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san7890 8f73588d9a Blood Drunk Miner Basic Boss Refactor - "Similar Enough" Edition (#94728)
## About The Pull Request

I thought megafauna were hard to refactor into simple mobs, and they
kinda are, but also enough work has been done on them through various
refactors (e.g. mob abilities) that it's not _too_ bad, but I didn't
really relish working on it.

Regardless, it's refactored! A few more of the ol' simple mobs flushed
down the toilet, with a bunch more features to make porting over more
`megafauna` to the basic mob's `boss` framework even simpler. There's
some weird patterns that are introduced in here to better fit the old
system's parity, but I don't really mind having done that since it's
more important to get stuff out of the simple mob framework and into
something a bit easier to work with and extend.

Here are all of the changes I can recall having made:

* A lot of the documentation regarding the blood drunk miner did not
actually meet reality. The current refactor reflects what the code was
actually doing, not what was documented.
* The code regarding using the saw's `melee attack chain` stuff wasn't
changed. Sorry but I can't even start to unravel that, I just overrode
the whole attack thing because it's not really incorporable from what I
was finding.
* Basic mobs operate differently than simple mobs, thus this mob will be
"harder" for a shorter amount of time as people are not used to the
current timings/pathfinding behavior/cooldowns/etc. of the modern blood
drunk miner. The overall difficulty didn't feel too different to me in
my playtesting, but changes can certainly be made if someone can tell me
which variable to fix.
* Basic Bosses now appear in the orbit menu as mob POIs, parity with
megafauna
* Basic Bosses can now use the boss music component.
## Why It's Good For The Game

Cleans up the code by incorporating it into a modern framework that
already accounts for a lot of the stuff that was taken for granted 8-9
years ago when this was first implemented, and tries to keep any
possible number the same in doing so. Should be much easier to add new
graphics or overhaul the boss's AI to transform it into something even
more interesting should someone choose to do so.

Let me know if I fucked up with signals/ai behavior patterns/etc.
somewhere as it's been a while since I touched this stuff and I had to
clean out a lot of cobwebs in my brain to get to this implementation.
## Changelog
🆑
balance: Miners Beware: Blood Drunk Miners have been refactored into
basic mobs. This means their timings and such may be a bit more
unpredictable than what you're used to. The difficulty should be about
the same, but do approach with caution lest you get devoured...
/🆑

Hopefully more people can pitch in with refactoring megafauna now... not
too bad anymore after I fixed some of the jank...
2026-01-12 01:36:54 +00:00

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GLOBAL_DATUM_INIT(orbit_menu, /datum/orbit_menu, new)
/datum/orbit_menu
///mobs worth orbiting. Because spaghetti, all mobs have the point of interest, but only some are allowed to actually show up.
///this obviously should be changed in the future, so we only add mobs as POI if they actually are interesting, and we don't use
///a typecache.
var/static/list/mob_allowed_typecache
/datum/orbit_menu/ui_state(mob/user)
return GLOB.observer_state
/datum/orbit_menu/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
ui = new(user, src, "Orbit")
ui.open()
/datum/orbit_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("orbit")
var/ref = params["ref"]
var/auto_observe = params["auto_observe"]
var/atom/poi = SSpoints_of_interest.get_poi_atom_by_ref(ref)
if((ismob(poi) && !SSpoints_of_interest.is_valid_poi(poi, CALLBACK(src, PROC_REF(validate_mob_poi)))) \
|| !SSpoints_of_interest.is_valid_poi(poi)
)
to_chat(usr, span_notice("That point of interest is no longer valid."))
return TRUE
var/mob/dead/observer/user = usr
user.ManualFollow(poi)
user.reset_perspective(null)
user.orbiting_ref = ref
if (auto_observe)
if (poi != user)
user.do_observe(poi)
return TRUE
if ("refresh")
ui.send_full_update()
return TRUE
return FALSE
/datum/orbit_menu/ui_data(mob/user)
var/list/data = list()
if(isobserver(user))
data["orbiting"] = get_currently_orbiting(user)
return data
/datum/orbit_menu/ui_static_data(mob/user)
var/list/new_mob_pois = SSpoints_of_interest.get_mob_pois(CALLBACK(src, PROC_REF(validate_mob_poi)), append_dead_role = FALSE)
var/list/new_other_pois = SSpoints_of_interest.get_other_pois()
var/is_admin = user?.client?.holder
var/list/alive = list()
var/list/antagonists = list()
var/list/critical = list()
var/list/deadchat_controlled = list()
var/list/dead = list()
var/list/ghosts = list()
var/list/misc = list()
var/list/npcs = list()
for(var/name in new_mob_pois)
var/list/serialized = list()
var/mob/mob_poi = new_mob_pois[name]
var/number_of_orbiters = length(mob_poi.get_all_orbiters())
serialized["ref"] = REF(mob_poi)
serialized["full_name"] = name
if(number_of_orbiters)
serialized["orbiters"] = number_of_orbiters
if (is_admin)
serialized["ckey"] = mob_poi.ckey
if(mob_poi.GetComponent(/datum/component/deadchat_control))
deadchat_controlled += list(serialized)
if(isobserver(mob_poi))
ghosts += list(serialized)
continue
if(mob_poi.stat == DEAD)
dead += list(serialized)
continue
if(isnull(mob_poi.mind))
if(isliving(mob_poi))
var/mob/living/npc = mob_poi
serialized["health"] = FLOOR((npc.health / npc.maxHealth * 100), 1)
npcs += list(serialized)
continue
serialized["client"] = !!mob_poi.client
serialized["name"] = mob_poi.real_name
if(isliving(mob_poi))
serialized += get_living_data(mob_poi)
var/list/antag_data = get_antag_data(mob_poi.mind, is_admin)
if(length(antag_data))
serialized += antag_data
antagonists += list(serialized)
continue
alive += list(serialized)
for(var/name in new_other_pois)
var/atom/atom_poi = new_other_pois[name]
// Deadchat Controlled objects are orbitable
if(atom_poi.GetComponent(/datum/component/deadchat_control))
var/number_of_orbiters = length(atom_poi.get_all_orbiters())
deadchat_controlled += list(list(
"ref" = REF(atom_poi),
"full_name" = name,
"orbiters" = number_of_orbiters,
))
continue
var/list/other_data = get_misc_data(atom_poi)
var/misc_data = list(other_data[1])
misc += misc_data
if(other_data[2]) // Critical = TRUE
critical += misc_data
return list(
"alive" = alive,
"antagonists" = antagonists,
"critical" = critical,
"deadchat_controlled" = deadchat_controlled,
"dead" = dead,
"ghosts" = ghosts,
"misc" = misc,
"npcs" = npcs,
"can_observe" = !HAS_TRAIT(user, TRAIT_NO_OBSERVE),
)
/// Shows the UI to the specified user.
/datum/orbit_menu/proc/show(mob/user)
ui_interact(user)
/// Helper function to get threat type, group, overrides for job and icon
/datum/orbit_menu/proc/get_antag_data(datum/mind/poi_mind, is_admin) as /list
var/list/serialized = list()
for(var/datum/antagonist/antag as anything in poi_mind.antag_datums)
if(!antag.show_to_ghosts && !is_admin)
continue
serialized["antag"] = antag.name
serialized["antag_group"] = antag.antagpanel_category
serialized["antag_icon"] = antag.antag_hud_name
return serialized
/// Helper to get the current thing we're orbiting (if any)
/datum/orbit_menu/proc/get_currently_orbiting(mob/dead/observer/user)
if(isnull(user.orbiting_ref))
return
var/atom/poi = SSpoints_of_interest.get_poi_atom_by_ref(user.orbiting_ref)
if(isnull(poi))
user.orbiting_ref = null
return
if((ismob(poi) && !SSpoints_of_interest.is_valid_poi(poi, CALLBACK(src, PROC_REF(validate_mob_poi)))) \
|| !SSpoints_of_interest.is_valid_poi(poi)
)
user.orbiting_ref = null
return
var/list/serialized = list()
if(!ismob(poi))
var/list/misc_info = get_misc_data(poi)
serialized += misc_info[1]
return serialized
var/mob/mob_poi = poi
serialized["full_name"] = mob_poi.name
serialized["ref"] = REF(poi)
if(mob_poi.mind)
serialized["client"] = !!mob_poi.client
serialized["name"] = mob_poi.real_name
if(isliving(mob_poi))
serialized += get_living_data(mob_poi)
return serialized
/// Helper function to get job / icon / health data for a living mob
/datum/orbit_menu/proc/get_living_data(mob/living/player) as /list
var/list/serialized = list()
serialized["health"] = FLOOR((player.health / player.maxHealth * 100), 1)
if(issilicon(player))
serialized["job"] = player.job
serialized["icon"] = "borg"
return serialized
var/obj/item/card/id/id_card = player.get_idcard(hand_first = FALSE)
serialized["job"] = id_card?.get_trim_assignment()
serialized["icon"] = id_card?.get_trim_sechud_icon_state()
var/datum/job/job = player.mind?.assigned_role
if (isnull(job))
return serialized
serialized["mind_job"] = job.title
var/datum/outfit/outfit = job.get_outfit()
if (isnull(outfit))
return serialized
var/datum/id_trim/trim = outfit.id_trim
if (!isnull(trim))
serialized["mind_icon"] = trim::sechud_icon_state
return serialized
/// Gets a list: Misc data and whether it's critical. Handles all snowflakey type cases
/datum/orbit_menu/proc/get_misc_data(atom/movable/atom_poi) as /list
var/list/misc = list()
var/critical = FALSE
misc["ref"] = REF(atom_poi)
misc["full_name"] = atom_poi.name
// Display the supermatter crystal integrity
if(istype(atom_poi, /obj/machinery/power/supermatter_crystal))
var/obj/machinery/power/supermatter_crystal/crystal = atom_poi
var/integrity = round(crystal.get_integrity_percent())
misc["extra"] = "Integrity: [integrity]%"
if(integrity < 10)
critical = TRUE
return list(misc, critical)
// Display the nuke timer
if(istype(atom_poi, /obj/machinery/nuclearbomb))
var/obj/machinery/nuclearbomb/bomb = atom_poi
if(bomb.timing)
misc["extra"] = "Timer: [bomb.countdown?.displayed_text]s"
critical = TRUE
return list(misc, critical)
// Display the holder if its a nuke disk
if(istype(atom_poi, /obj/item/disk/nuclear))
var/obj/item/disk/nuclear/disk = atom_poi
var/mob/holder = disk.pulledby || get(disk, /mob)
misc["extra"] = "Location: [holder?.real_name || "Unsecured"]"
return list(misc, critical)
// Display singuloths if they exist
if(istype(atom_poi, /obj/singularity))
var/obj/singularity/singulo = atom_poi
misc["extra"] = "Energy: [round(singulo.energy)]"
if(singulo.current_size > 2)
critical = TRUE
return list(misc, critical)
return list(misc, critical)
/**
* Helper POI validation function passed as a callback to various SSpoints_of_interest procs.
*
* Provides extended validation above and beyond standard, limiting mob POIs without minds or ckeys
* unless they're mobs, eye mobs or megafauna. Also allows exceptions for mobs that are deadchat controlled.
*
* If they satisfy that requirement, falls back to default validation for the POI.
*/
/datum/orbit_menu/proc/validate_mob_poi(datum/point_of_interest/mob_poi/potential_poi)
var/mob/potential_mob_poi = potential_poi.target
if(!potential_mob_poi.mind && !potential_mob_poi.ckey)
if(!mob_allowed_typecache)
mob_allowed_typecache = typecacheof(list(
/mob/eye,
/mob/living/basic/boss,
/mob/living/basic/regal_rat,
/mob/living/simple_animal/bot,
/mob/living/simple_animal/hostile/megafauna,
))
if(!is_type_in_typecache(potential_mob_poi, mob_allowed_typecache) && !potential_mob_poi.GetComponent(/datum/component/deadchat_control))
return FALSE
return potential_poi.validate()