//not quite simple animal megafauna but close enough // port actual megafauna stuff once it gets used for lavaland megafauna //im using it for stuff both of them get /mob/living/basic/boss combat_mode = TRUE status_flags = NONE abstract_type = /mob/living/basic/boss sentience_type = SENTIENCE_BOSS mob_biotypes = MOB_ORGANIC|MOB_SPECIAL faction = list(FACTION_MINING, FACTION_BOSS) damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) obj_damage = 400 unsuitable_cold_damage = 0 unsuitable_heat_damage = 0 unsuitable_atmos_damage = 0 move_force = MOVE_FORCE_OVERPOWERING move_resist = MOVE_FORCE_OVERPOWERING pull_force = MOVE_FORCE_OVERPOWERING mob_size = MOB_SIZE_HUGE layer = LARGE_MOB_LAYER flags_1 = PREVENT_CONTENTS_EXPLOSION_1 /// Name for the GPS signal of the megafauna var/gps_name = null /// What crusher trophy/trophies this mob drops, if any /// Should be wrapped in a list for sanity when we pass it to the element. var/list/crusher_loot = null /// Loot dropped on death in normal circumstances var/list/regular_loot = list() /// What achievements do we give our defeater? var/list/achievements = null /// What type of achievement we give for crusher kills, if any. var/crusher_achievement_type = null /// What memory to give to victor who have killed us, if any. var/victor_memory_type = null /mob/living/basic/boss/Initialize(mapload) . = ..() AddElement(/datum/element/wall_tearer, tear_time = 1 SECONDS) if(gps_name) AddComponent(/datum/component/gps, gps_name) ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT) add_traits(list(TRAIT_NO_TELEPORT, TRAIT_MARTIAL_ARTS_IMMUNE, TRAIT_LAVA_IMMUNE, TRAIT_ASHSTORM_IMMUNE, TRAIT_NO_FLOATING_ANIM), MEGAFAUNA_TRAIT) AddComponent(/datum/component/seethrough_mob) AddElement(/datum/element/simple_flying) AddElement(/datum/element/death_drops, string_list(regular_loot)) handle_crusher_loot() handle_achievements() /mob/living/basic/boss/gib() if(health > 0) return return ..() /mob/living/basic/boss/dust(just_ash, drop_items, give_moodlet, force) if(!force && health > 0) return return ..() /mob/living/basic/boss/death(gibbed) if (health > 0 && !gibbed) // prevents instakills return return ..() /mob/living/basic/boss/ex_act(severity, target) switch (severity) if (EXPLODE_DEVASTATE) adjust_brute_loss(250) if (EXPLODE_HEAVY) adjust_brute_loss(100) if (EXPLODE_LIGHT) adjust_brute_loss(50) return TRUE /mob/living/basic/boss/early_melee_attack(mob/living/target, list/modifiers, ignore_cooldown) . = ..() if(. || !istype(target)) return if(should_devour(target)) devour(target) return BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN /// Determines if this mob is worth devouring /mob/living/basic/boss/proc/should_devour(mob/living/victim) return victim.stat == DEAD || (victim.health <= HEALTH_THRESHOLD_DEAD && HAS_TRAIT(victim, TRAIT_NODEATH)) /// Devours a target and restores health to the megafauna /mob/living/basic/boss/proc/devour(mob/living/victim) if(isnull(victim) || victim.has_status_effect(/datum/status_effect/gutted)) return FALSE celebrate_kill(victim) if(!is_station_level(z) || client) //NPC monsters won't heal while on station heal_overall_damage(victim.maxHealth * 0.5) victim.investigate_log("has been devoured by [src].", INVESTIGATE_DEATHS) if(iscarbon(victim)) qdel(victim.get_organ_slot(ORGAN_SLOT_LUNGS)) qdel(victim.get_organ_slot(ORGAN_SLOT_HEART)) qdel(victim.get_organ_slot(ORGAN_SLOT_LIVER)) victim.adjust_brute_loss(500) victim.death() //make sure they die victim.apply_status_effect(/datum/status_effect/gutted) return TRUE /// Small little taunt when we epically troll someone /mob/living/basic/boss/proc/celebrate_kill(mob/living/poor_sap) visible_message( span_danger("[src] disembowels [poor_sap]!"), span_userdanger("You feast on [poor_sap]'s organs, restoring your health!"), ) /// Handles adding all relevant achievements when applicable (probably when we are defeated) /// Achievements being null/no length is handled in the element itself. /mob/living/basic/boss/proc/handle_achievements() if(length(achievements) <= 0) return AddElement(/datum/element/kill_achievement, string_list(achievements), crusher_achievement_type, victor_memory_type) /// Handles adding crusher loot when applicable (probably when we are defeated) /mob/living/basic/boss/proc/handle_crusher_loot() if(isnull(crusher_loot)) return AddElement(\ /datum/element/crusher_loot,\ trophy_type = string_list(crusher_loot),\ guaranteed_drop = 0.6,\ drop_immediately = basic_mob_flags & DEL_ON_DEATH,\ )