Depot Fixes & Tweaks (#11677)

* Depot Fixes & Tweaks
This commit is contained in:
Kyep
2019-09-16 22:55:54 -04:00
committed by variableundefined
parent 53646c6a1c
commit dfd83d822a
15 changed files with 582 additions and 448 deletions
@@ -30,6 +30,8 @@
icon_state = "ai-magma"
/mob/living/silicon/decoy/syndicate/depot
universal_speak = TRUE
universal_understand = TRUE
var/raised_alert = FALSE
/mob/living/silicon/decoy/syndicate/depot/proc/raise_alert()
@@ -1,9 +1,10 @@
/mob/living/simple_animal/hostile/pirate
name = "Pirate"
desc = "Does what he wants cause a pirate is free."
icon = 'icons/mob/simple_human.dmi'
icon_state = "piratemelee"
icon_living = "piratemelee"
icon_dead = "piratemelee_dead"
icon_dead = "piratemelee_dead" // Does not actually exist. del_on_death.
speak_chance = 0
turns_per_move = 5
response_help = "pushes the"
@@ -33,7 +34,7 @@
name = "Pirate Gunner"
icon_state = "pirateranged"
icon_living = "pirateranged"
icon_dead = "piratemelee_dead"
icon_dead = "piratemelee_dead" // Does not actually exist. del_on_death.
projectilesound = 'sound/weapons/laser.ogg'
ranged = 1
rapid = 2
@@ -1,6 +1,7 @@
/mob/living/simple_animal/hostile/retaliate/clown
name = "Clown"
desc = "A denizen of clown planet"
icon = 'icons/mob/simple_human.dmi'
icon_state = "clown"
icon_living = "clown"
icon_dead = "clown_dead"
@@ -32,6 +33,7 @@
/mob/living/simple_animal/hostile/retaliate/clown/goblin
icon = 'icons/mob/animal.dmi'
name = "clown goblin"
desc = "A tiny walking mask and clown shoes. You want to honk his nose!"
icon_state = "clowngoblin"
@@ -1,10 +1,11 @@
/mob/living/simple_animal/hostile/russian
name = "Russian"
desc = "For the Motherland!"
icon = 'icons/mob/simple_human.dmi'
icon_state = "russianmelee"
icon_living = "russianmelee"
icon_dead = "russianmelee_dead"
icon_gib = "syndicate_gib"
icon_dead = "russianmelee_dead" // Does not actually exist. del_on_death.
icon_gib = "russianmelee_gib" // Does not actually exist. del_on_death.
speak_chance = 0
turns_per_move = 5
response_help = "pokes the"
@@ -1,7 +1,7 @@
/mob/living/simple_animal/hostile/skeleton
name = "reanimated skeleton"
desc = "A real bonefied skeleton, doesn't seem like it wants to socialize."
icon = 'icons/mob/animal.dmi'
icon = 'icons/mob/simple_human.dmi'
icon_state = "skeleton"
icon_living = "skeleton"
turns_per_move = 5
@@ -1,10 +1,11 @@
/mob/living/simple_animal/hostile/syndicate
name = "Syndicate Operative"
desc = "Death to Nanotrasen."
icon = 'icons/mob/simple_human.dmi'
icon_state = "syndicate"
icon_living = "syndicate"
icon_dead = "syndicate_dead"
icon_gib = "syndicate_gib"
icon_dead = "syndicate_dead" // Does not actually exist. del_on_death.
icon_gib = "syndicate_gib" // Does not actually exist. del_on_death.
speak_chance = 0
turns_per_move = 5
response_help = "pokes the"
@@ -32,14 +33,15 @@
/mob/living/simple_animal/hostile/syndicate/melee
melee_damage_lower = 20
melee_damage_upper = 25
icon_state = "syndicatemelee"
icon_living = "syndicatemelee"
icon_state = "syndicate_sword"
icon_living = "syndicate_sword"
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
armour_penetration = 28
status_flags = 0
loot = list(/obj/effect/mob_spawn/human/corpse/syndicatesoldier, /obj/item/melee/energy/sword/saber/red, /obj/item/shield/energy)
var/melee_block_chance = 20
var/ranged_block_chance = 35
/mob/living/simple_animal/hostile/syndicate/melee/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
user.changeNext_move(CLICK_CD_MELEE)
@@ -63,12 +65,13 @@
/mob/living/simple_animal/hostile/syndicate/melee/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
if(prob(65))
if(!Proj)
return
if(prob(ranged_block_chance))
visible_message("<span class='danger'>[src] blocks [Proj] with its shield!</span>")
else
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
adjustHealth(Proj.damage)
else
visible_message("<span class='danger'>[src] blocks [Proj] with its shield!</span>")
return 0
/mob/living/simple_animal/hostile/syndicate/melee/autogib
@@ -80,7 +83,10 @@
robust_searching = 1 // Together with stat_attack, ensures dionae/etc that regen are killed properly
stat_attack = UNCONSCIOUS
universal_speak = 1
melee_block_chance = 40
icon_state = "syndicate_swordonly"
icon_living = "syndicate_swordonly"
melee_block_chance = 0
ranged_block_chance = 0
del_on_death = 1
var/area/syndicate_depot/core/depotarea
var/raised_alert = FALSE
@@ -103,15 +109,21 @@
depotarea = areaMaster
spawn_turf = get_turf(src)
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/ListTargetsLazy()
// The normal ListTargetsLazy ignores walls, which is very bad in the case of depot mobs. So we override it.
return ListTargets()
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/Aggro()
. = ..()
if(target && istype(depotarea))
if(!seen_enemy)
seen_enemy = TRUE
playsound(loc, 'sound/weapons/saberon.ogg', 35, 1)
if(!ranged)
playsound(loc, 'sound/weapons/saberon.ogg', 35, 1)
if(alert_on_shield_breach)
if(depotarea.shield_list.len)
raise_alert("[name] reports that an intruder is trying to breach the armory shield!")
raise_alert("[name] reports that [target] is trying to breach the armory shield!")
alert_on_shield_breach = FALSE
raised_alert = FALSE
alert_on_death = TRUE
@@ -134,9 +146,8 @@
// This prevents someone from aggroing a depot mob, then hiding in a locker, perfectly safe, while the mob stands there getting killed by their friends.
LoseTarget()
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/handle_automated_action()
if(!..())
return
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/handle_automated_movement()
. = ..()
if(seen_enemy)
aggro_cycles++
if(alert_on_timeout && !raised_alert && aggro_cycles >= 60)
@@ -198,22 +209,61 @@
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/officer
name = "Syndicate Officer"
icon_state = "syndicate_sword"
icon_living = "syndicate_sword"
melee_block_chance = 20
ranged_block_chance = 35
alert_on_death = TRUE
melee_block_chance = 60
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/officer/Initialize(mapload)
. = ..()
if(prob(50))
// 50% chance of switching to ranged variant.
// Designed to counter players taking cover behind reinforced plasmasglass.
// Does almost no danage in melee, but decent damage at range, and its shots go through glass.
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "punches"
attack_sound = 'sound/weapons/punch1.ogg'
ranged = 1
rapid = 3
retreat_distance = 3
minimum_distance = 3
melee_block_chance = 0
ranged_block_chance = 0
icon_state = "syndicate_pistol"
icon_living = "syndicate_pistol"
projectiletype = /obj/item/projectile/beam/laser
projectilesound = 'sound/weapons/laser.ogg'
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory
name = "Syndicate Quartermaster"
icon_state = "syndicatemeleespace"
icon_living = "syndicatemeleespace"
icon_state = "syndicate_stormtrooper_sword"
icon_living = "syndicate_stormtrooper_sword"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
maxHealth = 250
health = 250
melee_block_chance = 80
maxHealth = 200
health = 200
melee_block_chance = 40
alert_on_shield_breach = TRUE
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/Initialize()
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/Initialize(mapload)
..()
if(prob(50))
// 50% chance of switching to extremely dangerous ranged variant
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "punches"
attack_sound = 'sound/weapons/punch1.ogg'
ranged = 1
retreat_distance = 3
minimum_distance = 3
melee_block_chance = 0
ranged_block_chance = 0
icon_state = "syndicate_stormtrooper_shotgun"
icon_living = "syndicate_stormtrooper_shotgun"
projectiletype = /obj/item/projectile/bullet/sniper/penetrator // Ignores cover.
projectilesound = 'sound/weapons/gunshots/gunshot_sniper.ogg'
return INITIALIZE_HINT_LATELOAD
/mob/living/simple_animal/hostile/syndicate/melee/autogib/depot/armory/LateInitialize()
@@ -231,8 +281,8 @@
name = "Syndicate Backup"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
icon_state = "syndicatemeleespace"
icon_living = "syndicatemeleespace"
icon_state = "syndicate_space_sword"
icon_living = "syndicate_space_sword"
speed = 1
wander = 0
alert_on_spacing = FALSE
@@ -246,8 +296,8 @@
name = "Syndicate Commando"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
icon_state = "syndicatemeleespace"
icon_living = "syndicatemeleespace"
icon_state = "syndicate_space_sword"
icon_living = "syndicate_space_sword"
speed = 1
loot = list(/obj/effect/mob_spawn/human/corpse/syndicatecommando, /obj/item/melee/energy/sword/saber/red, /obj/item/shield/energy)
@@ -260,15 +310,15 @@
rapid = 2
retreat_distance = 5
minimum_distance = 5
icon_state = "syndicateranged"
icon_living = "syndicateranged"
icon_state = "syndicate_smg"
icon_living = "syndicate_smg"
projectilesound = 'sound/weapons/gunshots/gunshot.ogg'
casingtype = /obj/item/ammo_casing/c45
loot = list(/obj/effect/mob_spawn/human/corpse/syndicatesoldier, /obj/item/gun/projectile/automatic/c20r)
/mob/living/simple_animal/hostile/syndicate/ranged/space
icon_state = "syndicaterangedpsace"
icon_living = "syndicaterangedpsace"
icon_state = "syndicate_space_smg"
icon_living = "syndicate_space_smg"
name = "Syndicate Commando"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0