diff --git a/code/modules/mob/living/simple_animal/constructs.dm b/code/modules/mob/living/simple_animal/constructs.dm
index d713c6dcf23..5f1418fcae5 100644
--- a/code/modules/mob/living/simple_animal/constructs.dm
+++ b/code/modules/mob/living/simple_animal/constructs.dm
@@ -1,5 +1,5 @@
-/mob/living/simple_animal/construct
+/mob/living/simple_animal/hostile/construct
name = "Construct"
real_name = "Construct"
desc = ""
@@ -19,24 +19,31 @@
faction = list("cult")
flying = 1
universal_speak = 1
+ AIStatus = AI_OFF //normal constructs don't have AI
+ var/const_type = "shade"
var/list/construct_spells = list()
+ var/playstyle_string = "You are a generic construct! Your job is to not exist, and you should probably adminhelp this."
loot = list(/obj/item/weapon/reagent_containers/food/snacks/ectoplasm)
del_on_death = 1
deathmessage = "collapses in a shattered heap."
-/mob/living/simple_animal/construct/New()
+/mob/living/simple_animal/hostile/construct/New()
..()
- name = text("[initial(name)] ([rand(1, 1000)])")
- real_name = name
+ name = "[ticker.mode.cultdat.get_name(const_type)] ([rand(1, 1000)])"
+ real_name = ticker.mode.cultdat.get_name(const_type)
+ icon_living = ticker.mode.cultdat.get_icon(const_type)
+ icon_state = ticker.mode.cultdat.get_icon(const_type)
for(var/spell in construct_spells)
AddSpell(new spell(null))
- updateglow()
-/mob/living/simple_animal/construct/examine(mob/user)
+ if(ticker.mode.cultdat.theme == "blood")
+ updateglow()
+
+/mob/living/simple_animal/hostile/construct/examine(mob/user)
to_chat(user, "*---------*")
..(user)
- var/msg = ""
+ var/msg = ""
if(src.health < src.maxHealth)
msg += ""
if(src.health >= src.maxHealth/2)
@@ -48,32 +55,34 @@
to_chat(user, msg)
-/mob/living/simple_animal/construct/attack_animal(mob/living/simple_animal/M as mob)
- if(istype(M, /mob/living/simple_animal/construct/builder))
- health += 5
- M.custom_emote(1,"mends some of \the [src]'s wounds.")
- else
- if(M.melee_damage_upper <= 0)
- M.custom_emote(1, "[M.friendly] \the [src]")
+/mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M)
+ if(istype(M, /mob/living/simple_animal/hostile/construct/builder))
+ if(health < maxHealth)
+ adjustBruteLoss(-5)
+ if(src != M)
+ Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
+ M.visible_message("[M] repairs some of \the [src]'s dents.", \
+ "You repair some of [src]'s dents, leaving [src] at [health]/[maxHealth] health.")
+ else
+ M.visible_message("[M] repairs some of its own dents.", \
+ "You repair some of your own dents, leaving you at [M.health]/[M.maxHealth] health.")
else
- M.do_attack_animation(src)
- if(M.attack_sound)
- playsound(loc, M.attack_sound, 50, 1, 1)
- for(var/mob/O in viewers(src, null))
- O.show_message("\The [M] [M.attacktext] \the [src]!", 1)
- add_logs(M, src, "attacked")
- var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
- adjustBruteLoss(damage)
+ if(src != M)
+ to_chat(M, "You cannot repair [src]'s dents, as it has none!")
+ else
+ to_chat(M, "You cannot repair your own dents, as you have none!")
+ else if(src != M)
+ ..()
-/mob/living/simple_animal/construct/narsie_act()
+/mob/living/simple_animal/hostile/construct/narsie_act()
return
/////////////////Juggernaut///////////////
-/mob/living/simple_animal/construct/armoured
+/mob/living/simple_animal/hostile/construct/armoured
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
@@ -91,11 +100,19 @@
environment_smash = 2
attack_sound = 'sound/weapons/punch3.ogg'
status_flags = 0
+ const_type = "juggernaut"
mob_size = MOB_SIZE_LARGE
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
force_threshold = 11
+ playstyle_string = "You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
+ create shield walls, rip apart enemies and walls alike, and even deflect energy weapons."
-/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
+
+/mob/living/simple_animal/hostile/construct/armoured/hostile //actually hostile, will move around, hit things
+ AIStatus = AI_ON
+ environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
+
+/mob/living/simple_animal/hostile/construct/armoured/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
@@ -128,7 +145,7 @@
-/mob/living/simple_animal/construct/wraith
+/mob/living/simple_animal/hostile/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
@@ -142,15 +159,19 @@
attacktext = "slashes"
see_in_dark = 7
attack_sound = 'sound/weapons/bladeslice.ogg'
+ const_type = "wraith"
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
+ retreat_distance = 2 //AI wraiths will move in and out of combat
+ playstyle_string = "You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls."
-
+/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
+ AIStatus = AI_ON
/////////////////////////////Artificer/////////////////////////
-/mob/living/simple_animal/construct/builder
+/mob/living/simple_animal/hostile/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
@@ -165,18 +186,70 @@
melee_damage_upper = 5
attacktext = "rams"
environment_smash = 2
+ retreat_distance = 10
+ minimum_distance = 10 //AI artificers will flee like fuck
attack_sound = 'sound/weapons/punch2.ogg'
+ const_type = "builder"
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
+ /obj/effect/proc_holder/spell/aoe_turf/conjure/pylon,
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
+ playstyle_string = "You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
+ use magic missile, repair allied constructs (by clicking on them), \
+ and, most important of all, create new constructs by producing soulstones to capture souls, \
+ and shells to place those soulstones into."
+
+
+/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
+ if(istype(A, /mob/living/simple_animal/hostile/construct)) //is it a construct?
+ var/mob/living/simple_animal/hostile/construct/C = A
+ if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
+ return 1
+ else
+ return 0
+ else
+ return 0
+
+/mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target)
+ if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
+ return 0
+ if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible
+ return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs
+
+/mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
+ ..()
+ if(isliving(target))
+ var/mob/living/L = target
+ if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
+ LoseTarget()
+ return 0
+ if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you
+ retreat_distance = null
+ minimum_distance = 1
+
+/mob/living/simple_animal/hostile/construct/builder/Aggro()
+ ..()
+ if(istype(target, /mob/living/simple_animal/hostile/construct)) //oh the target is a construct no need to flee
+ retreat_distance = null
+ minimum_distance = 1
+
+/mob/living/simple_animal/hostile/construct/builder/LoseAggro()
+ ..()
+ retreat_distance = initial(retreat_distance)
+ minimum_distance = initial(minimum_distance)
+
+/mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs
+ AIStatus = AI_ON
+ environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
+
/////////////////////////////Behemoth/////////////////////////
-/mob/living/simple_animal/construct/behemoth
+/mob/living/simple_animal/hostile/construct/behemoth
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
@@ -195,13 +268,22 @@
environment_smash = 2
attack_sound = 'sound/weapons/punch4.ogg'
force_threshold = 11
+ const_type = "behemoth"
var/energy = 0
var/max_energy = 1000
+/mob/living/simple_animal/hostile/construct/behemoth/hostile //actually hostile, will move around, hit things
+ AIStatus = AI_ON
+ environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
+
+/mob/living/simple_animal/hostile/construct/behemoth/Life()
+ weakened = 0
+ return ..()
+
/////////////////////////////Harvester/////////////////////////
-/mob/living/simple_animal/construct/harvester
+/mob/living/simple_animal/hostile/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "A harbinger of Nar-Sie's enlightenment. It'll be all over soon."
@@ -215,16 +297,25 @@
attacktext = "prods"
speed = 0
environment_smash = 1
- see_in_dark = 7
+ see_in_dark = 8
attack_sound = 'sound/weapons/tap.ogg'
+ const_type = "harvester"
construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
+ retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
+ playstyle_string = "You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
+ Bring those who still cling to this world of illusion back to the master so they may know Truth."
-/mob/living/simple_animal/construct/harvester/Process_Spacemove(var/movement_dir = 0)
+
+/mob/living/simple_animal/hostile/construct/harvester/Process_Spacemove(var/movement_dir = 0)
return 1
+/mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things
+ AIStatus = AI_ON
+
+
////////////////Glow////////////////////
-/mob/living/simple_animal/construct/proc/updateglow()
+/mob/living/simple_animal/hostile/construct/proc/updateglow()
overlays = 0
var/overlay_layer = LIGHTING_LAYER + 1
if(layer != MOB_LAYER)
@@ -233,32 +324,75 @@
overlays += image(icon,"glow-[icon_state]",overlay_layer)
set_light(2, -2, l_color = "#FFFFFF")
-////////////////Powers//////////////////
+///ui stuff
+
+/mob/living/simple_animal/hostile/construct/armoured/handle_hud_icons_health()
+ ..()
+ if(healths)
+ switch(health)
+ if(250 to INFINITY) healths.icon_state = "juggernaut_health0"
+ if(208 to 249) healths.icon_state = "juggernaut_health1"
+ if(167 to 207) healths.icon_state = "juggernaut_health2"
+ if(125 to 166) healths.icon_state = "juggernaut_health3"
+ if(84 to 124) healths.icon_state = "juggernaut_health4"
+ if(42 to 83) healths.icon_state = "juggernaut_health5"
+ if(1 to 41) healths.icon_state = "juggernaut_health6"
+ else healths.icon_state = "juggernaut_health7"
-/*
-/client/proc/summon_cultist()
- set category = "Behemoth"
- set name = "Summon Cultist (300)"
- set desc = "Teleport a cultist to your location"
- if(istype(usr,/mob/living/simple_animal/constructbehemoth))
+/mob/living/simple_animal/hostile/construct/behemoth/handle_hud_icons_health()
+ ..()
+ if(healths)
+ switch(health)
+ if(750 to INFINITY) healths.icon_state = "juggernaut_health0"
+ if(625 to 749) healths.icon_state = "juggernaut_health1"
+ if(500 to 624) healths.icon_state = "juggernaut_health2"
+ if(375 to 499) healths.icon_state = "juggernaut_health3"
+ if(250 to 374) healths.icon_state = "juggernaut_health4"
+ if(125 to 249) healths.icon_state = "juggernaut_health5"
+ if(1 to 124) healths.icon_state = "juggernaut_health6"
+ else healths.icon_state = "juggernaut_health7"
- if(usr.energy<300)
- to_chat(usr, "\red You do not have enough power stored!")
- return
+/mob/living/simple_animal/hostile/construct/builder/handle_hud_icons_health()
+ ..()
+ if(healths)
+ switch(health)
+ if(50 to INFINITY) healths.icon_state = "artificer_health0"
+ if(42 to 49) healths.icon_state = "artificer_health1"
+ if(34 to 41) healths.icon_state = "artificer_health2"
+ if(26 to 33) healths.icon_state = "artificer_health3"
+ if(18 to 25) healths.icon_state = "artificer_health4"
+ if(10 to 17) healths.icon_state = "artificer_health5"
+ if(1 to 9) healths.icon_state = "artificer_health6"
+ else healths.icon_state = "artificer_health7"
- if(usr.stat)
- return
- usr.energy -= 300
- var/list/mob/living/cultists = new
- for(var/datum/mind/H in ticker.mode.cult)
- if(istype(H.current,/mob/living))
- cultists+=H.current
- var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
- if(!cultist)
- return
- if(cultist == usr) //just to be sure.
- return
- cultist.loc = usr.loc
- usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
+
+/mob/living/simple_animal/hostile/construct/wraith/handle_hud_icons_health()
+
+ ..()
+ if(healths)
+ switch(health)
+ if(75 to INFINITY) healths.icon_state = "wraith_health0"
+ if(62 to 74) healths.icon_state = "wraith_health1"
+ if(50 to 61) healths.icon_state = "wraith_health2"
+ if(37 to 49) healths.icon_state = "wraith_health3"
+ if(25 to 36) healths.icon_state = "wraith_health4"
+ if(12 to 24) healths.icon_state = "wraith_health5"
+ if(1 to 11) healths.icon_state = "wraith_health6"
+ else healths.icon_state = "wraith_health7"
+
+
+/mob/living/simple_animal/hostile/construct/harvester/handle_hud_icons_health()
+
+ ..()
+ if(healths)
+ switch(health)
+ if(150 to INFINITY) healths.icon_state = "harvester_health0"
+ if(125 to 149) healths.icon_state = "harvester_health1"
+ if(100 to 124) healths.icon_state = "harvester_health2"
+ if(75 to 99) healths.icon_state = "harvester_health3"
+ if(50 to 74) healths.icon_state = "harvester_health4"
+ if(25 to 49) healths.icon_state = "harvester_health5"
+ if(1 to 24) healths.icon_state = "harvester_health6"
+ else healths.icon_state = "harvester_health7"
\ No newline at end of file