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098b13bb33
* Aaaaa it works * Add updatepaths * Add unsaved files * MATTTTT * Fixes casino * Fix --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
259 lines
9.7 KiB
Plaintext
259 lines
9.7 KiB
Plaintext
/obj/effect/mob_spawn/corpse/goliath/pierced
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corpse_description = "Seems to have been pierced through the heart by a Watcher spike."
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naive_corpse_description = "It's got a pretty big boo-boo, might need one of the large plasters."
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/obj/effect/mob_spawn/corpse/watcher/goliath_chewed
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corpse_description = "Prior to its death, it was badly mangled by the jaws of a Goliath."
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naive_corpse_description = "It's all tuckered out after playing rough with a Goliath."
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/obj/effect/mob_spawn/corpse/watcher/crushed
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corpse_description = "Crushed by a rockslide, it seemed to have been scraping frantically at the rocks even as it perished."
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naive_corpse_description = "All of those rocks probably don't make a comfortable blanket."
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/// if greater than lively mod, jiggles faster
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#define WATCHER_EGG_LIVELY_MOD 0.75
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/// If greater than active mod, egg is active and jiggles
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#define WATCHER_EGG_ACTIVE_MOD 0.5
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/// Egg which hatches into a helpful pet. Or you can eat it if you want.
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/obj/item/food/egg/watcher
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name = "watcher egg"
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desc = "A lonely egg still pulsing with life, somehow untouched by the corruption of the Necropolis."
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icon_state = "egg_watcher"
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icon = 'icons/obj/ruin_objects.dmi'
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tastes = list("ocular fluid" = 6, "loneliness" = 1)
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antable = FALSE
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/// How far have we moved?
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var/steps_travelled = 0
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/// How far should we travel to hatch?
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var/steps_to_hatch = 600
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/// Datum used to measure our steps
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var/datum/movement_detector/pedometer
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/obj/item/food/egg/watcher/Initialize(mapload)
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. = ..()
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pedometer = new(src, CALLBACK(src, PROC_REF(on_stepped)))
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/obj/item/food/egg/watcher/Destroy(force)
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. = ..()
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QDEL_NULL(pedometer)
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/obj/item/food/egg/watcher/examine(mob/user)
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. = ..()
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if(steps_travelled < (steps_to_hatch * WATCHER_EGG_ACTIVE_MOD))
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. += "<span class='notice'>Something stirs listlessly inside.</span>"
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else if(steps_travelled < (steps_to_hatch * WATCHER_EGG_LIVELY_MOD))
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. += "<span class='notice'>Something is moving actively inside.</span>"
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else
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. += "<span class='boldnotice'>It's jiggling wildly, it's about to hatch!</span>"
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/// Called when we are moved, whether inside an inventory or by ourself somehow
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/obj/item/food/egg/watcher/proc/on_stepped(atom/movable/egg, atom/mover, atom/old_loc, direction)
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var/new_loc = get_turf(egg)
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if(isnull(new_loc) || new_loc == get_turf(old_loc))
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return // Didn't actually go anywhere
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steps_travelled++
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if(steps_travelled == steps_to_hatch * WATCHER_EGG_ACTIVE_MOD) //Halfway to hatching, start jiggling.
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jiggle()
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return
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if(steps_travelled < steps_to_hatch)
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return
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visible_message("<span class='boldnotice'>[src] splits and unfurls into a baby Watcher!</span>")
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playsound(new_loc, 'sound/effects/splat.ogg', 50, TRUE)
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new /obj/effect/decal/cleanable/greenglow(new_loc)
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new /obj/item/watcher_hatchling(new_loc)
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qdel(src)
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/// Animate the egg
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/obj/item/food/egg/watcher/proc/jiggle()
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var/animation = isturf(loc) ? rand(1, 3) : 1 // Pixel_x/y animations don't work in an inventory
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switch(animation)
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if(1)
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animate(src, transform = transform.Scale(1.3), time = 1 SECONDS, easing = BOUNCE_EASING)
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animate(transform = matrix(), time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
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if(2)
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animate(src, pixel_y = 8, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
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animate(pixel_y = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
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animate(pixel_y = 4, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
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animate(pixel_y = 0, time = 0.5 SECONDS, easing = BOUNCE_EASING | EASE_IN)
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if(3)
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Shake(2, 0, 0.3 SECONDS)
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var/next_jiggle = rand(5 SECONDS, 10 SECONDS) / (steps_travelled >= steps_to_hatch * WATCHER_EGG_LIVELY_MOD ? 2 : 1)
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addtimer(CALLBACK(src, PROC_REF(jiggle)), next_jiggle, TIMER_DELETE_ME)
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#undef WATCHER_EGG_LIVELY_MOD
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#undef WATCHER_EGG_ACTIVE_MOD
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/// A cute pet who will occasionally attack lavaland mobs for you
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/obj/item/watcher_hatchling
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name = "watcher hatchling"
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desc = "A newly born watcher, apparently free of the Necropolis' corruption. Perhaps one of the last."
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icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
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icon_state = "watcher_baby"
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resistance_flags = LAVA_PROOF | FIRE_PROOF //No. The child will not die to lava.
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w_class = WEIGHT_CLASS_SMALL //pocket monster. Plus doesn't work in bag.
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/// The effect we create when out and about
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var/obj/effect/watcher_orbiter/orbiter
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/// Who are we orbiting?
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var/mob/living/owner
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/obj/item/watcher_hatchling/attack_self(mob/user, modifiers)
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. = ..()
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if(!isnull(orbiter))
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watcher_return()
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return
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orbiter = new (get_turf(src))
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orbiter.follow(user)
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owner = user
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RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(remove_owner))
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RegisterSignal(orbiter, COMSIG_PARENT_QDELETING, PROC_REF(our_remove_orbiter))
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/obj/item/watcher_hatchling/Moved(atom/old_loc, movement_dir, forced)
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. = ..()
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if(isnull(orbiter))
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return
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var/mob/holder = get(loc, /mob)
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if(holder != owner)
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watcher_return()
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/// If the guy we are orbiting is deleted but somehow we aren't
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/obj/item/watcher_hatchling/proc/remove_owner()
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SIGNAL_HANDLER
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UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
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owner = null
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/// In the more likely event that our orbiter is deleted, stop holding a reference to it
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/obj/item/watcher_hatchling/proc/our_remove_orbiter()
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SIGNAL_HANDLER
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orbiter = null // No need to unregister signal because we only call this when it deletes
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/// Get back in your ball pikachu
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/obj/item/watcher_hatchling/proc/watcher_return()
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qdel(orbiter)
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remove_owner()
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/// Orbiting visual which shoots at mining mobs
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/obj/effect/watcher_orbiter
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name = "watcher hatchling"
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icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
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icon_state = "watcher_baby"
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layer = EDGED_TURF_LAYER // Don't render under lightbulbs
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pixel_y = 22
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alpha = 0
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/// Who are we following?
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var/atom/parent
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/// Datum which keeps us hanging out with our parent
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var/datum/movement_detector/tracker
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/// Type of projectile we fire
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var/projectile_type = /obj/item/projectile/baby_watcher_blast
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/// Sound to make when we shoot
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var/projectile_sound = 'sound/weapons/pierce.ogg'
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/// Time between taking potshots at goliaths
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var/fire_delay = 5 SECONDS
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/// How much faster do we shoot when avenging our parent?
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var/on_death_multiplier = 5
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/// Time taken between shots
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COOLDOWN_DECLARE(shot_cooldown)
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/// Types of mobs to attack
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var/list/target_faction = list("hostile", "terrorspiders", "mining", "boss") //Yes terror spiders are their own faction. Also fuck them.
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/obj/effect/watcher_orbiter/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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// Shuttle rotation fucks with our position, we just want to stick with our guy
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/obj/effect/watcher_orbiter/shuttleRotate(rotation, params)
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return
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/obj/effect/watcher_orbiter/Destroy(force)
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(tracker)
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return ..()
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/obj/effect/watcher_orbiter/process(seconds_per_tick)
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if(!COOLDOWN_FINISHED(src, shot_cooldown))
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return
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for(var/mob/living/potential_target in oview(5, src))
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if(!isanimal(potential_target) || potential_target.stat == DEAD)
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continue
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if(!faction_check(target_faction, potential_target.faction))
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continue
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shoot_at(potential_target)
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return
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/// Take a shot
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/obj/effect/watcher_orbiter/proc/shoot_at(atom/target)
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COOLDOWN_START(src, shot_cooldown, fire_delay)
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var/turf/T = get_turf(src)
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var/turf/U = get_turf(target)
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if(!T || !U)
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return
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var/obj/item/projectile/O = new projectile_type(T)
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playsound(get_turf(src), projectile_sound, 75, TRUE)
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O.firer = parent // no hitting owner.
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O.current = T
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O.yo = U.y - T.y
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O.xo = U.x - T.x
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O.fire()
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/// Set ourselves up to track and orbit around a guy
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/obj/effect/watcher_orbiter/proc/follow(atom/movable/target)
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parent = target
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glide_size = target.glide_size
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animate(src, pixel_y = 26, alpha = 255, time = 0.5 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(orbit_animation)), 0.5 SECONDS, TIMER_DELETE_ME)
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tracker = new(target, CALLBACK(src, PROC_REF(on_parent_moved)))
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RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(on_parent_deleted))
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RegisterSignal(target, COMSIG_MOB_DEATH, PROC_REF(on_parent_died))
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RegisterSignal(target, COMSIG_LIVING_REVIVE, PROC_REF(on_parent_revived))
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/// Do our orbiting animation
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/obj/effect/watcher_orbiter/proc/orbit_animation()
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animate(src, pixel_y = 26, time = 1 SECONDS, loop = -1, easing = SINE_EASING, flags = ANIMATION_PARALLEL)
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animate(pixel_y = 18, time = 1 SECONDS, easing = SINE_EASING)
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animate(src, pixel_x = 20, time = 0.5 SECONDS, loop = -1, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL)
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animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
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animate(pixel_x = -20, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
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animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
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/// Follow our parent
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/obj/effect/watcher_orbiter/proc/on_parent_moved(atom/movable/parent, atom/mover, atom/old_loc, direction)
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if(parent.loc == old_loc)
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return
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var/turf/new_turf = get_turf(parent)
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if(isnull(new_turf))
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qdel(src)
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return
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if(loc != new_turf)
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abstract_move(new_turf)
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/// Called if the guy we're tracking is deleted somehow
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/obj/effect/watcher_orbiter/proc/on_parent_deleted()
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SIGNAL_HANDLER
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parent = null
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qdel(src)
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/// We must guard this corpse
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/obj/effect/watcher_orbiter/proc/on_parent_died(mob/living/parent)
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SIGNAL_HANDLER
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visible_message("<span class='notice'>[src] emits a piteous keening in mourning of [parent]!</span>")
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fire_delay /= on_death_multiplier
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/// Exit hyperactive mode
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/obj/effect/watcher_orbiter/proc/on_parent_revived(mob/living/parent)
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SIGNAL_HANDLER
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visible_message("<span class='notice'>[src] chirps happily as [parent] suddenly gasps for breath!</span>")
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fire_delay *= on_death_multiplier
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/// Beam fired by a baby watcher, doesn't actually do less damage than its parent
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/obj/item/projectile/baby_watcher_blast
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name = "hatchling beam"
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icon_state = "ice_2"
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