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Converts lightgeists to basic mob AI (#30008)
* Converts lightgeists to basic mob AI * Linters
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85
code/modules/mob/living/basic/friendly/lightgeist.dm
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85
code/modules/mob/living/basic/friendly/lightgeist.dm
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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("warps")
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maxHealth = 2
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health = 2
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harm_intent_damage = 1
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melee_attack_cooldown_min = 1.5 SECONDS
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melee_attack_cooldown_max = 2.5 SECONDS
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friendly_verb_continuous = "mends"
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friendly_verb_simple = "mend"
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density = FALSE
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initial_traits = list(TRAIT_FLYING)
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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ventcrawler = VENTCRAWLER_ALWAYS
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mob_size = MOB_SIZE_TINY
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gold_core_spawnable = HOSTILE_SPAWN
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
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luminosity = 4
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faction = list("neutral")
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basic_mob_flags = DEL_ON_DEATH
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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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ai_controller = /datum/ai_controller/basic_controller/lightgeist
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var/heal_power = 5
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/mob/living/basic/lightgeist/Initialize(mapload)
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. = ..()
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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/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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med_hud.add_hud_to(src)
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/mob/living/basic/lightgeist/Destroy()
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var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
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med_hud.remove_hud_from(src)
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return ..()
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/mob/living/basic/lightgeist/melee_attack(atom/target, list/modifiers, ignore_cooldown)
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. = ..()
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if(isliving(target) && target != src)
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faction |= ref(target) // Anyone we heal will treat us as a friend
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var/mob/living/L = target
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if(L.stat != DEAD)
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L.heal_overall_damage(heal_power, heal_power)
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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/mob/living/basic/lightgeist/ghost()
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qdel(src)
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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 = AI_FLAG_STOP_MOVING_WHEN_PULLED
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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/target_allies,
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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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/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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return target.getBruteLoss() > 0 || target.getFireLoss() > 0
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