/mob/living/basic/lightgeist name = "lightgeist" desc = "This small floating creature is a completely unknown form of life... being near it fills you with a sense of tranquility." icon_state = "lightgeist" icon_living = "lightgeist" icon_dead = "butterfly_dead" response_help_continuous = "waves away" response_help_simple = "wave away" response_disarm_continuous = "brushes aside" response_disarm_simple = "brush aside" response_harm_continuous = "disrupts" response_harm_simple = "disrupt" speak_emote = list("warps") maxHealth = 2 health = 2 harm_intent_damage = 1 melee_attack_cooldown_min = 1.5 SECONDS melee_attack_cooldown_max = 2.5 SECONDS friendly_verb_continuous = "mends" friendly_verb_simple = "mend" density = FALSE initial_traits = list(TRAIT_FLYING) pass_flags = PASSTABLE | PASSGRILLE | PASSMOB ventcrawler = VENTCRAWLER_ALWAYS mob_size = MOB_SIZE_TINY gold_core_spawnable = HOSTILE_SPAWN damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) luminosity = 4 faction = list("neutral") basic_mob_flags = DEL_ON_DEATH unsuitable_atmos_damage = 0 minimum_survivable_temperature = 0 maximum_survivable_temperature = 1500 ai_controller = /datum/ai_controller/basic_controller/lightgeist var/heal_power = 5 /mob/living/basic/lightgeist/Initialize(mapload) . = ..() remove_verb(src, /mob/living/verb/pulled) remove_verb(src, /mob/verb/me_verb) var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED] med_hud.add_hud_to(src) /mob/living/basic/lightgeist/Destroy() var/datum/atom_hud/med_hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED] med_hud.remove_hud_from(src) return ..() /mob/living/basic/lightgeist/melee_attack(atom/target, list/modifiers, ignore_cooldown) . = ..() if(isliving(target) && target != src) faction |= ref(target) // Anyone we heal will treat us as a friend var/mob/living/L = target if(L.stat != DEAD) L.heal_overall_damage(heal_power, heal_power) new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF") /mob/living/basic/lightgeist/ghost() qdel(src) /datum/ai_controller/basic_controller/lightgeist blackboard = list( BB_TARGETING_STRATEGY = /datum/targeting_strategy/lightgeist, ) ai_traits = AI_FLAG_STOP_MOVING_WHEN_PULLED ai_movement = /datum/ai_movement/basic_avoidance idle_behavior = /datum/idle_behavior/idle_random_walk/less_walking planning_subtrees = list( /datum/ai_planning_subtree/simple_find_target/target_allies, /datum/ai_planning_subtree/basic_melee_attack_subtree, // We heal things by attacking them ) /// Attack only mobs who have damage that we can heal, I think this is specific enough not to be a generic type /datum/targeting_strategy/lightgeist /// 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 var/heal_biotypes = MOB_ORGANIC | MOB_MINERAL /datum/targeting_strategy/lightgeist/can_attack(mob/living/living_mob, mob/living/target, vision_range) if(!isliving(target) || target.stat == DEAD) return FALSE if(!(heal_biotypes & target.mob_biotypes)) return FALSE return target.getBruteLoss() > 0 || target.getFireLoss() > 0