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## About The Pull Request This PR enables most mobs to take stamina damage, become slowed as a result of taking stamina damage. It also gives most mobs CANSTUN which not only allows them to enter stamcrit from taking stamina damage but also makes them vulnerable to mechanics like stun batons. Mobs which already took stamina damage (Spiders and Space Dragons) still work the same way. Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts, and most kinds of mob closely associated with antagonists still don't take stamina damage. ## Why It's Good For The Game A new player armed with a disabler will probably try and use it on aggressive animals and be disappointed, but I don't think there is any _reason_ for them to be disappointed when it's already something they are doing merely to delay being attacked rather than to kill the target. It's not intuitive for these mechanics not to function against simple mobs when they do against humans, _especially_ the kinds of mobs which look like humans, and there isn't any technical reason why it _couldn't_ work against most mobs which it looks like they should work against. While this reduces the threat level of some mobs against Security players I think the greater interaction with the sandbox is beneficial. I'm hopeful it doesn't have that much effect on many of the most common places you encounter dangerous mobs like Space Ruins or Gateways as they are also places where you can't reliably recharge your energy-based stamina weapons as most that don't require energy do require getting into melee and endangering yourself. ## Changelog 🆑 balance: Most biological mobs are now slowed by taking stamina damage, and can be stunned. Mechanical mobs, mining mobs, and several other special kinds (chiefly those invoked by antagonists) are unaffected. If this seems to effect any mob it probably shouldn't, please report it as a bug. /🆑
105 lines
3.2 KiB
Plaintext
105 lines
3.2 KiB
Plaintext
/// A nasty little robotic bug that dusts people on attack. Jeepers. This should be a very, very, very rare spawn.
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/mob/living/basic/supermatter_spider
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name = "supermatter spider"
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desc= "A sliver of supermatter placed upon a robotically enhanced pedestal."
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icon = 'icons/mob/simple/smspider.dmi'
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icon_state = "smspider"
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icon_living = "smspider"
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icon_dead = "smspider_dead"
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gender = NEUTER
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status_flags = CANPUSH
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mob_biotypes = MOB_BUG|MOB_ROBOTIC
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speak_emote = list("vibrates")
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attack_verb_continuous = "slices"
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attack_verb_simple = "slice"
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attack_sound = 'sound/effects/supermatter.ogg'
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attack_vis_effect = ATTACK_EFFECT_CLAW
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maxHealth = 10
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health = 10
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minimum_survivable_temperature = TCMB
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maximum_survivable_temperature = T0C + 1250
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habitable_atmos = null
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death_message = "falls to the ground, its shard dulling to a miserable grey!"
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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faction = list(FACTION_HOSTILE)
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// Gold, supermatter tinted
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lighting_cutoff_red = 30
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lighting_cutoff_green = 30
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lighting_cutoff_blue = 10
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ai_controller = /datum/ai_controller/basic_controller/supermatter_spider
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/// If we successfully dust something, should we die?
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var/single_use = TRUE
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/mob/living/basic/supermatter_spider/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/swarming)
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AddElement(/datum/element/ai_retaliate)
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_CLAW)
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/// Proc that we call on attacking something to dust 'em.
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/mob/living/basic/supermatter_spider/early_melee_attack(atom/target, list/modifiers, ignore_cooldown)
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. = ..()
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if(!.)
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return FALSE
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if(isliving(target))
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var/mob/living/victim = target
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victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
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dust_feedback(target)
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victim.dust()
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if(single_use)
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death()
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return FALSE
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if(!isturf(target))
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dust_feedback(target)
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qdel(target)
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if(single_use)
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death()
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return FALSE
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/// Simple proc that plays the supermatter dusting sound and sends a visible message.
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/mob/living/basic/supermatter_spider/proc/dust_feedback(atom/target)
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playsound(get_turf(src), 'sound/effects/supermatter.ogg', 10, TRUE)
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visible_message(span_danger("[src] knocks into [target], turning [target.p_them()] to dust in a brilliant flash of light!"))
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/mob/living/basic/supermatter_spider/overcharged
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name = "overcharged supermatter spider"
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desc = "A sliver of overcharged supermatter placed upon a robotically enhanced pedestal. This one seems especially dangerous."
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icon_state = "smspideroc"
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icon_living = "smspideroc"
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maxHealth = 25
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health = 25
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single_use = FALSE
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/datum/ai_controller/basic_controller/supermatter_spider
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic,
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)
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/attack_obstacle_in_path,
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/datum/ai_planning_subtree/random_speech/supermatter_spider,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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)
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/datum/ai_planning_subtree/random_speech/supermatter_spider
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speech_chance = 7
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emote_hear = list("clinks", "clanks")
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emote_see = list("vibrates")
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