src.contents) if(istype(I,/obj/item/weapon/restraints)) take_to_slot(I) I.attack(TARGET,src) sleep(25) /mob/living/carbon/human/interactive/proc/healpeople(obj) var/shouldTryHeal = 0 var/obj/item/stack/medical/M var/list/allContents = list() for(var/atom/A in contents) allContents += A if(A.contents.len > 0) for(var/atom/B in A) allContents += B for(var/A in allContents) if(istype(A,/obj/item/stack/medical)) shouldTryHeal = 1 M = A if(shouldTryHeal) for(var/mob/living/carbon/C in nearby) if(istype(C,/mob/living/carbon)) //I haven't the foggiest clue why this is turning up non-carbons but sure here whatever if(C.health <= 75) if(get_dist(src,C) <= 2) src.say("Wait, [C], let me heal you!") M.attack(C,src) sleep(25) else tryWalk(get_turf(C)) /mob/living/carbon/human/interactive/proc/dojanitor(obj) if(istype(main_hand,/obj/item/weapon/mop)) var/obj/item/weapon/mop/M = main_hand if(M) if(M.reagents.total_volume <= 5) M.reagents.add_reagent("water", 25) // bluespess water delivery for AI if(!istype(TARGET,/obj/effect/decal/cleanable)) TARGET = locate(/obj/effect/decal/cleanable) in urange(MAX_RANGE_FIND,src,1) if(targetRange(TARGET) <= 2) M.afterattack(TARGET,src) sleep(25) else tryWalk(TARGET) /mob/living/carbon/human/interactive/proc/combat(obj) set background = 1 enforce_hands() if(canmove) if(prob(attitude) && (graytide || (TRAITS & TRAIT_MEAN)) || retal) interest = interest + 10 a_intent = "harm" zone_selected = pick("chest","r_leg","l_leg","r_arm","l_arm","head") doing |= FIGHTING if(retal) TARGET = retal_target else var/mob/living/M = locate(/mob/living) in oview(7,src) if(istype(M,/mob/living/carbon/human/interactive/greytide)) return if(M != src) TARGET = M if(!M) doing = doing & ~FIGHTING //no infighting if(retal) if(retal_target) if(retal_target.faction == src.faction) if(prob(FUZZY_CHANCE_HIGH+FUZZY_CHANCE_LOW)) //high chance to forgive retal = 0 retal_target = null TARGET = null doing = 0 //ensure we're using the best object possible var/obj/item/weapon/best var/foundFav = 0 for(var/test in src.contents) for(var/a in favoured_types) if(ispath(test,a) && !(doing & FIGHTING)) // if we're not in combat and we find our favourite things, use them (for people like janitor and doctors) best = test foundFav = 1 return if(!foundFav) if(istype(test,/obj/item/weapon)) var/obj/item/weapon/R = test if(R.force > 2) // make sure we don't equip any non-weaponlike items, ie bags and stuff if(!best) best = R else if(best.force < R.force) best = R if(istype(R,/obj/item/weapon/gun)) var/obj/item/weapon/gun/G = R if(G.can_shoot()) best = R break // gun with ammo? screw the rest if(best) take_to_slot(best,1) if((TARGET && (doing & FIGHTING)) || graytide) // this is a redundancy check var/mob/living/M = TARGET if(istype(M,/mob/living)) if(M.health > 1) if(main_hand) if(main_hand.force != 0) if(istype(main_hand,/obj/item/weapon/gun)) var/obj/item/weapon/gun/G = main_hand if(G.can_trigger_gun(src)) if(istype(main_hand,/obj/item/weapon/gun/projectile)) var/obj/item/weapon/gun/projectile/P = main_hand if(!P.chambered) P.chamber_round() P.update_icon() else if(P.get_ammo(1) == 0) P.update_icon() blacklistItems += P P.loc = get_turf(src) // drop item works inconsistently enforce_hands() update_icons() else P.afterattack(TARGET, src) else if(istype(main_hand,/obj/item/weapon/gun/energy)) var/obj/item/weapon/gun/energy/P = main_hand if(P.power_supply.charge <= 10) // can shoot seems to bug out for tasers, using this hacky method instead P.update_icon() blacklistItems += P P.loc = get_turf(src) // likewise enforce_hands() update_icons() else P.afterattack(TARGET, src) else if(get_dist(src,TARGET) > 2) if(!walk2derpless(TARGET)) timeout++ else var/obj/item/weapon/W = main_hand W.attack(TARGET,src) else G.loc = get_turf(src) // drop item works inconsistently enforce_hands() update_icons() else if(targetRange(TARGET) > (istype(main_hand,/obj/item/weapon/gun) ? 6 : 2)) tryWalk(TARGET) else if(Adjacent(TARGET)) M.attack_hand(src) timeout++ else if(timeout >= 10 || !(targetRange(M) > 14)) doing = doing & ~FIGHTING timeout = 0 TARGET = null retal = 0 retal_target = null else timeout++ /mob/living/carbon/human/interactive/proc/doorscan(obj) for(var/dir in alldirs) var/turf/T = get_step(src,dir) if(T) for(var/obj/machinery/door/D in T.contents) if(D.check_access(MYID) && !istype(D,/obj/machinery/door/poddoor) && D.density) spawn(0) D.open() sleep(5) walk_to(src,T,0,5) /mob/living/carbon/human/interactive/proc/nearbyscan(obj) nearby = list() for(var/mob/living/M in view(4,src)) if(M != src) nearby += M //END OF MODULES /mob/living/carbon/human/interactive/angry/New() TRAITS |= TRAIT_ROBUST TRAITS |= TRAIT_MEAN faction = list("bot_angry") ..() /mob/living/carbon/human/interactive/friendly/New() TRAITS |= TRAIT_FRIENDLY TRAITS |= TRAIT_UNROBUST faction = list("bot_friendly") ..() /mob/living/carbon/human/interactive/greytide/New() TRAITS |= TRAIT_ROBUST TRAITS |= TRAIT_MEAN TRAITS |= TRAIT_THIEVING TRAITS |= TRAIT_DUMB faction = list("bot_grey") graytide = 1 ..()