Abductor Ship Bitrunner Domain (#80106)

## About The Pull Request

Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.

The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game

Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑
This commit is contained in:
IsaacExists
2023-12-07 21:42:26 -08:00
committed by GitHub
parent e0acdc91e2
commit 675522c643
8 changed files with 2397 additions and 0 deletions
@@ -0,0 +1,42 @@
/// Abductor troopers
/mob/living/basic/trooper/abductor
name = "Abductor Agent"
desc = "Mezaflorp?"
speed = 1.1
faction = list(ROLE_SYNDICATE)
loot = list(/obj/effect/mob_spawn/corpse/human/abductor)
mob_spawner = /obj/effect/mob_spawn/corpse/human/abductor
/mob/living/basic/trooper/abductor/melee
melee_damage_lower = 15
melee_damage_upper = 15
loot = list(/obj/effect/gibspawner/human)
attack_verb_continuous = "beats"
attack_verb_simple = "beat"
attack_sound = 'sound/weapons/egloves.ogg'
attack_vis_effect = ATTACK_EFFECT_SLASH
r_hand = /obj/item/melee/baton/abductor
var/projectile_deflect_chance = 0
/mob/living/basic/trooper/abductor/ranged
loot = list(/obj/effect/gibspawner/human)
ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
r_hand = /obj/item/gun/energy/alien
/// Type of bullet we use
var/casingtype = /obj/item/ammo_casing/energy/lasergun
/// Sound to play when firing weapon
var/projectilesound = 'sound/weapons/laser2.ogg'
/// number of burst shots
var/burst_shots = 1
/// Time between taking shots
var/ranged_cooldown = 5 SECONDS
/mob/living/basic/trooper/abductor/ranged/Initialize(mapload)
. = ..()
AddComponent(\
/datum/component/ranged_attacks,\
casing_type = casingtype,\
projectile_sound = projectilesound,\
cooldown_time = ranged_cooldown,\
burst_shots = burst_shots,\
)