{"action":"created","comment":{"url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/comments/77253020","id":77253020,"diff_hunk":"@@ -96,11 +130,318 @@\n \t\tticker.mode.update_necro_icons_added(Controller)\n \t\tticker.mode.update_all_necro_icons()\n \t\tticker.mode.risen.Add(Controller)\n-\tname += \" ([rand(1,1000)])\"\n \n-/mob/living/simple_animal/hostile/necro/copy/ListTargets()\n-\t. = ..()\n-\treturn . - creator\n+\tif(name == initial(name) && !unique_name)\n+\t\tname += \" ([rand(1,1000)])\"\n+\n+/mob/living/simple_animal/hostile/necro/zombie/Life()\n+\t..()\n+\t/*TODO\n+\tFirst, check if the zombie can potentially evolve\n+\tHave the zombie move to a corpse and start chewing at it\n+\tIf neither of these things are applicable, break some lights to set the mood\n+\tOtherwise, start wandering and bust down some doors to find more food\n+\t*/\n+\tif(!isUnconscious())\n+\t\tif(stance == HOSTILE_STANCE_IDLE && !client) //Not doing anything at the time\n+\t\t\tvar/list/can_see = view(src, vision_range)\n+\t\t\tif(!busy)\n+\t\t\t\tif(can_evolve)//Can we evolve, and have we fed\n+\t\t\t\t\tbusy = EVOLVING\n+\t\t\t\t\tcheck_evolve()\n+\t\t\t\t\tbusy = 0\n+\t\t\t\tif((health < maxHealth) || (maxHealth < health_cap) && !busy)\n+\t\t\t\t\tvar/mob/living/carbon/human/C = find_food(can_see)//Is there something to eat in range?\n+\t\t\t\t\tif(C) //If so, chow down\n+\t\t\t\t\t\tGoto(C, speed)\n+\t\t\t\t\t\tbusy = MOVING_TO_TARGET\n+\t\t\t\t\t\tgive_up(C) //If we're not there in 10 seconds, give up\n+\t\t\t\t\t\tif(C.Adjacent(src) && busy != EATING) //Once we've finally caught up\n+\t\t\t\t\t\t\tbusy = EATING\n+\t\t\t\t\t\t\teat(C)\n+\t\t\t\t\t\t\tC = null\n+\t\t\t\t\t\t\twalk(src, 0)\n+\t\t\t\tif(!busy && break_doors != CANT)//So we don't try to eat and open doors\n+\t\t\t\t\tvar/obj/machinery/door/D = find_door(can_see)//Is there a door to open in range?\n+\t\t\t\t\tif(D)\n+\t\t\t\t\t\tGoto(D, speed)\n+\t\t\t\t\t\tbusy = MOVING_TO_TARGET\n+\t\t\t\t\t\tgive_up(D)\n+\t\t\t\t\t\tif(D.Adjacent(src) && busy != OPENING_DOOR)\n+\t\t\t\t\t\t\tbusy = OPENING_DOOR\n+\t\t\t\t\t\t\tforce_door(D)\n+\t\t\t\t\t\t\tD = null\n+\t\t\t\t\t\t\twalk(src, 0)\n+\n+\t\telse\n+\t\t\tbusy = 0\n+\t\t\tstop_automated_movement = 0\n+\telse\n+\t\twalk(src,0)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/find_food(var/list/can_see)\n+\tfor(var/mob/living/carbon/human/C in can_see) //Because of how can_see lists things, it'll go in order of closest to furthest\n+\t\tif(C.isDead() && check_edibility(C))\n+\t\t\treturn(C) //This would get the closest one\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/find_door(var/list/can_see)\n+\tfor(var/obj/machinery/door/D in can_see)\n+\t\tif(can_open_door(D))\n+\t\t\treturn(D)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/give_up(var/C)\n+\tspawn(100)\n+\t\tif(busy == MOVING_TO_TARGET)\n+\t\t\tif(target == C && !Adjacent(target))\n+\t\t\t\ttarget = null\n+\t\t\tbusy = 0\n+\t\t\tstop_automated_movement = 0\n+\t\t\twalk(src,0)\n+/mob/living/simple_animal/hostile/necro/zombie/proc/can_open_door(var/obj/machinery/door/D)\n+\tif(istype(D,/obj/machinery/door/poddoor) || istype(D, /obj/machinery/door/airlock/multi_tile/glass) || istype(D, /obj/machinery/door/window))\n+\t\treturn 0\n+\n+\t// Don't fuck with doors that are doing something\n+\tif(D.operating>0)\n+\t\treturn 0\n+\n+\t// Don't open opened doors.\n+\tif(!D.density)\n+\t\treturn 0\n+\n+\t// Can't open bolted/welded doors\n+\tif(istype(D,/obj/machinery/door/airlock))\n+\t\tvar/obj/machinery/door/airlock/A=D\n+\t\tif(A.locked || A.welded || A.jammed)\n+\t\t\tif(break_doors == CANPLUS)\n+\t\t\t\treturn 1\n+\t\t\telse\n+\t\t\t\treturn 0\n+\n+\treturn 1\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/force_door(var/obj/machinery/door/D)\n+\tvar/time_mult = 1\n+\tif(istype(D, /obj/machinery/door/airlock/))\n+\t\tvar/obj/machinery/door/airlock/A = D\n+\t\tif(A.locked)\n+\t\t\ttime_mult += 1\n+\t\tif(A.welded)\n+\t\t\ttime_mult += 1\n+\t\tif(A.jammed)\n+\t\t\ttime_mult += 1\n+\tstop_automated_movement = 1\n+\tD.visible_message(\"<span class='warning'>\\The [D]'s motors whine as something attempts to brute force their way through it!</span>\")\n+\tplaysound(get_turf(D), 'sound/effects/grillehit.ogg', 50, 1)\n+\tD.shake(1, 8)\n+\tif(do_after(src, D, 100*time_mult, needhand = FALSE)) //Roughly 10 seconds for people on the other side of the door to run the heck away\n+\t\tif(can_open_door(D))//Let's see if nobody quickly bolted it\n+\t\t\tif(break_doors == CANPLUS) //Guaranteed\n+\t\t\t\tD.visible_message(\"<span class='warning'>\\The [D] breaks open under the pressure</span>\")\n+\t\t\t\tif(istype(D, /obj/machinery/door/airlock/))\n+\t\t\t\t\tvar/obj/machinery/door/airlock/A = D\n+\t\t\t\t\tA.locked = 0\n+\t\t\t\t\tA.welded = 0\n+\t\t\t\t\tA.jammed = 0\n+\t\t\t\tD.open(1)\n+\t\t\telse\n+\t\t\t\tif(prob(15))\n+\t\t\t\t\tD.visible_message(\"<span class='warning'>\\The [D] creaks open under force, steadily</span>\")\n+\t\t\t\t\tD.open(1)\n+\tbusy = 0\n+\tstop_automated_movement = 0\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/check_edibility(var/mob/living/carbon/human/target)\n+\tif(isjusthuman(target)) //Humans are always edible\n+\t\treturn 1\n+\tif(target.health > -400) //So they're not caught eating the same dumb bird all day\n+\t\treturn 1\n+\n+\treturn 0\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/eat(var/mob/living/carbon/human/target)\n+\t//Deal a random amount of brute damage to the corpse in question, heal the zombie by the damage dealt halved\n+\tvisible_message(\"<span class='notice'>\\The [src] starts to take a bite out of \\the [target].</span>\")\n+\tstop_automated_movement = 1\n+\tif(do_after(src, target, 50, needhand = FALSE))\n+\t\tplaysound(get_turf(src), 'sound/weapons/bite.ogg', 50, 1)\n+\t\tvar/damage = rand(melee_damage_lower, melee_damage_upper)\n+\t\ttarget.adjustBruteLoss(damage)\n+\t\thealth += (damage/2)\n+\t\tif(maxHealth < health_cap)\n+\t\t\tmaxHealth += 5 //A well fed zombie is a scary zombie\n+\t\ttimes_eaten += 1\n+\tstop_automated_movement = 0\n+\tbusy = 0\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/check_evolve()\n+\tif(!can_evolve) //How did you get here if not?\n+\t\treturn\n+\n+\t/*\n+\t\t\t\t\tTurned (Just reanimated, can be turned back)\n+\t\t\t\t\t\t\t\t\t\tV\n+\t\t\t\tRotting (If eaten once, or died once, can't be turned back)\n+\t\t\t\t/\t\t\t\t\t\t\t\t\t\t\t\t\t\\\n+\t\t\tPutrid\t\t\t\t\t\t\t\t\t\t\t\t\tCrimson\n+\tEaten too much, died too little\t\t\t\t\t\t\t\tEaten too little, died too much\n+\t*/\n+/*\tif(istype(src, /mob/living/simple_animal/hostile/necro/zombie/turned))\n+\telse if (istype(src, /mob/living/simple_animal/hostile/necro/zombie/rotting))\n+\t\t*/\n+\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/evolve(var/mob/living/simple_animal/evolve_to)\n+\tif(ispath(evolve_to, /mob/living/simple_animal/hostile/necro))\n+\t\tvar/mob/living/evolution = new evolve_to(src.loc,,)\n+\t\tevolution.name = name //We want to keep the name\n+\t\tif(mind)\n+\t\t\tmind.transfer_to(evolution) //Just in the offchance we have a player in control\n+\t\tqdel(src)\n+\telse\n+\t\t//Now, how did you get here when this is supposed to be the zombie evolution tree?\n+\t\tnew evolve_to(src.loc)\n+\t\tqdel(src)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/proc/drop_host()\n+\n+/mob/living/simple_animal/hostile/necro/zombie/delayedRegen()\n+\t..()\n+\ttimes_revived += 1\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned //Not very useful\n+\ticon_state = \"zombie_turned\" //Looks almost not unlike just a naked guy to potentially catch others off guard\n+\ticon_living = \"zombie_turned\"\n+\ticon_dead = \"zombie_turned_dead\"\n+\tdesc = \"A reanimated corpse that looks like it has seen better days. This one still appears quite human.\"\n+\tmaxHealth = 50\n+\thealth = 50\n+\tcan_evolve = TRUE\n+\tvar/mob/living/carbon/human/host //Whoever the zombie was previously, kept in a reference to potentially bring back\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/check_evolve()\n+\t..()\n+\tif(times_revived > 0 || times_eaten > 0)\n+\t\tevolve(/mob/living/simple_animal/hostile/necro/zombie/rotting)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/drop_host()\n+\tqdel(host) //Bye bye\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/gib()\n+\t..()\n+\tdrop_host()\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/dust()\n+\t..()\n+\tdrop_host()\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/attackby(var/obj/item/weapon/W, var/mob/user)\n+\t..()\n+\tif(stat == DEAD) //Can only attempt to unzombify if they're dead\n+\t\tif(istype (W, /obj/item/weapon/storage/bible)) //This calls for divine intervention\n+\t\t\tvar/obj/item/weapon/storage/bible/bible = W\n+\t\t\tuser.visible_message(\"\\The [user] begins whacking at [src] repeatedly with a bible for some reason.\", \"<span class='notice'>You attempt to invoke the power of [bible.deity_name] to bring this poor soul back from the brink.</span>\")\n+\n+\t\t\tvar/chaplain = 0 //Are we the Chaplain ? Used for simplification\n+\t\t\tif(user.mind && (user.mind.assigned_role == \"Chaplain\"))\n+\t\t\t\tchaplain = TRUE //Indeed we are\n+\n+\t\t\tif(do_after(user, src, 25)) //So there's a nice delay\n+\t\t\t\tif(!chaplain)\n+\t\t\t\t\tif(prob(5)) //Let's be generous, they'll only get one regen for this\n+\t\t\t\t\t\tto_chat (user, \"<span class='notice'>By [bible.deity_name] it's working!.</span>\")\n+\t\t\t\t\t\tunzombify()\n+\t\t\t\t\telse\n+\t\t\t\t\t\tto_chat (user, \"<span class='notice'>Well, that didn't work.</span>\")\n+\n+\t\t\t\telse if(chaplain)\n+\t\t\t\t\tvar/holy_modifier = 1 //How much the potential for reconversion works\n+\t\t\t\t\tif(user.reagents.reagent_list.len)\n+\t\t\t\t\t\tif(user.reagents.has_reagent(WHISKEY) || user.reagents.has_reagent(HOLYWATER)) //Take a swig, then get to work\n+\t\t\t\t\t\t\tholy_modifier += 1\n+\t\t\t\t\tvar/turf/turf_on = get_turf(src) //See if the dead guy's on holy ground\n+\t\t\t\t\tif(turf_on.holy) //We're in the chapel\n+\t\t\t\t\t\tholy_modifier += 2\n+\t\t\t\t\telse\n+\t\t\t\t\t\tif(turf_on.blessed) //The chaplain's spilt some of his holy water\n+\t\t\t\t\t\t\tholy_modifier += 1\n+\n+\t\t\t\t\tif(prob(15*holy_modifier)) //Gotta have faith\n+\t\t\t\t\t\tto_chat (user, \"<span class='notice'>By [bible.deity_name] it's working!.</span>\")\n+\t\t\t\t\t\tunzombify()\n+\t\t\t\t\telse\n+\t\t\t\t\t\tto_chat (user, \"<span class='notice'>Well, that didn't work.</span>\")\n+\n+/mob/living/simple_animal/hostile/necro/zombie/turned/proc/unzombify()\n+\tif(host)\n+\t\thost.loc = get_turf(src)\n+\t\tif(!host.mind && src.mind) //This is assuming that, somehow, the host lost their soul, and it ended up in the zombie\n+\t\t\tmind.transfer_to(host)\n+\t\thost.resurrect() //It's a miracle!\n+\t\thost.revive()\n+\t\tvisible_message(\"<span class='notice'>\\The [src]'s eyes regain focus, the smell of decay vanishing, [host] has come back to their senses!.</span>\")\n+\t\thost = null\n+\t\tqdel(src)\n+\telse\n+\t\tvisible_message(\"<span class='notice'>\\The [src] grumbles for a moment, then begins to decay at an accelerated rate, seems there was nobody left to save.</span>\")\n+\t\tdust()\n+\n+/mob/living/simple_animal/hostile/necro/zombie/rotting\n+\ticon_living = \"zombie_rotten\"\n+\ticon_state = \"zombie_rotten\"\n+\ticon_dead = \"zombie_rotten_dead\"\n+\tdesc = \"A reanimated corpse that looks like it has seen better days. Whoever this was is long gone.\"\n+\tmaxHealth = 100\n+\thealth = 100\n+\tcan_evolve = 1\n+\tbreak_doors = CAN\n+\n+/mob/living/simple_animal/hostile/necro/zombie/rotting/check_evolve()\n+\t..()\n+\tif(times_eaten > (1+times_revived)*2) //Have to have eaten at least twice and more than double that of times died\n+\t\tevolve(/mob/living/simple_animal/hostile/necro/zombie/putrid)\n+\telse if(times_revived > times_eaten+1) //Died at least twice\n+\t\tevolve(/mob/living/simple_animal/hostile/necro/zombie/crimson)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/putrid\n+\ticon_living = \"zombie\" //The original\n+\ticon_state = \"zombie\"\n+\ticon_dead = \"zombie_dead\"\n+\tdesc = \"A reanimated corpse that looks like it has seen better days. This one appears to be quite gluttenous\"\n+\tmaxHealth = 150\n+\thealth = 150\n+\tcan_evolve = 0\n+\tvar/zombify_chance = 25 //Down with hardcoding\n+\tbreak_doors = CAN\n+\n+/mob/living/simple_animal/hostile/necro/zombie/putrid/eat(mob/living/carbon/human/target)\n+\t..()\n+\tif(target.health < -150  && isjusthuman(target)) //Gotta be a bit chewed on\n+\t\tvisible_message(\"<span class='warning'>\\The [target] stirs, as if it's trying to get up.</span>\")\n+\t\tif(prob(zombify_chance))\n+\t\t\tzombify(target)\n+\n+/mob/living/simple_animal/hostile/necro/zombie/putrid/proc/zombify(var/mob/living/carbon/human/target)\n+\t//Make the target drop their stuff, move them into the contents of the zombie so the ghost can at least see how its zombie self is doing\n+\ttarget.drop_all()\n+\tvar/mob/living/simple_animal/hostile/necro/zombie/turned/new_zombie = new /mob/living/simple_animal/hostile/necro/zombie/turned(target.loc)\n+\tnew_zombie.name = target.real_name\n+\tnew_zombie.host = target\n+\ttarget.loc = null","path":"code/modules/mob/living/simple_animal/hostile/necro.dm","position":366,"original_position":366,"commit_id":"ad49edcc4fcfae732d2d0c9fd5f25e29d050657e","original_commit_id":"ad49edcc4fcfae732d2d0c9fd5f25e29d050657e","user":{"login":"DrCelt","id":7193289,"avatar_url":"https://avatars.githubusercontent.com/u/7193289?v=3","gravatar_id":"","url":"https://api.github.com/users/DrCelt","html_url":"https://github.com/DrCelt","followers_url":"https://api.github.com/users/DrCelt/followers","following_url":"https://api.github.com/users/DrCelt/following{/other_user}","gists_url":"https://api.github.com/users/DrCelt/gists{/gist_id}","starred_url":"https://api.github.com/users/DrCelt/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DrCelt/subscriptions","organizations_url":"https://api.github.com/users/DrCelt/orgs","repos_url":"https://api.github.com/users/DrCelt/repos","events_url":"https://api.github.com/users/DrCelt/events{/privacy}","received_events_url":"https://api.github.com/users/DrCelt/received_events","type":"User","site_admin":false},"body":"uhhh, what?","created_at":"2016-09-01T21:01:42Z","updated_at":"2016-09-01T21:01:42Z","html_url":"https://github.com/d3athrow/vgstation13/pull/11384#discussion_r77253020","pull_request_url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/11384","_links":{"self":{"href":"https://api.github.com/repos/d3athrow/vgstation13/pulls/comments/77253020"},"html":{"href":"https://github.com/d3athrow/vgstation13/pull/11384#discussion_r77253020"},"pull_request":{"href":"https://api.github.com/repos/d3athrow/vgstation13/pulls/11384"}}},"pull_request":{"url":"https://api.github.com/repos/d3athrow/vgstation13/pulls/11384","id":80893481,"html_url":"https://github.com/d3athrow/vgstation13/pull/11384","diff_url":"https://github.com/d3athrow/vgstation13/pull/11384.diff","patch_url":"https://github.com/d3athrow/vgstation13/pull/11384.patch","issue_url":"https://api.github.com/repos/d3athrow/vgstation13/issues/11384","number":11384,"state":"open","locked":false,"title":"Poking at zombies safely this time","user":{"login":"Skullyton","id":9110500,"avatar_url":"https://avatars.githubusercontent.com/u/9110500?v=3","gravatar_id":"","url":"https://api.github.com/users/Skullyton","html_url":"https://github.com/Skullyton","followers_url":"https://api.github.com/users/Skullyton/followers","following_url":"https://api.github.com/users/Skullyton/following{/other_user}","gists_url":"https://api.github.com/users/Skullyton/gists{/gist_id}","starred_url":"https://api.github.com/users/Skullyton/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Skullyton/subscriptions","organizations_url":"https://api.github.com/users/Skullyton/orgs","repos_url":"https://api.github.com/users/Skullyton/repos","events_url":"https://api.github.com/users/Skullyton/events{/privacy}","received_events_url":"https://api.github.com/users/Skullyton/received_events","type":"User","site_admin":false},"body":"<!--\r\nPull requests must be atomic.  Change one set of related things at a time.  Bundling sucks for everyone.\r\nThis means, primarily, that you shouldn't fix bugs and add content in the same PR. When we mean 'bundling', we mean making one PR for multiple, unrelated changes.\r\n\r\nTest your changes.  PRs that do not compile will not be accepted.\r\nTesting your changes locally is incredibly important. If you break the serb we will be very upset with you.\r\n\r\nLarge changes require discussion.  If you're doing a large, game-changing modification, or a new layout for something, discussion with the community is required as of 26/6/2014.  Map and sprite changes require pictures of before and after.  MAINTAINERS ARE NOT IMMUNE TO THIS.  GET YOUR ASS IN IRC.\r\n\r\nMerging your own PRs is considered bad practice, as it generally means you bypass peer review, which is a core part of how we develop.\r\n\r\nIt is also suggested that you hop into irc.rizon.net #vgstation to discuss your changes, or if you need help.\r\n-->\r\nA redo of #11203 , minus the fuck up that attempted to merge a revert of about 4 months\r\n\r\nPokes at zombies\r\n\r\nAdds zombies eating at corpses, this restores their health, and potentially turns the corpse into a zombie\r\nAdds zombie 'evolution' depending on what's happened to them (Die too much and eat too little, become something that should deal with whatever's killing you. Die too little and eat too much, there's too many corpses around so start converting them into zombies)\r\n'Turned' zombie - Looks like a human, can potentially be converted back if caught in time\r\n'Rotting' zombie - Somebody too far gone to bring back\r\n'Putrid' zombie - When it eats at a dead body, has a chance of converting the corpse into another zombie\r\n'Crimson' zombie - Angry zombie that should tear down doors\r\n\r\nTODO\r\n\r\n- [x] Add evolution\r\n- [x] Fix their AI so they're not so damn glutenous or pacified\r\n- [x] Add zombification\r\n- [x] Add the door smashing mechanic\r\n- [x] Make sure everything doesn't crash\r\n\r\n\r\nAlso fixes necromancy mobs from attacking the 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