mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Merge branch 'turfs' of https://github.com/Markolie/Paradise into turfs
This commit is contained in:
@@ -68,3 +68,5 @@
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var/list/status_effects //a list of all status effects the mob has
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var/deathgasp_on_death = FALSE
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var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added
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@@ -0,0 +1,265 @@
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#define MINER_DASH_RANGE 4
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/*
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BLOOD-DRUNK MINER
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Effectively a highly aggressive miner, the blood-drunk miner has very few attacks but compensates by being highly aggressive.
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The blood-drunk miner's attacks are as follows
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- If not in KA range, it will rapidly dash at its target
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- If in KA range, it will fire its kinetic accelerator
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- If in melee range, will rapidly attack, akin to an actual player
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- After any of these attacks, may transform its cleaving saw:
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Untransformed, it attacks very rapidly for smaller amounts of damage
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Transformed, it attacks at normal speed for higher damage and cleaves enemies hit
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When the blood-drunk miner dies, it leaves behind the cleaving saw it was using and its kinetic accelerator.
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Difficulty: Medium
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*/
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner
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name = "blood-drunk miner"
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desc = "A miner destined to wander forever, engaged in an endless hunt."
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health = 900
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maxHealth = 900
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icon_state = "miner"
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icon_living = "miner"
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icon = 'icons/mob/alienqueen.dmi'
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light_color = "#E4C7C5"
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speak_emote = list("roars")
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speed = 1
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move_to_delay = 3
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projectiletype = /obj/item/projectile/kinetic/miner
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projectilesound = 'sound/weapons/kenetic_accel.ogg'
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ranged = 1
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ranged_cooldown_time = 16
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pixel_x = -16
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loot = list(/obj/item/melee/energy/cleaving_saw, /obj/item/gun/energy/kinetic_accelerator)
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wander = FALSE
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del_on_death = TRUE
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blood_volume = BLOOD_VOLUME_NORMAL
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var/obj/item/melee/energy/cleaving_saw/miner/miner_saw
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var/time_until_next_transform = 0
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var/dashing = FALSE
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var/dash_cooldown = 15
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var/guidance = FALSE
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deathmessage = "falls to the ground, decaying into glowing particles."
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death_sound = "bodyfall"
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/obj/item/gps/internal/miner
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icon_state = null
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gpstag = "Resonant Signal"
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desc = "The sweet blood, oh, it sings to me."
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invisibility = 100
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/guidance
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guidance = TRUE
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/hunter/AttackingTarget()
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. = ..()
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if(. && prob(12))
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INVOKE_ASYNC(src, .proc/dash)
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/obj/item/melee/energy/cleaving_saw/miner //nerfed saw because it is very murdery
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force = 6
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force_on = 10
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/obj/item/melee/energy/cleaving_saw/miner/attack(mob/living/target, mob/living/carbon/human/user)
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target.add_stun_absorption("miner", 10, INFINITY)
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..()
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target.stun_absorption -= "miner"
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/obj/item/projectile/kinetic/miner
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damage = 20
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speed = 0.9
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icon_state = "ka_tracer"
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range = MINER_DASH_RANGE
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/Initialize()
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. = ..()
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miner_saw = new(src)
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internal_gps = new/obj/item/gps/internal/miner(src)
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// Add a zone selection UI; otherwise the mob can't melee attack properly.
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zone_sel = new /obj/screen/zone_sel()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
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var/adjustment_amount = amount * 0.1
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if(world.time + adjustment_amount > next_move)
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changeNext_move(adjustment_amount) //attacking it interrupts it attacking, but only briefly
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. = ..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/death()
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if(health > 0)
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return
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new /obj/effect/temp_visual/dir_setting/miner_death(loc, dir)
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return ..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/Move(atom/newloc)
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if(dashing || (newloc && newloc.z == z && (islava(newloc) || ischasm(newloc)))) //we're not stupid!
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return FALSE
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return ..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/ex_act(severity, target)
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if(dash())
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return
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return ..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/AttackingTarget()
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if(QDELETED(target))
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return
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if(next_move > world.time || !Adjacent(target)) //some cheating
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INVOKE_ASYNC(src, .proc/quick_attack_loop)
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return
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face_atom(target)
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if(isliving(target))
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var/mob/living/L = target
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if(L.stat == DEAD)
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visible_message("<span class='danger'>[src] butchers [L]!</span>",
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"<span class='userdanger'>You butcher [L], restoring your health!</span>")
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if(!is_station_level(z) || client) //NPC monsters won't heal while on station
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if(guidance)
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adjustHealth(-L.maxHealth)
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else
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adjustHealth(-(L.maxHealth * 0.5))
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L.gib()
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return TRUE
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changeNext_move(CLICK_CD_MELEE)
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miner_saw.melee_attack_chain(src, target)
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if(guidance)
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adjustHealth(-2)
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transform_weapon()
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INVOKE_ASYNC(src, .proc/quick_attack_loop)
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return TRUE
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
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if(!used_item && !isturf(A))
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used_item = miner_saw
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..()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/GiveTarget(new_target)
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var/targets_the_same = (new_target == target)
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. = ..()
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if(. && target && !targets_the_same)
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wander = TRUE
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transform_weapon()
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INVOKE_ASYNC(src, .proc/quick_attack_loop)
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/OpenFire()
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Goto(target, move_to_delay, minimum_distance)
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if(get_dist(src, target) > MINER_DASH_RANGE && dash_cooldown <= world.time)
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INVOKE_ASYNC(src, .proc/dash, target)
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else
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shoot_ka()
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transform_weapon()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/shoot_ka()
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if(ranged_cooldown <= world.time && get_dist(src, target) <= MINER_DASH_RANGE && !Adjacent(target))
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ranged_cooldown = world.time + ranged_cooldown_time
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visible_message("<span class='danger'>[src] fires the proto-kinetic accelerator!</span>")
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face_atom(target)
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new /obj/effect/temp_visual/dir_setting/firing_effect(loc, dir)
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Shoot(target)
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changeNext_move(CLICK_CD_RANGE)
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//I'm still of the belief that this entire proc needs to be wiped from existence.
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// do not take my touching of it to be endorsement of it. ~mso
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/quick_attack_loop()
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while(!QDELETED(target) && next_move <= world.time) //this is done this way because next_move can change to be sooner while we sleep.
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stoplag(1)
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sleep((next_move - world.time) * 1.5) //but don't ask me what the fuck this is about
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if(QDELETED(target))
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return
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if(dashing || next_move > world.time || !Adjacent(target))
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if(dashing && next_move <= world.time)
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next_move = world.time + 1
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INVOKE_ASYNC(src, .proc/quick_attack_loop) //lets try that again.
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return
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AttackingTarget()
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/dash(atom/dash_target)
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if(world.time < dash_cooldown)
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return
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var/list/accessable_turfs = list()
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var/self_dist_to_target = 0
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var/turf/own_turf = get_turf(src)
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if(!QDELETED(dash_target))
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self_dist_to_target += get_dist(dash_target, own_turf)
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for(var/turf/simulated/O in RANGE_TURFS(MINER_DASH_RANGE, own_turf))
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var/turf_dist_to_target = 0
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if(!QDELETED(dash_target))
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turf_dist_to_target += get_dist(dash_target, O)
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if(get_dist(src, O) >= MINER_DASH_RANGE && turf_dist_to_target <= self_dist_to_target && !islava(O) && !ischasm(O))
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var/valid = TRUE
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for(var/turf/T in getline(own_turf, O))
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if(is_blocked_turf(T, TRUE))
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valid = FALSE
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continue
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if(valid)
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accessable_turfs[O] = turf_dist_to_target
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var/turf/target_turf
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if(!QDELETED(dash_target))
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var/closest_dist = MINER_DASH_RANGE
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for(var/t in accessable_turfs)
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if(accessable_turfs[t] < closest_dist)
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closest_dist = accessable_turfs[t]
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for(var/t in accessable_turfs)
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if(accessable_turfs[t] != closest_dist)
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accessable_turfs -= t
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if(!LAZYLEN(accessable_turfs))
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return
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dash_cooldown = world.time + initial(dash_cooldown)
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target_turf = pick(accessable_turfs)
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var/turf/step_back_turf = get_step(target_turf, get_cardinal_dir(target_turf, own_turf))
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var/turf/step_forward_turf = get_step(own_turf, get_cardinal_dir(own_turf, target_turf))
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new /obj/effect/temp_visual/small_smoke/halfsecond(step_back_turf)
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new /obj/effect/temp_visual/small_smoke/halfsecond(step_forward_turf)
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var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc, src)
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animate(D, alpha = 0, time = 5)
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forceMove(step_back_turf)
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playsound(own_turf, 'sound/weapons/punchmiss.ogg', 40, 1, -1)
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dashing = TRUE
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alpha = 0
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animate(src, alpha = 255, time = 5)
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sleep(2)
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D.forceMove(step_forward_turf)
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forceMove(target_turf)
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playsound(target_turf, 'sound/weapons/punchmiss.ogg', 40, 1, -1)
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sleep(1)
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dashing = FALSE
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shoot_ka()
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return TRUE
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/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner/proc/transform_weapon()
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if(time_until_next_transform <= world.time)
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miner_saw.transform_cooldown = 0
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miner_saw.transform_weapon(src, TRUE)
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icon_state = "miner[miner_saw.active ? "_transformed":""]"
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icon_living = "miner[miner_saw.active ? "_transformed":""]"
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time_until_next_transform = world.time + rand(50, 100)
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/obj/effect/temp_visual/dir_setting/miner_death
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icon_state = "miner_death"
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duration = 15
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/obj/effect/temp_visual/dir_setting/miner_death/Initialize(mapload, set_dir)
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. = ..()
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INVOKE_ASYNC(src, .proc/fade_out)
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/obj/effect/temp_visual/dir_setting/miner_death/proc/fade_out()
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var/matrix/M = new
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M.Turn(pick(90, 270))
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var/final_dir = dir
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if(dir & (EAST|WEST)) //Facing east or west
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final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
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animate(src, transform = M, pixel_y = -6, dir = final_dir, time = 2, easing = EASE_IN|EASE_OUT)
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sleep(5)
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animate(src, color = list("#A7A19E", "#A7A19E", "#A7A19E", list(0, 0, 0)), time = 10, easing = EASE_IN, flags = ANIMATION_PARALLEL)
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sleep(4)
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animate(src, alpha = 0, time = 6, easing = EASE_OUT, flags = ANIMATION_PARALLEL)
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#undef MINER_DASH_RANGE
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@@ -548,3 +548,37 @@
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dna.SetSEState(block, 0, 1) //Fix the gene
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genemutcheck(src, block,null, MUTCHK_FORCED)
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dna.UpdateSE()
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///////////////////////////////////// STUN ABSORPTION /////////////////////////////////////
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/mob/living/proc/add_stun_absorption(key, duration, priority, message, self_message, examine_message)
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//adds a stun absorption with a key, a duration in deciseconds, its priority, and the messages it makes when you're stun/examined, if any
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if(!islist(stun_absorption))
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stun_absorption = list()
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if(stun_absorption[key])
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stun_absorption[key]["end_time"] = world.time + duration
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stun_absorption[key]["priority"] = priority
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stun_absorption[key]["stuns_absorbed"] = 0
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else
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stun_absorption[key] = list("end_time" = world.time + duration, "priority" = priority, "stuns_absorbed" = 0, \
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"visible_message" = message, "self_message" = self_message, "examine_message" = examine_message)
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/mob/living/proc/absorb_stun(amount, ignoring_flag_presence)
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if(!amount || amount <= 0 || stat || ignoring_flag_presence || !islist(stun_absorption))
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return FALSE
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var/priority_absorb_key
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var/highest_priority
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for(var/i in stun_absorption)
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if(stun_absorption[i]["end_time"] > world.time && (!priority_absorb_key || stun_absorption[i]["priority"] > highest_priority))
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priority_absorb_key = stun_absorption[i]
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highest_priority = priority_absorb_key["priority"]
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if(priority_absorb_key)
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if(priority_absorb_key["visible_message"] || priority_absorb_key["self_message"])
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if(priority_absorb_key["visible_message"] && priority_absorb_key["self_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>", "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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else if(priority_absorb_key["visible_message"])
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visible_message("<span class='warning'>[src][priority_absorb_key["visible_message"]]</span>")
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else if(priority_absorb_key["self_message"])
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to_chat(src, "<span class='boldwarning'>[priority_absorb_key["self_message"]]</span>")
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priority_absorb_key["stuns_absorbed"] += amount
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return TRUE
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Reference in New Issue
Block a user