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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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#define PHASEREGEN_FILTER "healing_glow"
#define RUIN_QUEUE "the_thing_depleter"
/mob/living/basic/boss/thing
name = "\improper Thing"
icon = 'icons/mob/simple/icemoon/thething.dmi'
icon_state = "p1"
icon_dead = "dead"
gender = NEUTER
maxHealth = 1800 //nicely divisible by three
health = 1800
armour_penetration = 40
melee_damage_lower = 30
melee_damage_upper = 30
mob_biotypes = MOB_ORGANIC|MOB_SPECIAL|MOB_MINING
sharpness = SHARP_EDGED
melee_attack_cooldown = CLICK_CD_SLOW
attack_verb_continuous = "eviscerates"
attack_verb_simple = "eviscerate"
attack_sound = 'sound/items/weapons/bladeslice.ogg'
attack_vis_effect = ATTACK_EFFECT_SLASH
speed = 3.5 //dont make this any faster PLEASE
gps_name = "L-4 Biohazard Beacon"
ai_controller = /datum/ai_controller/basic_controller/thing_boss
crusher_loot = list(/obj/item/crusher_trophy/flesh_glob)
mouse_opacity = MOUSE_OPACITY_OPAQUE
achievements = list(
/datum/award/achievement/boss/boss_killer,
/datum/award/achievement/boss/thething_kill,
/datum/award/score/boss_score,
/datum/award/score/thething_score,
)
crusher_achievement_type = /datum/award/achievement/boss/thething_crusher
victor_memory_type = /datum/memory/megafauna_slayer
/// Current phase of the boss fight
var/phase = 1
/// Time the Thing will be invulnerable between phases
var/phase_invul_time = 10 SECONDS
/// timer of phase invulnerability between phases
var/phase_invulnerability_timer
// ruin logic
/// if true, this boss may only be killed proper in its ruin by the associated machines as part of the bossfight.
var/maploaded = TRUE
/// where we spawned. not set if not maploaded
var/turf/spawn_loc
/// return timer
var/return_timer
/mob/living/basic/boss/thing/Initialize(mapload)
. = ..()
AddElement(/datum/element/death_drops, /obj/item/keycard/thing_boss, FALSE)
var/static/list/innate_actions = list(
/datum/action/cooldown/mob_cooldown/the_thing/decimate = BB_THETHING_DECIMATE,
/datum/action/cooldown/mob_cooldown/charge/the_thing = BB_THETHING_CHARGE,
/datum/action/cooldown/mob_cooldown/the_thing/big_tendrils = BB_THETHING_BIGTENDRILS,
/datum/action/cooldown/mob_cooldown/the_thing/shriek = BB_THETHING_SHRIEK,
/datum/action/cooldown/mob_cooldown/the_thing/cardinal_tendrils = BB_THETHING_CARDTENDRILS,
/datum/action/cooldown/mob_cooldown/the_thing/acid_spit = BB_THETHING_ACIDSPIT,
)
grant_actions_by_list(innate_actions)
AddElement(/datum/element/relay_attackers) // used to immediately aggro if shot from outside aggro range
RegisterSignal(src, COMSIG_ATOM_WAS_ATTACKED, PROC_REF(immediate_aggro))
maploaded = mapload
if(!maploaded)
return
spawn_loc = loc
RegisterSignal(src, COMSIG_AI_BLACKBOARD_KEY_SET(BB_BASIC_MOB_CURRENT_TARGET), PROC_REF(target_gained))
RegisterSignal(src, COMSIG_AI_BLACKBOARD_KEY_CLEARED(BB_BASIC_MOB_CURRENT_TARGET), PROC_REF(target_lost))
SSqueuelinks.add_to_queue(src, RUIN_QUEUE, 0)
return INITIALIZE_HINT_LATELOAD
/mob/living/basic/boss/thing/LateInitialize()
SSqueuelinks.pop_link(RUIN_QUEUE)
/mob/living/basic/boss/thing/update_icon_state()
. = ..()
if(stat)
icon_state = "dead"
return
icon_state = "p[phase]"
icon_living = icon_state
/mob/living/basic/boss/thing/adjust_health(amount, updating_health = TRUE, forced = FALSE)
if(phase_invulnerability_timer || phase == 3 || stat || amount <= 0)
return ..()
var/potential_excess = bruteloss + amount - (maxHealth/3)*phase
if(potential_excess > 0)
amount -= potential_excess
. = ..()
if(bruteloss >= (maxHealth/3)*phase)
phase_health_depleted()
/mob/living/basic/boss/thing/proc/phase_health_depleted()
if(phase_invulnerability_timer)
return //wtf?
if(!maploaded || client)
phase_successfully_depleted()
return
if(!client && istype(get_area(src), /area/station)) //retreat to station if AI controlled
return_to_spawnloc()
return
add_traits(list(TRAIT_GODMODE, TRAIT_IMMOBILIZED), MEGAFAUNA_TRAIT)
balloon_alert_to_viewers("invulnerable! overload the machines!")
visible_message(span_danger("[src] drops to the ground staggered, unable to keep up with injuries!"))
phase_invulnerability_timer = addtimer(CALLBACK(src, PROC_REF(phase_too_slow)), phase_invul_time, TIMER_STOPPABLE|TIMER_UNIQUE)
add_filter(PHASEREGEN_FILTER, 2, list("type" = "outline", "color" = COLOR_PALE_GREEN, "alpha" = 0, "size" = 1))
var/filter = get_filter(PHASEREGEN_FILTER)
animate(filter, alpha = 200, time = 0.5 SECONDS, loop = -1)
animate(alpha = 0, time = 0.5 SECONDS)
SEND_SIGNAL(src, COMSIG_MEGAFAUNA_THETHING_PHASEUPDATED)
/// Delete our return timer when we gain a target if we started premapped
/mob/living/basic/boss/thing/proc/target_gained(datum/source)
SIGNAL_HANDLER
if(!return_timer)
return
deltimer(return_timer)
return_timer = null
/// If we started premapped, and we lost our target, start a 3 minute timer to return to spawn turf unless we gain aggro again
/mob/living/basic/boss/thing/proc/target_lost(datum/source)
SIGNAL_HANDLER
if(stat || client || loc == spawn_loc || return_timer)
return
return_timer = addtimer(CALLBACK(src, PROC_REF(return_to_spawn_check)), 3 MINUTES, TIMER_STOPPABLE | TIMER_DELETE_ME)
/// Return us to our spawn loc (ruin boss only) if we are alive and have an ai controller and our loc isnt the spawn loc
/mob/living/basic/boss/thing/proc/return_to_spawn_check()
if(isnull(ai_controller) || QDELETED(src) || loc == spawn_loc || stat || client)
return
return_to_spawnloc()
/mob/living/basic/boss/thing/proc/return_to_spawnloc()
if(isnull(spawn_loc))
CRASH("The Thing tried to return to spawn_loc but it was null! This shouldnt happen")
for(var/turf/open/target in RANGE_TURFS(1, loc))
new /obj/effect/temp_visual/mook_dust(target)
playsound(loc, 'sound/effects/meteorimpact.ogg', 40, TRUE)
visible_message(span_danger("[src] retreats through the ground back to where it came from!"))
forceMove(spawn_loc)
/// The Thing is successfully hit by incendiary fire while downed by damage (alternatively takes too much damage if not ruin spawned)
/mob/living/basic/boss/thing/proc/phase_successfully_depleted()
playsound(src, 'sound/effects/pop_expl.ogg', 65)
ai_controller?.set_blackboard_key(BB_THETHING_NOAOE, FALSE)
remove_traits(list(TRAIT_GODMODE, TRAIT_IMMOBILIZED), MEGAFAUNA_TRAIT)
deltimer(phase_invulnerability_timer)
phase_invulnerability_timer = null
if(phase < 3) //after phase 3 we literally just die
phase++
emote("scream")
update_appearance()
var/filter = get_filter(PHASEREGEN_FILTER)
if(!isnull(filter))
animate(filter)
remove_filter(PHASEREGEN_FILTER)
SEND_SIGNAL(src, COMSIG_MEGAFAUNA_THETHING_PHASEUPDATED)
new /obj/effect/gibspawner/human/bodypartless(loc)
/mob/living/basic/boss/thing/proc/phase_too_slow()
phase_invulnerability_timer = null
remove_traits(list(TRAIT_GODMODE, TRAIT_IMMOBILIZED), MEGAFAUNA_TRAIT)
balloon_alert_to_viewers("recovers!")
visible_message(span_danger("[src] recovers from the damage! Too slow!"))
adjust_health(-(maxHealth/3) * 0.5) //half of a phase (which is a third of maxhealth)
var/filter = get_filter(PHASEREGEN_FILTER)
if(!isnull(filter))
animate(filter)
remove_filter(PHASEREGEN_FILTER)
emote("roar")
SEND_SIGNAL(src, COMSIG_MEGAFAUNA_THETHING_PHASEUPDATED)
/// Immediately set out blackboard target key (if empty) to whoever attacks us; this is primarily because it has a lowered aggro range and a high sight range
/mob/living/basic/boss/thing/proc/immediate_aggro(datum/source, mob/attacker, flags)
SIGNAL_HANDLER
if(isnull(ai_controller) || stat || !istype(attacker) || ai_controller.blackboard_key_exists(BB_BASIC_MOB_CURRENT_TARGET))
return
ai_controller?.set_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET, attacker)
/mob/living/basic/boss/thing/vv_edit_var(vname, vval)
. = ..()
if(vname == NAMEOF(src, phase))
ai_controller?.set_blackboard_key(BB_THETHING_NOAOE, phase > 1 ? FALSE : TRUE)
update_appearance()
/mob/living/basic/boss/thing/Destroy()
spawn_loc = null
return ..()
/mob/living/basic/boss/thing/with_ruin_loot/Initialize(mapload)
. = ..()
AddElement(/datum/element/death_drops, /obj/item/organ/brain/cybernetic/ai, FALSE)
// special stuff for our ruin to make a cooler bossfight
/obj/structure/thing_boss_phase_depleter
name = "Molecular Accelerator"
desc = "Weird-ass lab equipment."
icon_state = "thingdepleter"
anchored = TRUE
density = TRUE
move_resist = INFINITY
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/// is this not broken yet
var/functional = TRUE
/// boss weakref
var/datum/weakref/boss_weakref
/obj/structure/thing_boss_phase_depleter/Initialize(mapload)
. = ..()
go_in_floor()
SSqueuelinks.add_to_queue(src, RUIN_QUEUE, 0)
/obj/structure/thing_boss_phase_depleter/MatchedLinks(id, list/partners)
if(id != RUIN_QUEUE)
return
var/mob/living/basic/boss/thing/thing = locate() in partners
if(isnull(thing))
qdel(src)
return
boss_weakref = WEAKREF(thing)
RegisterSignal(thing, COMSIG_MEGAFAUNA_THETHING_PHASEUPDATED, PROC_REF(thing_phaseupdated))
/obj/structure/thing_boss_phase_depleter/proc/thing_phaseupdated(mob/living/basic/boss/thing/source)
SIGNAL_HANDLER
if(!functional)
return
if(source.phase_invulnerability_timer)
go_out_floor()
else
go_in_floor()
/obj/structure/thing_boss_phase_depleter/examine(mob/user)
. = ..()
. += density ? span_boldnotice("It may be possible to overload this and destroy that things defenses...") : span_bolddanger("The machine is currently being restrained by tendrils.")
/obj/structure/thing_boss_phase_depleter/proc/set_circuit_floor(state)
for(var/turf/open/floor/circuit/circuit in RANGE_TURFS(1, loc))
circuit.on = state
circuit.update_appearance()
/obj/structure/thing_boss_phase_depleter/proc/go_in_floor()
if(!density)
return
density = FALSE
obj_flags &= ~CAN_BE_HIT
set_circuit_floor(FALSE)
name = "hatch"
icon_state = "thingdepleter_infloor"
/obj/structure/thing_boss_phase_depleter/proc/go_out_floor()
if(density)
return
density = TRUE
obj_flags |= CAN_BE_HIT
set_circuit_floor(TRUE)
name = initial(name)
icon_state = "thingdepleter"
new /obj/effect/temp_visual/mook_dust(loc)
/obj/structure/thing_boss_phase_depleter/interact(mob/user, list/modifiers)
var/mob/living/basic/boss/thing/the_thing = boss_weakref?.resolve()
if(!the_thing || !functional || !density)
return
if(!user.can_perform_action(src) || !user.can_interact_with(src))
return
balloon_alert_to_viewers("overloading...")
icon_state = "thingdepleter_overriding"
if(!do_after(user, 1 SECONDS, target = src))
if(density)
icon_state = "thingdepleter"
return
new /obj/effect/temp_visual/circle_wave/orange(loc)
playsound(src, 'sound/effects/explosion/explosion3.ogg', 100)
animate(src, transform = matrix()*1.5, time = 0.2 SECONDS)
animate(transform = matrix(), time = 0)
the_thing.phase_successfully_depleted()
functional = FALSE
go_in_floor()
icon_state = "thingdepleter_overriding"
addtimer(VARSET_CALLBACK(src, icon_state, "thingdepleter_broken"), 0.2 SECONDS)
/obj/effect/temp_visual/circle_wave/orange
color = COLOR_ORANGE
/obj/structure/aggro_gate
name = "biohazard gate"
desc = "A wall of solid light, only activating when a human is endangered by a biohazard, unfortunately that does little for safety as it locks you in with said biohazard. Virtually indestructible, you must evade (or kill) the threat."
icon = 'icons/effects/effects.dmi'
icon_state = "wave2"
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
move_resist = MOVE_FORCE_OVERPOWERING
opacity = FALSE
density = FALSE
invisibility = INVISIBILITY_MAXIMUM
anchored = TRUE
/// queue id
var/queue_id = RUIN_QUEUE
/// blackboard key for target
var/target_bb_key = BB_BASIC_MOB_CURRENT_TARGET
/obj/structure/aggro_gate/Initialize(mapload)
. = ..()
SSqueuelinks.add_to_queue(src, queue_id)
/obj/structure/aggro_gate/MatchedLinks(id, list/partners)
if(id != queue_id)
return
for(var/mob/living/partner in partners)
RegisterSignal(partner, COMSIG_AI_BLACKBOARD_KEY_SET(target_bb_key), PROC_REF(bar_the_gates))
RegisterSignals(partner, list(COMSIG_AI_BLACKBOARD_KEY_CLEARED(target_bb_key), COMSIG_LIVING_DEATH, COMSIG_MOB_LOGIN), PROC_REF(open_gates))
/obj/structure/aggro_gate/proc/bar_the_gates(mob/living/source)
SIGNAL_HANDLER
var/atom/target = source.ai_controller?.blackboard[target_bb_key]
if (QDELETED(target))
return
invisibility = INVISIBILITY_NONE
density = TRUE
playsound(src, SFX_SPARKS, 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
do_sparks(3, cardinal_only = FALSE, source = src)
/obj/structure/aggro_gate/proc/open_gates(mob/living/source)
playsound(src, SFX_SPARKS, 100, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
do_sparks(3, cardinal_only = FALSE, source = src)
density = FALSE
invisibility = INVISIBILITY_MAXIMUM
#undef PHASEREGEN_FILTER
#undef RUIN_QUEUE