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Basic Constructs: Proteon (#79425)
## About The Pull Request Last one! Makes proteons into a basic mob, and completely removes the simple_animal construct supertype. Proteons aren't really designed to be played by a player, instead being a nuisance mapped into various ruins and traps. As such, they don't really have any special abilities. Instead, the hostile variant has a somewhat unique behavior. They'll viciously attack anyone who comes close, but, being frail little cowards, if a proteon takes damage it will immediately flee. After a random period between 2 and 4 seconds, it will stop fleeing and come back for more. In addition to this, a few other things have been done, some only related because they're in files I touched. - Moved proteons from the file for the Cleric's Den to their own file in the basic constructs folder. Given that they're used in several different ruins, they might as well not just be in the file for one. - Simple constructs have been cut, and with them the procs for healing/repairing on shades and cult structures, as those are no longer needed. - Because I was touching it anyway, I touched up the file for trap structures. They no longer use any one-letter variable names, and time is now universally listed in seconds rather than deciseconds in that file. - I removed a completely unused blackboard key from ice demons. This is something I noticed due to a change I ended up not making while working on proteon AI, but I figured I might as well leave it gone. ## Why It's Good For The Game Kills the last three simple construct typepaths, bringing us to the destined 19 removed. Huzzah! The proteon AI routine should inject a little spice into fighting proteons, especially for the unprepared - unlike many mobs, they won't stand there and take it if you decide to fight back, but you can never safely ignore them when they run away. They still aren't particularly dangerous. ## Changelog 🆑 refactor: Proteon constructs now use the basic mob framework. The ones encountered in ruins are a bit flightier now, and will briefly flee combat if attacked - only so that they can return and menace you again soon after. Please report any bugs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
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@@ -13,24 +13,3 @@
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/obj/item/paper/fluff/ruins/clericsden/warning
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default_raw_text = "FATHER ODIVALLUS DO NOT GO FORWARD WITH THE RITUAL. THE ASTEROID WE'RE ANCHORED TO IS UNSTABLE, YOU WILL DESTROY THE STATION. I HOPE THIS REACHES YOU IN TIME. FATHER AURELLION."
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/mob/living/simple_animal/hostile/construct/proteon
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name = "Proteon"
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real_name = "Proteon"
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desc = "A weaker construct meant to scour ruins for objects of Nar'Sie's affection. Those barbed claws are no joke."
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icon_state = "proteon"
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icon_living = "proteon"
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maxHealth = 35
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health = 35
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melee_damage_lower = 8
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melee_damage_upper = 10
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retreat_distance = 4 //AI proteons will rapidly move in and out of combat to avoid conflict, but will still target and follow you.
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attack_verb_continuous = "pinches"
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attack_verb_simple = "pinch"
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environment_smash = ENVIRONMENT_SMASH_WALLS
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attack_sound = 'sound/weapons/punch2.ogg'
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playstyle_string = "<b>You are a Proteon. Your abilities in combat are outmatched by most combat constructs, but you are still fast and nimble. Run metal and supplies, and cooperate with your fellow cultists.</b>"
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/mob/living/simple_animal/hostile/construct/proteon/hostile //Style of mob spawned by trapped cult runes in the cleric ruin.
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AIStatus = AI_ON
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES //standard ai construct behavior, breaks things if it wants, but not walls.
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