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https://github.com/Bubberstation/Bubberstation.git
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479ac46740
## About The Pull Request Goliaths no longer instantly stun the mobs they hit with their tentacle for full 10 seconds, instead leashing them to the spot they were grabbed at or dragging them towards themselves. The ranged tetris-piece attack has been changed to a full cross which tethers the target preventing them from moving away more than 1 tile, while the line and the ring attacks tether the mob directly to the goliath itself and drag them in. https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4 The tentacles can be manually removed after standing for 6 seconds, or by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits). They also naturally retract after 10/15 (cross/line and ring) seconds like before. Goliaths themselves have received a massive speed boost, going from 3 second movement delay to 1.2 seconds (150% buff) and no longer can friendly fire with their tentacles (and ancient goliaths have their trophy drop guaranteed) Brimdemons, lobstrocities, watchers and legions also received some changes: - Brimdemons no longer can wound with their beams (they were basically guaranteed to land a nasty burn wound with the initial blast), but are now affected by laser armor and their beam DOT (not the initial 25 burn damage upon firing) has been increased from 5 to 7. Their blasts can now be interrupted by hitting them from their side or from their back - Lobstrocities have had their retreat distance decreased from 8 to 6, making them much less likely to randomly lose aggro on the miner (their aggro range is 9 tiles, meaning that even a single tile of movement on miner's part will result in lobsters losing interest in them when on CD) - Watchers now try to stick to 3-5 (previously 4-6) tiles of distance between themselves and their target, and legions try to maintain 4-6 tiles of distance as opposed to running away completely. This should make fighting both of them more interesting and engaging, and make dealing with them during vents less cancerous. Sprites for the tentacle item and mob overlay are by thgvr from https://github.com/shiptest-ss13/Shiptest/pull/2432 ## Why It's Good For The Game Goliaths are extremely outdated in their attack design, 10 second hardstuns are basically a guaranteed death if there are any other mobs around and aren't very engaging to fight on their own as they are very easy to evade with 3 second movement delays. Change to lobstrocities should just make their AI less jank, and watcher/legion range changes should make them less slippery when fighting with PKC or zero range PKA, or during vent defense. ## Changelog 🆑 SmArtKar, thgvr balance: Goliaths no longer hardstun, but instead bind and drag their targets in with their tentacles. They are, however, much faster now. balance: Brimdemon beams can no longer wound, but deal a bit more DOT damage. Their beams can also be interrupted by hitting them from the side or back in melee. balance: Watchers and legions now try to maintain a few tiles of distance from their targets instead of retreating. fix: Lobstrocity AI should no longer sometimes flee out of their aggro range when retreating. /🆑
200 lines
5.4 KiB
Plaintext
200 lines
5.4 KiB
Plaintext
/// Keeps the parent within the distance of its owner as naturally as possible,
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/// but teleporting if necessary.
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/datum/component/leash
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/// The owner of the leash. If this is qdeleted, the leash is as well.
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var/atom/owner
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/// The maximum distance you can move from your owner
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var/distance
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/// The object type to create on the old turf when forcibly teleporting out
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var/force_teleport_out_effect
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/// The object type to create on the new turf when forcibly teleporting out
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var/force_teleport_in_effect
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/// Avoid sending out "too far" bubbles
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var/silent = FALSE
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/// Should we snap instead of teleporting back?
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var/snap_on_teleport = FALSE
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VAR_PRIVATE
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// Pathfinding can yield, so only move us closer if this is the best one
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current_path_tick = 0
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last_completed_path_tick = 0
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performing_path_move = FALSE
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/datum/component/leash/Initialize(
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atom/owner,
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distance = 3,
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force_teleport_out_effect,
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force_teleport_in_effect,
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silent = FALSE,
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snap_on_teleport = FALSE,
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)
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. = ..()
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if (!ismovable(parent))
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stack_trace("Parent must be a movable")
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return COMPONENT_INCOMPATIBLE
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if (!isatom(owner))
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stack_trace("[owner] (owner) is not an atom")
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return COMPONENT_INCOMPATIBLE
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if (!isnum(distance))
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stack_trace("[distance] (distance) must be a number")
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return COMPONENT_INCOMPATIBLE
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if (!isnull(force_teleport_out_effect) && !ispath(force_teleport_out_effect))
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stack_trace("force_teleport_out_effect must be null or a path, not [force_teleport_out_effect]")
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return COMPONENT_INCOMPATIBLE
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if (!isnull(force_teleport_in_effect) && !ispath(force_teleport_in_effect))
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stack_trace("force_teleport_in_effect must be null or a path, not [force_teleport_in_effect]")
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return COMPONENT_INCOMPATIBLE
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src.owner = owner
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src.distance = distance
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src.force_teleport_out_effect = force_teleport_out_effect
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src.force_teleport_in_effect = force_teleport_in_effect
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src.silent = silent
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src.snap_on_teleport = snap_on_teleport
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RegisterSignal(owner, COMSIG_QDELETING, PROC_REF(on_owner_qdel))
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RegisterSignal(parent, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(on_parent_pre_move))
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check_distance()
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if (!ismovable(owner))
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return
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var/static/list/container_connections = list(
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COMSIG_MOVABLE_MOVED = PROC_REF(on_owner_moved),
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)
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AddComponent(/datum/component/connect_containers, owner, container_connections)
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RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(on_owner_moved))
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/datum/component/leash/Destroy()
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owner = null
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return ..()
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/datum/component/leash/proc/set_distance(distance)
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ASSERT(isnum(distance))
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src.distance = distance
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check_distance()
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/datum/component/leash/proc/on_owner_qdel()
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SIGNAL_HANDLER
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PRIVATE_PROC(TRUE)
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qdel(src)
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/datum/component/leash/proc/on_owner_moved(atom/movable/source)
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SIGNAL_HANDLER
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PRIVATE_PROC(TRUE)
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check_distance()
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/datum/component/leash/proc/on_parent_pre_move(atom/movable/source, atom/new_location)
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SIGNAL_HANDLER
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PRIVATE_PROC(TRUE)
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if (performing_path_move)
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return NONE
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var/turf/new_location_turf = get_turf(new_location)
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if (get_dist(new_location_turf, owner) <= distance)
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return NONE
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if (ismob(source) && !silent)
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source.balloon_alert(source, "too far!")
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return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
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/datum/component/leash/proc/check_distance()
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set waitfor = FALSE
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PRIVATE_PROC(TRUE)
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if (get_dist(parent, owner) <= distance)
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return
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var/atom/movable/atom_parent = parent
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if (isnull(owner.loc))
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atom_parent.moveToNullspace() // If our parent is in nullspace I guess we gotta go there too
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return
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if (isnull(atom_parent.loc))
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force_teleport_back("in nullspace") // If we're in nullspace, get outta there
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return
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SEND_SIGNAL(parent, COMSIG_LEASH_PATH_STARTED)
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current_path_tick += 1
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var/our_path_tick = current_path_tick
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var/list/path = get_path_to(parent, owner, mintargetdist = distance)
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if (last_completed_path_tick > our_path_tick || QDELETED(src))
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return
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last_completed_path_tick = our_path_tick
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commit_path(path)
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/datum/component/leash/proc/commit_path(list/turf/path)
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SHOULD_NOT_SLEEP(TRUE)
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PRIVATE_PROC(TRUE)
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performing_path_move = TRUE
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var/atom/movable/movable_parent = parent
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for (var/turf/to_move as anything in path)
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// Could be an older path, don't make us teleport back
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if (!to_move.Adjacent(parent))
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continue
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if (!movable_parent.Move(to_move))
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force_teleport_back("bad path step")
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performing_path_move = FALSE
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return
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if (get_dist(parent, owner) > distance)
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force_teleport_back("incomplete path")
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performing_path_move = FALSE
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SEND_SIGNAL(parent, COMSIG_LEASH_PATH_COMPLETE)
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/datum/component/leash/proc/force_teleport_back(reason)
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PRIVATE_PROC(TRUE)
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if (snap_on_teleport)
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qdel(src)
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return
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var/atom/movable/movable_parent = parent
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if (force_teleport_out_effect)
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new force_teleport_out_effect(movable_parent.loc)
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movable_parent.forceMove(get_turf(owner))
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if (force_teleport_in_effect)
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new force_teleport_in_effect(movable_parent.loc)
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if (ismob(movable_parent))
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SSblackbox.record_feedback("tally", "leash_force_teleport_back", 1, reason)
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if(!silent)
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movable_parent.balloon_alert(movable_parent, "moved out of range!")
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SEND_SIGNAL(parent, COMSIG_LEASH_FORCE_TELEPORT)
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/// A debug spawner that will create a corgi leashed to a bike horn, plus a beam
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/obj/effect/spawner/debug_leash
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/obj/effect/spawner/debug_leash/Initialize(mapload)
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. = ..()
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var/obj/item/bikehorn/bike_horn = new(loc)
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var/mob/living/basic/pet/dog/corgi/corgi = new(loc)
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corgi.AddComponent(/datum/component/leash, bike_horn)
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corgi.Beam(bike_horn)
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