Files
Paradise/code/modules/mob/living/simple_animal/constructs.dm
Octus a7156dce16 Reworks cult sharding to not perma kill mindshielded victims [Needs TM] (#20402)
* fucking cult

* WERE STILL WORKING ON ITTTT

* d

* Revert "d"

This reverts commit 8a4bf06f5c.

* MOREEEE

* update

* Revert "update"

This reverts commit 65d85eae87.

* only chap can do it now lmao

* WHOOPS

* OK NOW

* Update runes.dm

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* PLEASE TESTMERGE AAA

* fixes some stuff, improves it

* fixes the code from merge conflict

* Update code/game/gamemodes/wizard/soulstone.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* fixes a bug with shit not dying due to brains

* Adds some GC stuff, Sirr's code reviews.

* finishes the last changes and reviews

* missed 1

---------

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
2023-05-09 19:41:40 -05:00

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/mob/living/simple_animal/hostile/construct
name = "Construct"
real_name = "Construct"
mob_biotypes = NONE
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches"
icon = 'icons/mob/cult.dmi'
icon_dead = "shade_dead"
speed = 0
a_intent = INTENT_HARM
stop_automated_movement = TRUE
see_in_dark = 8
see_invisible = SEE_INVISIBLE_HIDDEN_RUNES
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 = TRUE
pressure_resistance = 100
universal_speak = TRUE
AIStatus = AI_OFF //normal constructs don't have AI
loot = list(/obj/item/reagent_containers/food/snacks/ectoplasm)
del_on_death = TRUE
deathmessage = "collapses in a shattered heap."
var/construct_type = "shade"
/// The body/brain of the player inside this construct, transferred over from the soulstone.
var/mob/living/held_body
var/list/construct_spells = list()
/// Is this a holy/purified construct?
var/holy = FALSE
/// Message to send to the construct when they are created, containing information about their role.
var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
/mob/living/simple_animal/hostile/construct/Initialize(mapload)
. = ..()
if(!SSticker.mode)//work around for maps with runes and cultdat is not loaded all the way
name = "[construct_type] ([rand(1, 1000)])"
real_name = construct_type
icon_living = construct_type
icon_state = construct_type
else
name = "[SSticker.cultdat.get_name(construct_type)] ([rand(1, 1000)])"
real_name = SSticker.cultdat.get_name(construct_type)
icon_living = SSticker.cultdat.get_icon(construct_type)
icon_state = SSticker.cultdat.get_icon(construct_type)
for(var/spell in construct_spells)
AddSpell(new spell(null))
set_light(2, 3, l_color = SSticker.cultdat ? SSticker.cultdat.construct_glow : LIGHT_COLOR_BLOOD_MAGIC)
/mob/living/simple_animal/hostile/construct/Destroy()
remove_held_body()
return ..()
/mob/living/simple_animal/hostile/construct/death(gibbed)
SSticker.mode.remove_cultist(show_message = FALSE, target_mob = src)
if(held_body) // Null check for empty bodies
held_body.forceMove(get_turf(src))
SSticker.mode.add_cult_immunity(held_body)
if(ismob(held_body)) // Check if the held_body is a mob
held_body.key = key
else if(istype(held_body, /obj/item/organ/internal/brain)) // Check if the held_body is a brain
var/obj/item/organ/internal/brain/brain = held_body
if(brain.brainmob) // Check if the brain has a brainmob
brain.brainmob.key = key // Set the key to the brainmob
brain.brainmob.mind.transfer_to(brain.brainmob) // Transfer the mind to the brainmob
held_body.cancel_camera()
new /obj/effect/temp_visual/cult/sparks(get_turf(src))
playsound(src, 'sound/effects/pylon_shatter.ogg', 40, TRUE)
. = ..()
/mob/living/simple_animal/hostile/construct/proc/add_held_body(atom/movable/body)
held_body = body
RegisterSignal(body, COMSIG_PARENT_QDELETING, PROC_REF(remove_held_body))
/mob/living/simple_animal/hostile/construct/proc/remove_held_body()
SIGNAL_HANDLER
held_body = null
/mob/living/simple_animal/hostile/construct/examine(mob/user)
. = ..()
var/msg = ""
if(src.health < src.maxHealth)
msg += "<span class='warning'>"
if(src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
. += 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("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
else
M.visible_message("<span class='danger'>[M] repairs some of its own dents.</span>", \
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
else
if(src != M)
to_chat(M, "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as it has none!</span>")
else
to_chat(M, "<span class='cult'>You cannot repair your own dents, as you have none!</span>")
else if(src != M)
return ..()
/mob/living/simple_animal/hostile/construct/narsie_act()
return
/mob/living/simple_animal/hostile/construct/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
return FALSE
/mob/living/simple_animal/hostile/construct/Life(seconds, times_fired)
if(holy_check(src))
throw_alert("holy_fire", /obj/screen/alert/holy_fire, override = TRUE)
visible_message("<span class='danger'>[src] slowly crumbles to dust in this holy place!</span>", \
"<span class='danger'>Your shell burns as you crumble to dust in this holy place!</span>")
playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
adjustBruteLoss(maxHealth/8)
else
clear_alert("holy_fire", clear_override = TRUE)
return ..()
/////////////////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_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
construct_type = "juggernaut"
mob_size = MOB_SIZE_LARGE
move_resist = MOVE_FORCE_STRONG
construct_spells = list(/obj/effect/proc_holder/spell/night_vision, /obj/effect/proc_holder/spell/aoe/conjure/build/lesserforcewall)
force_threshold = 11
playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
create shield walls, rip apart enemies and walls.</b>"
/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(obj/item/projectile/P)
if(P.is_reflectable(REFLECTABILITY_ENERGY))
if(P.damage_type == BRUTE || P.damage_type == BURN)
adjustBruteLoss(P.damage * 0.6) // 21 hit with security laser gun
P.on_hit(src)
return FALSE
return ..()
////////////////////////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_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_type = "wraith"
construct_spells = list(/obj/effect/proc_holder/spell/night_vision, /obj/effect/proc_holder/spell/ethereal_jaunt/shift)
retreat_distance = 2 //AI wraiths will move in and out of combat
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
/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_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'
construct_type = "builder"
construct_spells = list(/obj/effect/proc_holder/spell/night_vision,
/obj/effect/proc_holder/spell/projectile/magic_missile/lesser,
/obj/effect/proc_holder/spell/aoe/conjure/construct/lesser,
/obj/effect/proc_holder/spell/aoe/conjure/build/wall,
/obj/effect/proc_holder/spell/aoe/conjure/build/floor,
/obj/effect/proc_holder/spell/aoe/conjure/build/pylon,
/obj/effect/proc_holder/spell/aoe/conjure/build/soulstone)
playstyle_string = "<b>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), \
<i>and, most important of all,</i> create new constructs by producing soulstones to capture souls, \
and shells to place those soulstones into.</b>"
/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
if(isconstruct(A)) //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(list/possible_targets)
..()
if(isliving(target))
var/mob/living/L = target
if(isconstruct(L) && 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(isconstruct(target)) //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 = ENVIRONMENT_SMASH_STRUCTURES //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's arsenal."
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
construct_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
/////////////////////////////Harvester/////////////////////////
/mob/living/simple_animal/hostile/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "A harbinger of enlightenment. It'll be all over soon."
icon_state = "harvester"
icon_living = "harvester"
maxHealth = 40
health = 40
melee_damage_lower = 20
melee_damage_upper = 25
attacktext = "prods"
environment_smash = ENVIRONMENT_SMASH_RWALLS
attack_sound = 'sound/weapons/tap.ogg'
construct_type = "harvester"
construct_spells = list(/obj/effect/proc_holder/spell/night_vision,
/obj/effect/proc_holder/spell/aoe/conjure/build/wall,
/obj/effect/proc_holder/spell/aoe/conjure/build/floor,
/obj/effect/proc_holder/spell/smoke/disable)
retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
playstyle_string = "<B>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.</B>"
/mob/living/simple_animal/hostile/construct/harvester/Process_Spacemove(movement_dir = 0)
return TRUE
/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
/mob/living/simple_animal/hostile/construct/proc/make_holy()
if(holy) // Already holy-fied
return
holy = TRUE
set_light(3, 5, LIGHT_COLOR_DARK_BLUE)
name = "Holy [name]"
real_name = "Holy [real_name]"
faction.Remove("cult")
///ui stuff
/mob/living/simple_animal/hostile/construct/armoured/update_health_hud()
if(!client)
return
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/update_health_hud()
if(!client)
return
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/update_health_hud()
if(!client)
return
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/update_health_hud()
if(!client)
return
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/update_health_hud()
if(!client)
return
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"