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Bubberstation/code/modules/mob/living/basic/space_fauna/lightgeist.dm

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/**
* ## Lightgeists
*
* Small critters meant to heal other living mobs and unable to interact with almost everything else.
*
*/
/mob/living/basic/lightgeist
name = "lightgeist"
desc = "This small floating creature is a completely unknown form of life... being near it fills you with a sense of tranquility."
icon_state = "lightgeist"
icon_living = "lightgeist"
icon_dead = "butterfly_dead"
response_help_continuous = "waves away"
response_help_simple = "wave away"
response_disarm_continuous = "brushes aside"
response_disarm_simple = "brush aside"
response_harm_continuous = "disrupts"
response_harm_simple = "disrupt"
speak_emote = list("oscillates")
maxHealth = 2
health = 2
melee_damage_lower = 5
melee_damage_upper = 5
melee_attack_cooldown = 5 SECONDS
friendly_verb_continuous = "taps"
friendly_verb_simple = "tap"
density = FALSE
basic_mob_flags = DEL_ON_DEATH
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_size = MOB_SIZE_TINY
gold_core_spawnable = HOSTILE_SPAWN
verb_say = "warps"
verb_ask = "floats inquisitively"
verb_exclaim = "zaps"
verb_yell = "bangs"
initial_language_holder = /datum/language_holder/lightbringer
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, STAMINA = 1, OXY = 0)
light_range = 4
faction = list(FACTION_NEUTRAL)
unsuitable_atmos_damage = 0
minimum_survivable_temperature = 0
maximum_survivable_temperature = 1500
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
ai_controller = /datum/ai_controller/basic_controller/lightgeist
/mob/living/basic/lightgeist/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_VENTCRAWLER_ALWAYS, INNATE_TRAIT)
remove_verb(src, /mob/living/verb/pulled)
remove_verb(src, /mob/verb/me_verb)
var/datum/atom_hud/medical_sensor = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
medical_sensor.show_to(src)
AddElement(/datum/element/simple_flying)
AddComponent(\
/datum/component/healing_touch,\
heal_brute = melee_damage_upper,\
heal_burn = melee_damage_upper,\
heal_time = 0,\
valid_targets_typecache = typecacheof(list(/mob/living)),\
action_text = "%SOURCE% begins mending the wounds of %TARGET%",\
complete_text = "%TARGET%'s wounds mend together.",\
)
/mob/living/basic/lightgeist/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
. = ..()
if (. && isliving(target))
faction |= REF(target) // Anyone we heal will treat us as a friend
/mob/living/basic/lightgeist/ghost()
. = ..()
if(.)
death()
/datum/ai_controller/basic_controller/lightgeist
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/lightgeist,
)
ai_traits = PASSIVE_AI_FLAGS
ai_movement = /datum/ai_movement/basic_avoidance
idle_behavior = /datum/idle_behavior/idle_random_walk/less_walking
planning_subtrees = list(
/datum/ai_planning_subtree/simple_find_target,
/datum/ai_planning_subtree/basic_melee_attack_subtree, // We heal things by attacking them
)
/// Attack only mobs who have damage that we can heal, I think this is specific enough not to be a generic type
/datum/targeting_strategy/lightgeist
/// 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
var/heal_biotypes = MOB_ORGANIC | MOB_MINERAL
/// Type of limb we can heal
var/required_bodytype = BODYTYPE_ORGANIC
/datum/targeting_strategy/lightgeist/can_attack(mob/living/living_mob, mob/living/target, vision_range)
if (!isliving(target) || target.stat == DEAD)
return FALSE
if (!(heal_biotypes & target.mob_biotypes))
return FALSE
if (!iscarbon(target))
return target.getBruteLoss() > 0 || target.getFireLoss() > 0
var/mob/living/carbon/carbon_target = target
for (var/obj/item/bodypart/part in carbon_target.bodyparts)
if (!part.brute_dam && !part.burn_dam)
continue
if (!(part.bodytype & required_bodytype))
continue
return TRUE
return FALSE