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115 lines
3.8 KiB
Plaintext
115 lines
3.8 KiB
Plaintext
/**
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* ## Lightgeists
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*
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* Small critters meant to heal other living mobs and unable to interact with almost everything else.
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*
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*/
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/mob/living/basic/lightgeist
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name = "lightgeist"
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desc = "This small floating creature is a completely unknown form of life... being near it fills you with a sense of tranquility."
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icon_state = "lightgeist"
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icon_living = "lightgeist"
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icon_dead = "butterfly_dead"
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response_help_continuous = "waves away"
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response_help_simple = "wave away"
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response_disarm_continuous = "brushes aside"
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response_disarm_simple = "brush aside"
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response_harm_continuous = "disrupts"
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response_harm_simple = "disrupt"
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speak_emote = list("oscillates")
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maxHealth = 2
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health = 2
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melee_damage_lower = 5
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melee_damage_upper = 5
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melee_attack_cooldown = 5 SECONDS
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friendly_verb_continuous = "taps"
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friendly_verb_simple = "tap"
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density = FALSE
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basic_mob_flags = DEL_ON_DEATH
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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mob_size = MOB_SIZE_TINY
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gold_core_spawnable = HOSTILE_SPAWN
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verb_say = "warps"
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verb_ask = "floats inquisitively"
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verb_exclaim = "zaps"
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verb_yell = "bangs"
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initial_language_holder = /datum/language_holder/lightbringer
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, STAMINA = 1, OXY = 0)
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light_range = 4
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faction = list(FACTION_NEUTRAL)
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unsuitable_atmos_damage = 0
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minimum_survivable_temperature = 0
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maximum_survivable_temperature = 1500
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obj_damage = 0
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environment_smash = ENVIRONMENT_SMASH_NONE
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ai_controller = /datum/ai_controller/basic_controller/lightgeist
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/mob/living/basic/lightgeist/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
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remove_verb(src, /mob/living/verb/pulled)
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remove_verb(src, /mob/verb/me_verb)
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var/datum/atom_hud/medical_sensor = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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medical_sensor.show_to(src)
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AddElement(/datum/element/simple_flying)
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AddComponent(\
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/datum/component/healing_touch,\
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heal_brute = melee_damage_upper,\
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heal_burn = melee_damage_upper,\
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heal_time = 0,\
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valid_targets_typecache = typecacheof(list(/mob/living)),\
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action_text = "%SOURCE% begins mending the wounds of %TARGET%",\
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complete_text = "%TARGET%'s wounds mend together.",\
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)
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/mob/living/basic/lightgeist/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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. = ..()
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if (. && isliving(target))
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faction |= REF(target) // Anyone we heal will treat us as a friend
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/mob/living/basic/lightgeist/ghost()
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. = ..()
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if(.)
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death()
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/datum/ai_controller/basic_controller/lightgeist
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blackboard = list(
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BB_TARGETING_STRATEGY = /datum/targeting_strategy/lightgeist,
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)
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ai_traits = PASSIVE_AI_FLAGS
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ai_movement = /datum/ai_movement/basic_avoidance
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idle_behavior = /datum/idle_behavior/idle_random_walk/less_walking
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planning_subtrees = list(
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/datum/ai_planning_subtree/simple_find_target,
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/datum/ai_planning_subtree/basic_melee_attack_subtree, // We heal things by attacking them
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)
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/// Attack only mobs who have damage that we can heal, I think this is specific enough not to be a generic type
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/datum/targeting_strategy/lightgeist
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/// Types of mobs we can heal, not in a blackboard key because there is no point changing this at runtime because the component will already exist
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var/heal_biotypes = MOB_ORGANIC | MOB_MINERAL
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/// Type of limb we can heal
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var/required_bodytype = BODYTYPE_ORGANIC
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/datum/targeting_strategy/lightgeist/can_attack(mob/living/living_mob, mob/living/target, vision_range)
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if (!isliving(target) || target.stat == DEAD)
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return FALSE
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if (!(heal_biotypes & target.mob_biotypes))
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return FALSE
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if (!iscarbon(target))
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return target.getBruteLoss() > 0 || target.getFireLoss() > 0
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var/mob/living/carbon/carbon_target = target
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for (var/obj/item/bodypart/part in carbon_target.bodyparts)
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if (!part.brute_dam && !part.burn_dam)
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continue
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if (!(part.bodytype & required_bodytype))
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continue
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return TRUE
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return FALSE
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