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[MIRROR] [no gbp] Goliath tentacles now damage mechs [MDB IGNORE] (#23134)
* [no gbp] Goliath tentacles now damage mechs (#77643) ## About The Pull Request Goliaths will now use said tentacles on mechs. The tentacles aren't strong enough to grab mechs so they just damage them a bit, you're still better off driving through them than a human is. ## Why It's Good For The Game Someone pointed out that these abilities were only being used on living mobs, but miners use mechs sometimes. ## Changelog 🆑 fix: Goliaths will try to attack mechs with their tentacles. /🆑 * [no gbp] Goliath tentacles now damage mechs --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
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@@ -28,7 +28,7 @@
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/datum/ai_behavior/basic_melee_attack/goliath/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key, health_ratio_key)
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var/mob/living/target = controller.blackboard[target_key]
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// Interrupt attack chain to use tentacles, unless the target is already tentacled
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if (isliving(target) && !target.has_status_effect(/datum/status_effect/incapacitating/stun/goliath_tentacled))
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if (ismecha(target) || (isliving(target) && !target.has_status_effect(/datum/status_effect/incapacitating/stun/goliath_tentacled)))
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var/datum/action/cooldown/using_action = controller.blackboard[BB_GOLIATH_TENTACLES]
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if (using_action?.IsAvailable())
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finish_action(controller, succeeded = FALSE)
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@@ -40,7 +40,7 @@
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/datum/ai_planning_subtree/targeted_mob_ability/goliath_tentacles/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick)
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var/mob/living/target = controller.blackboard[target_key]
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if (!isliving(target) || target.has_status_effect(/datum/status_effect/incapacitating/stun/goliath_tentacled))
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if (!(isliving(target) || ismecha(target)) || (isliving(target) && target.has_status_effect(/datum/status_effect/incapacitating/stun/goliath_tentacled)))
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return // Target can be an item or already grabbed, we don't want to tentacle those
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return ..()
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@@ -49,6 +49,8 @@
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if (victim.apply_status_effect(/datum/status_effect/incapacitating/stun/goliath_tentacled, grapple_time, src))
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buckle_mob(victim, TRUE)
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SEND_SIGNAL(victim, COMSIG_GOLIATH_TENTACLED_GRABBED)
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for (var/obj/vehicle/sealed/mecha/mech in loc)
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mech.take_damage(rand(min_damage, max_damage), damage_type = BRUTE, damage_flag = MELEE, sound_effect = TRUE)
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if (!has_buckled_mobs())
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retract()
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return
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