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## 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by thgvr from https://github.com/shiptest-ss13/Shiptest/pull/2432 ## Why It's Good For The Game Goliaths are extremely outdated in their attack design, 10 second hardstuns are basically a guaranteed death if there are any other mobs around and aren't very engaging to fight on their own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. /🆑
238 lines
9.3 KiB
Plaintext
238 lines
9.3 KiB
Plaintext
/// Slow moving mob which attempts to immobilise its target
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/mob/living/basic/mining/goliath
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name = "goliath"
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desc = "A hulking, armor-plated beast with long tendrils arching from its back."
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icon = 'icons/mob/simple/lavaland/lavaland_monsters_wide.dmi'
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icon_state = "goliath"
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icon_living = "goliath"
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icon_dead = "goliath_dead"
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pixel_x = -12
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base_pixel_x = -12
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gender = MALE // Female ones are the bipedal elites
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speed = 12
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basic_mob_flags = IMMUNE_TO_FISTS
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maxHealth = 300
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health = 300
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friendly_verb_continuous = "wails at"
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friendly_verb_simple = "wail at"
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speak_emote = list("bellows")
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obj_damage = 100
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melee_damage_lower = 25
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melee_damage_upper = 25
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attack_sound = 'sound/items/weapons/punch1.ogg'
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attack_verb_continuous = "pulverizes"
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attack_verb_simple = "pulverize"
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throw_blocked_message = "does nothing to the tough hide of"
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move_force = MOVE_FORCE_VERY_STRONG
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move_resist = MOVE_FORCE_VERY_STRONG
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pull_force = MOVE_FORCE_VERY_STRONG
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ai_controller = /datum/ai_controller/basic_controller/goliath
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crusher_loot = /obj/item/crusher_trophy/goliath_tentacle
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butcher_results = list(/obj/item/food/meat/slab/goliath = 2, /obj/item/stack/sheet/bone = 2)
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guaranteed_butcher_results = list(/obj/item/stack/sheet/animalhide/goliath_hide = 1)
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/// Icon state to use when tentacles are available
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var/tentacle_warning_state = "goliath_preattack"
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/// Can this kind of goliath be tamed?
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var/tameable = TRUE
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/// Can someone ride us around like a horse?
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var/saddled = FALSE
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/// Slight cooldown to prevent double-dipping if we use both abilities at once
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COOLDOWN_DECLARE(ability_animation_cooldown)
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/// Our base tentacles ability
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var/datum/action/cooldown/mob_cooldown/goliath_tentacles/tentacles
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/// Our melee tentacles ability
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var/datum/action/cooldown/mob_cooldown/tentacle_burst/melee_tentacles
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/// Our long-ranged tentacles ability
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var/datum/action/cooldown/mob_cooldown/tentacle_grasp/tentacle_line
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/// Things we want to eat off the floor (or a plate, we're not picky)
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var/static/list/goliath_foods = list(/obj/item/food/grown/ash_flora, /obj/item/food/bait/worm)
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/mob/living/basic/mining/goliath/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_TENTACLE_IMMUNE, INNATE_TRAIT)
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AddElement(/datum/element/ai_retaliate)
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_HEAVY)
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AddElement(/datum/element/basic_eating, heal_amt = 10, food_types = goliath_foods)
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AddElement(\
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/datum/element/change_force_on_death,\
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move_force = MOVE_FORCE_DEFAULT,\
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move_resist = MOVE_RESIST_DEFAULT,\
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pull_force = PULL_FORCE_DEFAULT,\
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)
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AddComponent(/datum/component/ai_target_timer)
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AddComponentFrom(INNATE_TRAIT, /datum/component/shovel_hands)
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if (tameable)
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AddComponent(/datum/component/tameable, tame_chance = 10, bonus_tame_chance = 5)
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tentacles = new (src)
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tentacles.Grant(src)
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melee_tentacles = new(src)
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melee_tentacles.Grant(src)
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AddComponent(/datum/component/revenge_ability, melee_tentacles, targeting = GET_TARGETING_STRATEGY(ai_controller.blackboard[BB_TARGETING_STRATEGY]), max_range = 1, target_self = TRUE)
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tentacle_line = new (src)
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tentacle_line.Grant(src)
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AddComponent(/datum/component/revenge_ability, tentacle_line, targeting = GET_TARGETING_STRATEGY(ai_controller.blackboard[BB_TARGETING_STRATEGY]), min_range = 2, max_range = 9)
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tentacles_ready()
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RegisterSignal(src, COMSIG_MOB_ABILITY_FINISHED, PROC_REF(used_ability))
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ai_controller.set_blackboard_key(BB_BASIC_FOODS, typecacheof(goliath_foods))
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ai_controller.set_blackboard_key(BB_GOLIATH_TENTACLES, tentacles)
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update_appearance(UPDATE_OVERLAYS)
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/mob/living/basic/mining/goliath/Destroy()
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QDEL_NULL(tentacles)
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QDEL_NULL(melee_tentacles)
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QDEL_NULL(tentacle_line)
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return ..()
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/mob/living/basic/mining/goliath/examine(mob/user)
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. = ..()
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if (saddled)
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. += span_info("Someone appears to have attached a saddle to this one.")
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// Goliaths can summon tentacles more frequently as they take damage, scary.
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/mob/living/basic/mining/goliath/apply_damage(damage, damagetype, def_zone, blocked, forced, spread_damage, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item, wound_clothing)
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. = ..()
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if (. <= 0)
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return
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if (tentacles.cooldown_time > 1 SECONDS)
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tentacles.cooldown_time -= 1 SECONDS
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/mob/living/basic/mining/goliath/attackby(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
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if (!istype(attacking_item, /obj/item/goliath_saddle))
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return ..()
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if (!tameable)
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balloon_alert(user, "doesn't fit!")
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return
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if (saddled)
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balloon_alert(user, "already saddled!")
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return
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if (!HAS_TRAIT(src, TRAIT_TAMED))
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balloon_alert(user, "too rowdy!")
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return
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balloon_alert(user, "affixing saddle...")
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if (!do_after(user, delay = 5.5 SECONDS, target = src))
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return
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balloon_alert(user, "ready to ride")
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qdel(attacking_item)
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make_rideable()
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/mob/living/basic/mining/goliath/proc/make_rideable()
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saddled = TRUE
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add_overlay("goliath_saddled")
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AddElement(/datum/element/ridable, /datum/component/riding/creature/goliath)
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/// When we use an ability, activate some kind of visual tell
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/mob/living/basic/mining/goliath/proc/used_ability(mob/living/source, datum/action/cooldown/ability)
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SIGNAL_HANDLER
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if (stat == DEAD || ability.IsAvailable())
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return // We died or the action failed for some reason like being out of range
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if (istype(ability, /datum/action/cooldown/mob_cooldown/goliath_tentacles))
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if (ability.cooldown_time <= 2 SECONDS)
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return
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icon_state = icon_living
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addtimer(CALLBACK(src, PROC_REF(tentacles_ready)), ability.cooldown_time - 2 SECONDS, TIMER_DELETE_ME)
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return
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if (!COOLDOWN_FINISHED(src, ability_animation_cooldown))
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return
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COOLDOWN_START(src, ability_animation_cooldown, 2 SECONDS)
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playsound(src, 'sound/effects/magic/demon_attack1.ogg', vol = 50, vary = TRUE)
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Shake(1, 0, 1.5 SECONDS)
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/// Called slightly before tentacles ability comes off cooldown, as a warning
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/mob/living/basic/mining/goliath/proc/tentacles_ready()
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if (stat == DEAD)
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return
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icon_state = tentacle_warning_state
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// Copy entire faction rather than just placing user into faction, to avoid tentacle peril on station
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/mob/living/basic/mining/goliath/befriend(mob/living/new_friend)
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. = ..()
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if(isnull(.))
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return
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SET_FACTION_AND_ALLIES_FROM(src, new_friend)
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/mob/living/basic/mining/goliath/RangedAttack(atom/atom_target, modifiers)
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tentacles?.Trigger(target = atom_target)
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/mob/living/basic/mining/goliath/ranged_secondary_attack(atom/atom_target, modifiers)
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tentacle_line?.Trigger(target = atom_target)
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/mob/living/basic/mining/goliath/update_overlays()
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. = ..()
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if (stat != DEAD)
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. += emissive_appearance(icon, "[icon_living]_e", src, effect_type = EMISSIVE_NO_BLOOM)
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/// Version of the goliath that already starts saddled and doesn't require a lasso to be ridden.
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/mob/living/basic/mining/goliath/deathmatch
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saddled = TRUE
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buckle_lying = 0
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/mob/living/basic/mining/goliath/deathmatch/Initialize(mapload)
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. = ..()
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make_rideable()
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/mob/living/basic/mining/goliath/deathmatch/make_rideable()
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add_overlay("goliath_saddled")
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AddElement(/datum/element/ridable, /datum/component/riding/creature/goliath/deathmatch)
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/// Legacy Goliath mob with different sprites, largely the same behaviour
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/mob/living/basic/mining/goliath/ancient
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name = "ancient goliath"
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desc = "A massive beast that uses long tentacles to ensnare its prey, threatening them is not advised under any conditions."
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icon = 'icons/mob/simple/lavaland/lavaland_monsters_wide.dmi'
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icon_state = "ancient_goliath"
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icon_living = "ancient_goliath"
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icon_dead = "ancient_goliath_dead"
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tentacle_warning_state = "ancient_goliath_preattack"
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tameable = FALSE
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/// Rare Goliath variant which occasionally replaces the normal mining mob, releases shitloads of tentacles
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/mob/living/basic/mining/goliath/ancient/immortal
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name = "immortal goliath"
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desc = "Goliaths are biologically immortal, and rare specimens have survived for centuries. \
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This one is clearly ancient, and its tentacles constantly churn the earth around it."
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maxHealth = 400
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health = 400
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crusher_drop_chance = 100
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/// Don't re-check nearby turfs for this long
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COOLDOWN_DECLARE(retarget_turfs_cooldown)
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/// List of places we might spawn a tentacle, if we're alive
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var/list/tentacle_target_turfs
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/mob/living/basic/mining/goliath/ancient/immortal/Life(seconds_per_tick)
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. = ..()
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if (!. || !isturf(loc))
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return
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if (!LAZYLEN(tentacle_target_turfs) || COOLDOWN_FINISHED(src, retarget_turfs_cooldown))
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cache_nearby_turfs()
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for (var/turf/target_turf in tentacle_target_turfs)
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if (target_turf.is_blocked_turf(exclude_mobs = TRUE))
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tentacle_target_turfs -= target_turf
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continue
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if (prob(10))
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new /obj/effect/goliath_tentacle(target_turf, src)
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/mob/living/basic/mining/goliath/ancient/immortal/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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if (loc == old_loc || stat == DEAD || !isturf(loc))
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return
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cache_nearby_turfs()
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/// Store nearby turfs in our list so we can pop them out later
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/mob/living/basic/mining/goliath/ancient/immortal/proc/cache_nearby_turfs()
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COOLDOWN_START(src, retarget_turfs_cooldown, 5 SECONDS)
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LAZYCLEARLIST(tentacle_target_turfs)
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for(var/turf/open/floor in orange(4, loc))
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LAZYADD(tentacle_target_turfs, floor)
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/// Use this to ride a goliath
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/obj/item/goliath_saddle
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name = "goliath saddle"
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desc = "This rough saddle will give you a serviceable seat upon a goliath! Provided you can get one to stand still."
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icon = 'icons/obj/mining.dmi'
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icon_state = "goliath_saddle"
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