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>
This commit is contained in:
lizardqueenlexi
2023-11-01 18:07:20 -05:00
committed by GitHub
parent c627ac73be
commit 08274f8343
24 changed files with 138 additions and 303 deletions
@@ -13,24 +13,3 @@
/obj/item/paper/fluff/ruins/clericsden/warning
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."
/mob/living/simple_animal/hostile/construct/proteon
name = "Proteon"
real_name = "Proteon"
desc = "A weaker construct meant to scour ruins for objects of Nar'Sie's affection. Those barbed claws are no joke."
icon_state = "proteon"
icon_living = "proteon"
maxHealth = 35
health = 35
melee_damage_lower = 8
melee_damage_upper = 10
retreat_distance = 4 //AI proteons will rapidly move in and out of combat to avoid conflict, but will still target and follow you.
attack_verb_continuous = "pinches"
attack_verb_simple = "pinch"
environment_smash = ENVIRONMENT_SMASH_WALLS
attack_sound = 'sound/weapons/punch2.ogg'
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>"
/mob/living/simple_animal/hostile/construct/proteon/hostile //Style of mob spawned by trapped cult runes in the cleric ruin.
AIStatus = AI_ON
environment_smash = ENVIRONMENT_SMASH_STRUCTURES //standard ai construct behavior, breaks things if it wants, but not walls.