/mob/living/simple_animal/hostile/construct name = "Construct" real_name = "Construct" desc = "" speak_emote = list("hisses") emote_hear = list("wails","screeches") response_help = "thinks better of touching" response_disarm = "flails at" response_harm = "punches" icon_dead = "shade_dead" speed = 0 a_intent = INTENT_HARM stop_automated_movement = 1 status_flags = CANPUSH attack_sound = 'sound/weapons/punch1.ogg' 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 faction = list("cult") flying = 1 universal_speak = 1 AIStatus = AI_OFF //normal constructs don't have AI var/const_type = "shade" var/list/construct_spells = list() var/playstyle_string = "You are a generic construct! Your job is to not exist, and you should probably adminhelp this." loot = list(/obj/item/reagent_containers/food/snacks/ectoplasm) del_on_death = 1 deathmessage = "collapses in a shattered heap." /mob/living/simple_animal/hostile/construct/New() ..() if(!SSticker.mode)//work around for maps with runes and cultdat is not loaded all the way name = "[const_type] ([rand(1, 1000)])" real_name = const_type icon_living = const_type icon_state = const_type else name = "[SSticker.cultdat.get_name(const_type)] ([rand(1, 1000)])" real_name = SSticker.cultdat.get_name(const_type) icon_living = SSticker.cultdat.get_icon(const_type) icon_state = SSticker.cultdat.get_icon(const_type) for(var/spell in construct_spells) AddSpell(new spell(null)) if(SSticker.cultdat.theme == "blood") updateglow() /mob/living/simple_animal/hostile/construct/examine(mob/user) to_chat(user, "*---------*") ..(user) var/msg = "" if(src.health < src.maxHealth) msg += "" if(src.health >= src.maxHealth/2) msg += "It looks slightly dented.\n" else msg += "It looks severely dented!\n" msg += "" msg += "*---------*" to_chat(user, msg) /mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M) if(istype(M, /mob/living/simple_animal/hostile/construct/builder)) if(health < maxHealth) adjustBruteLoss(-5) if(src != M) Beam(M,icon_state="sendbeam",time=4) M.visible_message("[M] repairs some of \the [src]'s dents.", \ "You repair some of [src]'s dents, leaving [src] at [health]/[maxHealth] health.") else M.visible_message("[M] repairs some of its own dents.", \ "You repair some of your own dents, leaving you at [M.health]/[M.maxHealth] health.") else if(src != M) to_chat(M, "You cannot repair [src]'s dents, as it has none!") else to_chat(M, "You cannot repair your own dents, as you have none!") else if(src != M) ..() /mob/living/simple_animal/hostile/construct/narsie_act() return /mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE) return FALSE /////////////////Juggernaut/////////////// /mob/living/simple_animal/hostile/construct/armoured name = "Juggernaut" real_name = "Juggernaut" desc = "A possessed suit of armour driven by the will of the restless dead" icon = 'icons/mob/mob.dmi' icon_state = "behemoth" icon_living = "behemoth" maxHealth = 250 health = 250 response_harm = "harmlessly punches" harm_intent_damage = 0 obj_damage = 90 melee_damage_lower = 30 melee_damage_upper = 30 attacktext = "smashes their armoured gauntlet into" speed = 3 environment_smash = 2 attack_sound = 'sound/weapons/punch3.ogg' status_flags = 0 const_type = "juggernaut" mob_size = MOB_SIZE_LARGE construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall) force_threshold = 11 playstyle_string = "You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \ create shield walls, rip apart enemies and walls alike, and even deflect energy weapons." /mob/living/simple_animal/hostile/construct/armoured/hostile //actually hostile, will move around, hit things AIStatus = AI_ON environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP /mob/living/simple_animal/hostile/construct/armoured/bullet_act(var/obj/item/projectile/P) if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) var/reflectchance = 80 - round(P.damage/3) if(prob(reflectchance)) if((P.damage_type == BRUTE || P.damage_type == BURN)) adjustBruteLoss(P.damage * 0.5) visible_message("The [P.name] gets reflected by [src]'s shell!", \ "The [P.name] gets reflected by [src]'s shell!") // Find a turf near or on the original location to bounce to if(P.starting) var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3) var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3) var/turf/curloc = get_turf(src) // redirect the projectile P.original = locate(new_x, new_y, P.z) P.starting = curloc P.current = curloc P.firer = src P.yo = new_y - curloc.y P.xo = new_x - curloc.x return -1 // complete projectile permutation return (..(P)) ////////////////////////Wraith///////////////////////////////////////////// /mob/living/simple_animal/hostile/construct/wraith name = "Wraith" real_name = "Wraith" desc = "A wicked bladed shell contraption piloted by a bound spirit" icon = 'icons/mob/mob.dmi' icon_state = "floating" icon_living = "floating" maxHealth = 75 health = 75 melee_damage_lower = 25 melee_damage_upper = 25 attacktext = "slashes" see_in_dark = 8 attack_sound = 'sound/weapons/bladeslice.ogg' const_type = "wraith" construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift) retreat_distance = 2 //AI wraiths will move in and out of combat playstyle_string = "You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls." /mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things AIStatus = AI_ON /////////////////////////////Artificer///////////////////////// /mob/living/simple_animal/hostile/construct/builder name = "Artificer" real_name = "Artificer" desc = "A bulbous construct dedicated to building and maintaining Cult armies." icon = 'icons/mob/mob.dmi' icon_state = "artificer" icon_living = "artificer" maxHealth = 50 health = 50 response_harm = "viciously beats" harm_intent_damage = 5 obj_damage = 60 melee_damage_lower = 5 melee_damage_upper = 5 attacktext = "rams" environment_smash = 2 retreat_distance = 10 minimum_distance = 10 //AI artificers will flee like fuck attack_sound = 'sound/weapons/punch2.ogg' const_type = "builder" construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser, /obj/effect/proc_holder/spell/aoe_turf/conjure/wall, /obj/effect/proc_holder/spell/aoe_turf/conjure/floor, /obj/effect/proc_holder/spell/aoe_turf/conjure/pylon, /obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone, /obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser) playstyle_string = "You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \ use magic missile, repair allied constructs (by clicking on them), \ and, most important of all, create new constructs by producing soulstones to capture souls, \ and shells to place those soulstones into." /mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here? if(istype(A, /mob/living/simple_animal/hostile/construct)) //is it a construct? var/mob/living/simple_animal/hostile/construct/C = A if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is return 1 else return 0 else return 0 /mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target) if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it return 0 if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs /mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets) ..() if(isliving(target)) var/mob/living/L = target if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it LoseTarget() return 0 if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you retreat_distance = null minimum_distance = 1 /mob/living/simple_animal/hostile/construct/builder/Aggro() ..() if(istype(target, /mob/living/simple_animal/hostile/construct)) //oh the target is a construct no need to flee retreat_distance = null minimum_distance = 1 /mob/living/simple_animal/hostile/construct/builder/LoseAggro() ..() retreat_distance = initial(retreat_distance) minimum_distance = initial(minimum_distance) /mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs AIStatus = AI_ON environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP /////////////////////////////Behemoth///////////////////////// /mob/living/simple_animal/hostile/construct/behemoth name = "Behemoth" real_name = "Behemoth" desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal." icon = 'icons/mob/mob.dmi' icon_state = "behemoth" icon_living = "behemoth" maxHealth = 750 health = 750 speak_emote = list("rumbles") response_harm = "harmlessly punches" harm_intent_damage = 0 melee_damage_lower = 50 melee_damage_upper = 50 attacktext = "brutally crushes" speed = 5 environment_smash = 2 attack_sound = 'sound/weapons/punch4.ogg' force_threshold = 11 const_type = "behemoth" var/energy = 0 var/max_energy = 1000 /mob/living/simple_animal/hostile/construct/behemoth/hostile //actually hostile, will move around, hit things AIStatus = AI_ON environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP /mob/living/simple_animal/hostile/construct/behemoth/Life(seconds, times_fired) weakened = 0 return ..() /////////////////////////////Harvester///////////////////////// /mob/living/simple_animal/hostile/construct/harvester name = "Harvester" real_name = "Harvester" desc = "A harbinger of Nar-Sie's enlightenment. It'll be all over soon." icon = 'icons/mob/mob.dmi' icon_state = "harvester" icon_living = "harvester" maxHealth = 60 health = 60 melee_damage_lower = 1 melee_damage_upper = 5 attacktext = "prods" environment_smash = ENVIRONMENT_SMASH_RWALLS see_in_dark = 8 attack_sound = 'sound/weapons/tap.ogg' const_type = "harvester" construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall, /obj/effect/proc_holder/spell/aoe_turf/conjure/floor, /obj/effect/proc_holder/spell/targeted/smoke/disable) retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier playstyle_string = "You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \ Bring those who still cling to this world of illusion back to the master so they may know Truth." /mob/living/simple_animal/hostile/construct/harvester/Process_Spacemove(var/movement_dir = 0) return 1 /mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things AIStatus = AI_ON environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP ////////////////Glow//////////////////// /mob/living/simple_animal/hostile/construct/proc/updateglow() overlays = 0 var/overlay_layer = LIGHTING_LAYER + 1 if(layer != MOB_LAYER) overlay_layer=TURF_LAYER+0.2 overlays += image(icon,"glow-[icon_state]",overlay_layer) set_light(2, -2, l_color = "#FFFFFF") ///ui stuff /mob/living/simple_animal/hostile/construct/armoured/handle_hud_icons_health() ..() if(healths) switch(health) if(250 to INFINITY) healths.icon_state = "juggernaut_health0" if(208 to 249) healths.icon_state = "juggernaut_health1" if(167 to 207) healths.icon_state = "juggernaut_health2" if(125 to 166) healths.icon_state = "juggernaut_health3" if(84 to 124) healths.icon_state = "juggernaut_health4" if(42 to 83) healths.icon_state = "juggernaut_health5" if(1 to 41) healths.icon_state = "juggernaut_health6" else healths.icon_state = "juggernaut_health7" /mob/living/simple_animal/hostile/construct/behemoth/handle_hud_icons_health() ..() if(healths) switch(health) if(750 to INFINITY) healths.icon_state = "juggernaut_health0" if(625 to 749) healths.icon_state = "juggernaut_health1" if(500 to 624) healths.icon_state = "juggernaut_health2" if(375 to 499) healths.icon_state = "juggernaut_health3" if(250 to 374) healths.icon_state = "juggernaut_health4" if(125 to 249) healths.icon_state = "juggernaut_health5" if(1 to 124) healths.icon_state = "juggernaut_health6" else healths.icon_state = "juggernaut_health7" /mob/living/simple_animal/hostile/construct/builder/handle_hud_icons_health() ..() if(healths) switch(health) if(50 to INFINITY) healths.icon_state = "artificer_health0" if(42 to 49) healths.icon_state = "artificer_health1" if(34 to 41) healths.icon_state = "artificer_health2" if(26 to 33) healths.icon_state = "artificer_health3" if(18 to 25) healths.icon_state = "artificer_health4" if(10 to 17) healths.icon_state = "artificer_health5" if(1 to 9) healths.icon_state = "artificer_health6" else healths.icon_state = "artificer_health7" /mob/living/simple_animal/hostile/construct/wraith/handle_hud_icons_health() ..() if(healths) switch(health) if(75 to INFINITY) healths.icon_state = "wraith_health0" if(62 to 74) healths.icon_state = "wraith_health1" if(50 to 61) healths.icon_state = "wraith_health2" if(37 to 49) healths.icon_state = "wraith_health3" if(25 to 36) healths.icon_state = "wraith_health4" if(12 to 24) healths.icon_state = "wraith_health5" if(1 to 11) healths.icon_state = "wraith_health6" else healths.icon_state = "wraith_health7" /mob/living/simple_animal/hostile/construct/harvester/handle_hud_icons_health() ..() if(healths) switch(health) if(150 to INFINITY) healths.icon_state = "harvester_health0" if(125 to 149) healths.icon_state = "harvester_health1" if(100 to 124) healths.icon_state = "harvester_health2" if(75 to 99) healths.icon_state = "harvester_health3" if(50 to 74) healths.icon_state = "harvester_health4" if(25 to 49) healths.icon_state = "harvester_health5" if(1 to 24) healths.icon_state = "harvester_health6" else healths.icon_state = "harvester_health7"