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