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Converts clowns, clown goblins, and cluwne goblins to basic mobs (#29807)
* Clowns and other honknomaly mobs * Updatepaths
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/mob/living/basic/clown
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name = "Clown"
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desc = "A strange creature that vaguely resembles a normal clown. Upon closer inspection, it is nothing of the sort."
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icon = 'icons/mob/simple_human.dmi'
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icon_state = "clown"
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icon_living = "clown"
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icon_dead = "clown_dead"
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icon_gib = "clown_gib"
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mob_biotypes = MOB_ORGANIC | MOB_HUMANOID
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response_help_continuous = "pokes the"
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response_help_simple = "poke the"
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response_disarm_continuous = "gently pushes aside the"
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response_disarm_simple = "gently push aside the"
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a_intent = INTENT_HARM
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maxHealth = 75
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health = 75
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speed = 0
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harm_intent_damage = 8
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melee_damage_lower = 10
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melee_damage_upper = 10
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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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attack_verb_simple = "attack"
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attack_verb_continuous = "attacks"
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attack_sound = 'sound/items/bikehorn.ogg'
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obj_damage = 0
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environment_smash = 0
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minimum_survivable_temperature = 270
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maximum_survivable_temperature = 370
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unsuitable_heat_damage = 15 //amount of damage applied if animal's body temperature is higher than maxbodytemp
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unsuitable_cold_damage = 10 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
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unsuitable_atmos_damage = 10
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step_type = FOOTSTEP_MOB_SHOE
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contains_xeno_organ = TRUE
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surgery_container = /datum/xenobiology_surgery_container/clown
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ai_controller = /datum/ai_controller/basic_controller/simple/clown
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/mob/living/basic/clown/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/ai_retaliate)
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/mob/living/basic/clown/goblin
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icon = 'icons/mob/animal.dmi'
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name = "clown goblin"
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desc = "A tiny walking mask and clown shoes. You want to honk his nose!"
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icon_state = "clowngoblin"
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icon_living = "clowngoblin"
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icon_dead = null
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mob_biotypes = MOB_ORGANIC
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response_help_continuous = "honks the"
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response_help_simple = "honk the"
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speak_emote = list("squeaks")
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maxHealth = 100
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health = 100
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speed = -1
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basic_mob_flags = DEL_ON_DEATH
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loot = list(/obj/item/clothing/mask/gas/clown_hat, /obj/item/clothing/shoes/clown_shoes)
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/mob/living/basic/clown/goblin/cluwne
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name = "cluwne goblin"
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desc = "A tiny pile of misery and evil. Kill this thing before it comes for your family."
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icon_state = "cluwnegoblin"
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icon_living = "cluwnegoblin"
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response_help_continuous = "henks the"
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response_help_simple = "henk the"
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maxHealth = 150
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health = 150
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harm_intent_damage = 15
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melee_damage_lower = 17
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melee_damage_upper = 20
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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)
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minimum_survivable_temperature = 0
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maximum_survivable_temperature = INFINITY
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ai_controller = /datum/ai_controller/basic_controller/simple/cluwne_goblin
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loot = list(/obj/item/clothing/mask/false_cluwne_mask, /obj/item/clothing/shoes/clown_shoes/false_cluwne_shoes) // We'd rather not give them ACTUAL cluwne stuff you know?
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/// Fight back if attacked
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/datum/ai_controller/basic_controller/simple/clown
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ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/random_speech/clown,
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)
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/datum/ai_planning_subtree/random_speech/clown
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speech_chance = 2
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speak = list("HONK", "Honk!", "Come join the fun!")
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speak_verbs = list("honks")
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sound = list('sound/items/bikehorn.ogg')
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emote_hear = list("honks.")
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emote_see = list("honks.")
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/datum/ai_controller/basic_controller/simple/cluwne_goblin
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ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED
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planning_subtrees = list(
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/datum/ai_planning_subtree/target_retaliate,
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/datum/ai_planning_subtree/basic_melee_attack_subtree,
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/datum/ai_planning_subtree/random_speech/cluwne_goblin,
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)
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/datum/ai_planning_subtree/random_speech/cluwne_goblin
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speech_chance = 2
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speak = list("HENK!")
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speak_verbs = list("henks")
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sound = list('sound/items/bikehorn.ogg')
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emote_hear = list("henks.")
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emote_see = list("henks.")
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