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Basic Shades (#79469)
## About The Pull Request Makes shades into basic mobs. As they are solely player-controller and have no AI, this was a very simple conversion. Things of note: - I've made shades use the same "theme" system as constructs, to determine their drops and coloration - as opposed to these things being manually set by the type of soulstone they're held in. - I've reorganized files slightly, putting both constructs and shades in a new "cult" basic mob folder. That's more or less it. As I said, shades are simple. ## Why It's Good For The Game Basic-izes another mob and cleans up the code a little. Removes the last cult-related simplemob, too. ## Changelog 🆑 refactor: Shades now use the basic mob framework. Please report any bugs. /🆑
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/mob/living/basic/construct
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icon = 'icons/mob/nonhuman-player/cult.dmi'
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gender = NEUTER
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basic_mob_flags = DEL_ON_DEATH
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combat_mode = TRUE
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mob_biotypes = MOB_MINERAL | MOB_SPECIAL
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faction = list(FACTION_CULT)
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unsuitable_atmos_damage = 0
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minimum_survivable_temperature = 0
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maximum_survivable_temperature = INFINITY
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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pressure_resistance = 100
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speed = 0
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unique_name = TRUE
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initial_language_holder = /datum/language_holder/construct
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death_message = "collapses in a shattered heap."
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speak_emote = list("hisses")
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response_help_continuous = "thinks better of touching"
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response_help_simple = "think better of touching"
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response_disarm_continuous = "flails at"
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response_disarm_simple = "flail at"
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response_harm_continuous = "punches"
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response_harm_simple = "punch"
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melee_attack_cooldown = CLICK_CD_MELEE
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// Vivid red, cause cult theme
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lighting_cutoff_red = 30
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lighting_cutoff_green = 5
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lighting_cutoff_blue = 20
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/// List of spells that this construct can cast
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var/list/construct_spells = list()
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/// Flavor text shown to players when they spawn as this construct
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var/playstyle_string = "You are a generic construct. Your job is to not exist, and you should probably adminhelp this."
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/// The construct's master
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var/master = null
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/// Whether this construct is currently seeking nar nar
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var/seeking = FALSE
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/// Whether this construct can repair other constructs or cult buildings. Gets the healing_touch component if so.
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var/can_repair = FALSE
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/// Whether this construct can repair itself. Works independently of can_repair.
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var/can_repair_self = FALSE
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/// Theme controls color. THEME_CULT is red THEME_WIZARD is purple and THEME_HOLY is blue
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var/theme = THEME_CULT
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/// Can this construct destroy walls?
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var/smashes_walls = FALSE
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/// The different flavors of goop constructs can drop, depending on theme.
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var/static/list/remains_by_theme = list(
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THEME_CULT = list(/obj/item/ectoplasm/construct),
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THEME_HOLY = list(/obj/item/ectoplasm/angelic),
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THEME_WIZARD = list(/obj/item/ectoplasm/mystic),
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)
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/mob/living/basic/construct/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/simple_flying)
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var/list/remains = string_list(remains_by_theme[theme])
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if(length(remains))
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AddElement(/datum/element/death_drops, remains)
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if(smashes_walls)
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AddElement(/datum/element/wall_tearer, allow_reinforced = FALSE)
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if(can_repair)
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AddComponent(\
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/datum/component/healing_touch,\
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heal_brute = 5,\
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heal_burn = 0,\
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heal_time = 0,\
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valid_targets_typecache = typecacheof(list(/mob/living/basic/construct, /mob/living/basic/shade)),\
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valid_biotypes = MOB_MINERAL | MOB_SPIRIT,\
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self_targetting = can_repair_self ? HEALING_TOUCH_ANYONE : HEALING_TOUCH_NOT_SELF,\
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action_text = "%SOURCE% begins repairing %TARGET%'s dents.",\
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complete_text = "%TARGET%'s dents are repaired.",\
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show_health = TRUE,\
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heal_color = COLOR_CULT_RED,\
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)
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var/static/list/structure_types = typecacheof(list(/obj/structure/destructible/cult))
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AddElement(\
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/datum/element/structure_repair,\
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structure_types_typecache = structure_types,\
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)
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add_traits(list(TRAIT_HEALS_FROM_CULT_PYLONS, TRAIT_SPACEWALK), INNATE_TRAIT)
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grant_actions_by_list(construct_spells)
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var/spell_count = 1
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for(var/datum/action/spell as anything in actions)
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if(!(spell.type in construct_spells))
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continue
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var/pos = 2 + spell_count * 31
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if(construct_spells.len >= 4)
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pos -= 31 * (construct_spells.len - 4)
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spell.default_button_position = "6:[pos],4:-2" // Set the default position to this random position
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spell_count++
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update_action_buttons()
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if(icon_state)
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add_overlay("glow_[icon_state]_[theme]")
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/mob/living/basic/construct/Login()
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. = ..()
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if(!. || !client)
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return FALSE
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to_chat(src, span_bold(playstyle_string))
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/mob/living/basic/construct/examine(mob/user)
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var/text_span
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switch(theme)
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if(THEME_CULT)
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text_span = "cult"
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if(THEME_WIZARD)
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text_span = "purple"
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if(THEME_HOLY)
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text_span = "blue"
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. = list("<span class='[text_span]'>This is [icon2html(src, user)] \a <b>[src]</b>!\n[desc]")
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if(health < maxHealth)
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if(health >= maxHealth/2)
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. += span_warning("[p_They()] look[p_s()] slightly dented.")
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else
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. += span_warning(span_bold("[p_They()] look[p_s()] severely dented!"))
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. += "</span>"
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return .
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/mob/living/basic/construct/narsie_act()
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return
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/mob/living/basic/construct/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
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return FALSE
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/// Construct ectoplasm. Largely a placeholder, since the death drop element needs a unique list.
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/obj/item/ectoplasm/construct
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name = "blood-red ectoplasm"
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desc = "Has a pungent metallic smell."
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