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Bubberstation/code/modules/mob/living/basic/cult/constructs/_construct.dm

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/mob/living/basic/construct
icon = 'icons/mob/nonhuman-player/cult.dmi'
gender = NEUTER
basic_mob_flags = DEL_ON_DEATH
combat_mode = TRUE
mob_biotypes = MOB_MINERAL | MOB_SPECIAL
faction = list(FACTION_CULT)
unsuitable_atmos_damage = 0
minimum_survivable_temperature = 0
maximum_survivable_temperature = INFINITY
status_flags = CANPUSH
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, STAMINA = 0, OXY = 0)
pressure_resistance = 100
speed = 0
unique_name = TRUE
can_buckle_to = FALSE
initial_language_holder = /datum/language_holder/construct
death_message = "collapses in a shattered heap."
speak_emote = list("hisses")
response_help_continuous = "thinks better of touching"
response_help_simple = "think better of touching"
response_disarm_continuous = "flails at"
response_disarm_simple = "flail at"
response_harm_continuous = "punches"
response_harm_simple = "punch"
melee_attack_cooldown = CLICK_CD_MELEE
// Vivid red, cause cult theme
lighting_cutoff_red = 30
lighting_cutoff_green = 5
lighting_cutoff_blue = 20
/// List of spells that this construct can cast
var/list/construct_spells = list()
/// Flavor text shown to players when they spawn as this construct
var/playstyle_string = "You are a generic construct. Your job is to not exist, and you should probably adminhelp this."
/// The construct's master
var/mob/construct_master = null
/// Whether this construct is currently seeking nar nar
var/seeking = FALSE
/// Whether this construct can repair other constructs or cult buildings. Gets the healing_touch component if so.
var/can_repair = FALSE
/// Whether this construct can repair itself. Works independently of can_repair.
var/can_repair_self = FALSE
/// Theme controls color. THEME_CULT is red THEME_WIZARD is purple and THEME_HOLY is blue
var/theme = THEME_CULT
/// Can this construct destroy walls?
var/smashes_walls = FALSE
/// The different flavors of goop constructs can drop, depending on theme.
var/static/list/remains_by_theme = list(
THEME_CULT = /obj/item/ectoplasm/construct,
THEME_HOLY = /obj/item/ectoplasm/angelic,
THEME_WIZARD = /obj/item/ectoplasm/mystic,
THEME_HERETIC = /obj/item/ectoplasm/construct,
)
/mob/living/basic/construct/Initialize(mapload)
. = ..()
throw_alert("bloodsense", /atom/movable/screen/alert/bloodsense)
AddElement(/datum/element/simple_flying)
var/remains = remains_by_theme[theme]
if(remains)
AddElement(/datum/element/death_drops, remains)
if(smashes_walls)
AddElement(/datum/element/wall_tearer, allow_reinforced = FALSE)
if(can_repair)
AddComponent(\
/datum/component/healing_touch,\
heal_brute = 5,\
heal_burn = 0,\
heal_time = 0,\
valid_targets_typecache = typecacheof(list(/mob/living/basic/construct, /mob/living/basic/shade)),\
valid_biotypes = MOB_MINERAL | MOB_SPIRIT,\
self_targeting = can_repair_self ? HEALING_TOUCH_ANYONE : HEALING_TOUCH_NOT_SELF,\
action_text = "%SOURCE% begins repairing %TARGET%'s dents.",\
complete_text = "%TARGET%'s dents are repaired.",\
show_health = TRUE,\
heal_color = COLOR_CULT_RED,\
)
var/static/list/structure_types = typecacheof(list(/obj/structure/destructible/cult))
AddElement(\
/datum/element/structure_repair,\
structure_types_typecache = structure_types,\
)
add_traits(list(TRAIT_HEALS_FROM_CULT_PYLONS, TRAIT_SPACEWALK), INNATE_TRAIT)
grant_actions_by_list(construct_spells)
var/spell_count = 1
for(var/datum/action/spell as anything in actions)
if(!(spell.type in construct_spells))
continue
var/pos = 2 + spell_count * 31
if(construct_spells.len >= 4)
pos -= 31 * (construct_spells.len - 4)
spell.default_button_position = "6:[pos],4:-2" // Set the default position to this random position
spell_count++
update_action_buttons()
if(icon_state)
add_overlay("glow_[icon_state]_[theme]")
/mob/living/basic/construct/Login()
. = ..()
if(!. || !client)
return FALSE
to_chat(src, span_bold(playstyle_string))
/mob/living/basic/construct/get_examine_name(mob/user)
var/text_span
switch(theme)
if(THEME_CULT)
text_span = "cult"
if(THEME_WIZARD)
text_span = "purple"
if(THEME_HOLY)
text_span = "blue"
if(!text_span)
return ..()
return "<span class='[text_span]'>[..()]</span>"
/mob/living/basic/construct/examine(mob/user)
. = list()
if(health < maxHealth)
if(health >= maxHealth/2)
. += span_warning("[p_They()] look[p_s()] slightly dented.")
else
. += span_warning(span_bold("[p_They()] look[p_s()] severely dented!"))
return .
/mob/living/basic/construct/narsie_act()
return
/mob/living/basic/construct/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
return FALSE
/// Construct ectoplasm. Largely a placeholder, since the death drop element needs a unique list.
/obj/item/ectoplasm/construct
name = "blood-red ectoplasm"
desc = "Has a pungent metallic smell."