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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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// malfunctioning combat drones
/mob/living/basic/malf_drone
name = "combat drone"
desc = "An automated combat drone armed with state of the art weaponry and shielding."
icon_state = "drone3"
icon_living = "drone3"
icon_dead = "drone_dead"
mob_biotypes = MOB_ROBOTIC
response_disarm_continuous = "gently pushes aside the"
response_disarm_simple = "gently pushes aside the"
a_intent = INTENT_HARM
health = 200
maxHealth = 200
speed = 8
is_ranged = TRUE
ranged_burst_count = 3
ranged_burst_interval = 0.4
projectile_type = /obj/projectile/beam/immolator/weak/hitscan
projectile_sound = 'sound/weapons/laser3.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)
minimum_survivable_temperature = 0
faction = list("malf_drone")
death_message = "suddenly breaks apart."
basic_mob_flags = DEL_ON_DEATH
advanced_bullet_dodge_chance = 25 // This will be adjusted when active, vs deactivated. Randomises on hit if it is zero.
ai_controller = /datum/ai_controller/basic_controller/simple/malf_drone
/// Is the drone passive?
var/passive = FALSE
/mob/living/basic/malf_drone/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(create_trail))
add_language("Galactic Common")
set_default_language(GLOB.all_languages["Galactic Common"])
AddElement(/datum/element/ai_retaliate)
update_icons()
AddComponent(/datum/component/event_tracker, EVENT_DRONE)
/mob/living/basic/malf_drone/proc/create_trail(datum/source, atom/oldloc, _dir, forced)
var/turf/T = get_turf(oldloc)
if(!has_gravity(T))
new /obj/effect/particle_effect/ion_trails(T, _dir)
/mob/living/basic/malf_drone/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
return 1
/mob/living/basic/malf_drone/update_icons()
if(passive)
icon_state = "drone_dead"
else if(health / maxHealth > 0.9)
icon_state = "drone3"
else if(health / maxHealth > 0.7)
icon_state = "drone2"
else if(health / maxHealth > 0.5)
icon_state = "drone1"
else
icon_state = "drone0"
/mob/living/basic/malf_drone/adjustHealth(damage, updating_health)
do_sparks(3, 1, src)
if(!QDELETED(src))
ai_controller.set_blackboard_key(BB_MALF_DRONE_PASSIVE, FALSE)
passive = FALSE
update_icons()
if(!advanced_bullet_dodge_chance)
advanced_bullet_dodge_chance = 25
. = ..() // this will handle finding a target if there is a valid one nearby
/mob/living/basic/malf_drone/Life(seconds, times_fired)
. = ..()
if(.) // mob is alive. We check this just in case Life() can fire for qdel'ed mobs.
if(times_fired % 15 == 0) // every 15 cycles, aka 30 seconds, 50% chance to switch between modes
scramble_settings()
/mob/living/basic/malf_drone/proc/scramble_settings()
if(prob(50))
do_sparks(3, 1, src)
passive = !passive
ai_controller.set_blackboard_key(BB_MALF_DRONE_PASSIVE, passive)
if(passive)
visible_message(SPAN_NOTICE("[src] retracts several targetting vanes."))
advanced_bullet_dodge_chance = 0
ai_controller.set_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET, null)
else
visible_message(SPAN_WARNING("[src] suddenly lights up, and additional targetting vanes slide into place."))
advanced_bullet_dodge_chance = 25
ai_controller.cancel_actions()
update_icons()
/// We overide the basic effect, as malfunctioning drones are in space, and use jets to dodge. Also lets us do cool effects.
/mob/living/basic/malf_drone/advanced_bullet_dodge(mob/living/source, obj/projectile/hitting_projectile)
if(HAS_TRAIT(source, TRAIT_IMMOBILIZED))
return NONE
if(source.stat != CONSCIOUS)
return NONE
if(!prob(advanced_bullet_dodge_chance))
return NONE
source.visible_message(
SPAN_DANGER("[source]'s jets [pick("boosts", "propels", "pulses", "flares up and moves", "shudders and pushes")] it out of '[hitting_projectile]'s way!"),
SPAN_USERDANGER("You evade [hitting_projectile]!"),
)
playsound(source, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg', 'sound/effects/refill.ogg'), 75, TRUE)
if(prob(50))
addtimer(VARSET_CALLBACK(source, advanced_bullet_dodge_chance, advanced_bullet_dodge_chance), 0.25 SECONDS)
advanced_bullet_dodge_chance = 0
return ATOM_PREHIT_FAILURE
/mob/living/basic/malf_drone/emp_act(severity)
adjustHealth(100 / severity) // takes the same damage as a mining drone from emp
/mob/living/basic/malf_drone/drop_loot()
do_sparks(3, 1, src)
var/turf/T = get_turf(src)
// shards
var/obj/O = new /obj/item/shard(T)
step_to(O, get_turf(pick(view(7, src))))
if(prob(75))
O = new /obj/item/shard(T)
step_to(O, get_turf(pick(view(7, src))))
if(prob(50))
O = new /obj/item/shard(T)
step_to(O, get_turf(pick(view(7, src))))
if(prob(25))
O = new /obj/item/shard(T)
step_to(O, get_turf(pick(view(7, src))))
// rods
var/obj/item/stack/K = new /obj/item/stack/rods(T)
step_to(K, get_turf(pick(view(7, src))))
K.amount = pick(1, 2, 3, 4)
K.update_icon()
// plasteel
K = new /obj/item/stack/sheet/plasteel(T)
step_to(K, get_turf(pick(view(7, src))))
K.amount = pick(1, 2, 3, 4)
K.update_icon()
// Spawn 1-4 boards of a random type
var/num_boards = rand(1, 4)
var/list/options = subtypesof(/obj/item/circuitboard/random_tech_level)
for(var/i in 1 to num_boards)
var/obj/item/circuitboard/random_tech_level/board = pick_n_take(options)
new board(T)
// Becomes a board with a random level in the specified tech
// It's done like this so we can have a random level because we can't do this in the type declaration
/obj/item/circuitboard/random_tech_level
/// Lower bound of random tech level
var/lower_bound = 3
/// Upper bound of random tech level
var/upper_bound = 6
/obj/item/circuitboard/random_tech_level/Initialize(mapload)
. = ..()
origin_tech += "[rand(lower_bound, upper_bound)]"
/obj/item/circuitboard/random_tech_level/motherboard
name = "Drone CPU motherboard"
origin_tech = "programming="
/obj/item/circuitboard/random_tech_level/interface
name = "Drone neural interface"
origin_tech = "biotech="
/obj/item/circuitboard/random_tech_level/processor
name = "Drone suspension processor"
origin_tech = "magnets="
/obj/item/circuitboard/random_tech_level/controller
name = "Drone shielding controller"
origin_tech = "bluespace="
/obj/item/circuitboard/random_tech_level/capacitor
name = "Drone power capacitor"
origin_tech = "powerstorage="
/obj/item/circuitboard/random_tech_level/reinforcer
name = "Drone hull reinforcer"
origin_tech = "materials="
/obj/item/circuitboard/random_tech_level/autorepair
name = "Drone auto-repair system"
origin_tech = "engineering="
/obj/item/circuitboard/random_tech_level/counter
name = "Drone plasma overcharge counter"
origin_tech = "plasmatech="
/obj/item/circuitboard/random_tech_level/targeting
name = "Drone targeting circuitboard"
origin_tech = "combat="
/obj/item/circuitboard/random_tech_level/morality
name = "Corrupted drone morality core"
origin_tech = "syndicate="
/datum/ai_controller/basic_controller/simple/malf_drone
movement_delay = 2 SECONDS
blackboard = list(
BB_TARGETING_STRATEGY = /datum/targeting_strategy/basic/malf_drone,
BB_AGGRO_RANGE = 7,
BB_BASIC_MOB_FLEE_DISTANCE = 3,
BB_MALF_DRONE_PASSIVE = FALSE,
)
planning_subtrees = list(
/datum/ai_planning_subtree/random_speech/malf_drone,
/datum/ai_planning_subtree/target_retaliate/check_faction,
/datum/ai_planning_subtree/simple_find_target/malf_drone,
/datum/ai_planning_subtree/maintain_distance,
/datum/ai_planning_subtree/ranged_skirmish/no_minimum,
)
/datum/ai_planning_subtree/simple_find_target/malf_drone
/datum/ai_planning_subtree/simple_find_target/malf_drone/select_behaviors(datum/ai_controller/controller, seconds_per_tick)
if(controller.blackboard[BB_MALF_DRONE_PASSIVE])
return // Only target if we're not in passive mode
return ..()
/datum/ai_planning_subtree/random_speech/malf_drone
speech_chance = 4
speak = list("ALERT.", "Hostile-ile-ile entities dee-twhoooo-wected.", "Threat parameterszzzz- szzet.", "Bring sub-sub-sub-systems uuuup to combat alert alpha-a-a.")
emote_see = list("beeps menacingly.", "whirrs threateningly.", "scans for targets.")
/datum/targeting_strategy/basic/malf_drone
/// Returns false if we're on passive mode. If we get attacked, we swap out of passive mode.
/datum/targeting_strategy/basic/malf_drone/can_attack(mob/living/living_mob, atom/target, vision_range)
if(living_mob?.ai_controller?.blackboard[BB_MALF_DRONE_PASSIVE])
return FALSE
return ..()