Bubblegum is scarier again (#38306)

Miners are able to kill him roundstart by just walking backwards while shooting. Weaker than an ash drake.

Easiest way to change this was to give him his original attacks back which required you to avoid/manage blood.
This commit is contained in:
KorPhaeron
2018-06-21 18:56:28 -05:00
committed by letterjay
parent d0f68daa21
commit fa06a729a2
@@ -1,3 +1,5 @@
#define MEDAL_PREFIX "Bubblegum"
/* /*
BUBBLEGUM BUBBLEGUM
@@ -7,15 +9,15 @@ Bubblegum's footsteps are heralded by shaking booms, proving its tremendous size
It acts as a melee creature, chasing down and attacking its target while also using different attacks to augment its power that increase as it takes damage. It acts as a melee creature, chasing down and attacking its target while also using different attacks to augment its power that increase as it takes damage.
It tries to strike at its target through any bloodpools under them; if it fails to do that, it will spray blood and then attempt to warp to a bloodpool near the target. It often charges, dealing massive damage to anything unfortunate enough to be standing where it's aiming.
If it fails to warp to a target, it may summon up to 6 slaughterlings from the blood around it. Whenever it isn't chasing something down, it will sink into nearby blood pools (if possible) and springs out of the closest one to its target.
If it does not summon all 6 slaughterlings, it will instead charge at its target, dealing massive damage to anything it hits and spraying a stream of blood. To make this possible, it sprays streams of blood at random.
At half health, it will either charge three times or warp, then charge, instead of doing a single charge. From these blood pools Bubblegum may summon slaughterlings - weak, low-damage minions designed to impede the target's progress.
When Bubblegum dies, it leaves behind a H.E.C.K. mining suit as well as a chest that can contain three things: When Bubblegum dies, it leaves behind a chest that can contain three things:
1. A bottle that, when activated, drives everyone nearby into a frenzy 1. A spellblade that can slice off limbs at range
2. A contract that marks for death the chosen target 2. A bottle that, when activated, drives everyone nearby into a frenzy
3. A spellblade that can slice off limbs at range 3. A contract that marks for death the chosen target
Difficulty: Hard Difficulty: Hard
@@ -44,8 +46,7 @@ Difficulty: Hard
del_on_death = 1 del_on_death = 1
crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher) crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
loot = list(/obj/structure/closet/crate/necropolis/bubblegum) loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
blood_volume = BLOOD_VOLUME_MAXIMUM //BLEED FOR ME var/charging = 0
var/charging = FALSE
medal_type = BOSS_MEDAL_BUBBLEGUM medal_type = BOSS_MEDAL_BUBBLEGUM
score_type = BUBBLEGUM_SCORE score_type = BUBBLEGUM_SCORE
deathmessage = "sinks into a pool of blood, fleeing the battle. You've won, for now... " deathmessage = "sinks into a pool of blood, fleeing the battle. You've won, for now... "
@@ -57,54 +58,33 @@ Difficulty: Hard
desc = "You're not quite sure how a signal can be bloody." desc = "You're not quite sure how a signal can be bloody."
invisibility = 100 invisibility = 100
/mob/living/simple_animal/hostile/megafauna/bubblegum/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
. = ..()
if(. > 0 && prob(25))
var/obj/effect/decal/cleanable/blood/gibs/bubblegum/B = new /obj/effect/decal/cleanable/blood/gibs/bubblegum(loc)
if(prob(40))
step(B, pick(GLOB.cardinals))
else
B.setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/blood/gibs/bubblegum
name = "thick blood"
desc = "Thick, splattered blood."
random_icon_states = list("gib3", "gib5", "gib6")
bloodiness = 20
/obj/effect/decal/cleanable/blood/gibs/bubblegum/can_bloodcrawl_in()
return TRUE
/mob/living/simple_animal/hostile/megafauna/bubblegum/Life() /mob/living/simple_animal/hostile/megafauna/bubblegum/Life()
..() ..()
move_to_delay = CLAMP((health/maxHealth) * 10, 5, 10) move_to_delay = CLAMP(round((health/maxHealth) * 10), 5, 10)
/mob/living/simple_animal/hostile/megafauna/bubblegum/OpenFire() /mob/living/simple_animal/hostile/megafauna/bubblegum/OpenFire()
anger_modifier = CLAMP(((maxHealth - health)/60),0,20) anger_modifier = CLAMP(((maxHealth - health)/50),0,20)
if(charging) if(charging)
return return
ranged_cooldown = world.time + ranged_cooldown_time ranged_cooldown = world.time + ranged_cooldown_time
var/warped = FALSE blood_warp()
if(!try_bloodattack())
INVOKE_ASYNC(src, .proc/blood_spray)
warped = blood_warp()
if(warped && prob(100 - anger_modifier))
return
if(prob(90 - anger_modifier) || slaughterlings()) if(prob(25))
if(health > maxHealth * 0.5) INVOKE_ASYNC(src, .proc/blood_spray)
else if(prob(5+anger_modifier/2))
slaughterlings()
else
if(health > maxHealth/2 && !client)
INVOKE_ASYNC(src, .proc/charge) INVOKE_ASYNC(src, .proc/charge)
else else
if(prob(70) || warped) INVOKE_ASYNC(src, .proc/triple_charge)
INVOKE_ASYNC(src, .proc/charge, 2)
else
INVOKE_ASYNC(src, .proc/warp_charge)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Initialize() /mob/living/simple_animal/hostile/megafauna/bubblegum/Initialize()
. = ..() . = ..()
for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_living_list) for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_list)
if(B != src) if(B != src)
return INITIALIZE_HINT_QDEL //There can be only one return INITIALIZE_HINT_QDEL //There can be only one
var/obj/effect/proc_holder/spell/bloodcrawl/bloodspell = new var/obj/effect/proc_holder/spell/bloodcrawl/bloodspell = new
@@ -118,56 +98,53 @@ Difficulty: Hard
if(.) if(.)
SSshuttle.shuttle_purchase_requirements_met |= "bubblegum" SSshuttle.shuttle_purchase_requirements_met |= "bubblegum"
/mob/living/simple_animal/hostile/megafauna/bubblegum/do_attack_animation(atom/A, visual_effect_icon) /mob/living/simple_animal/hostile/megafauna/bubblegum/do_attack_animation(atom/A)
if(!charging) if(charging)
..() return
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/AttackingTarget() /mob/living/simple_animal/hostile/megafauna/bubblegum/AttackingTarget()
if(!charging) if(charging)
return ..() return
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/Goto(target, delay, minimum_distance) /mob/living/simple_animal/hostile/megafauna/bubblegum/Goto(target, delay, minimum_distance)
if(!charging) if(charging)
..() return
..()
/mob/living/simple_animal/hostile/megafauna/bubblegum/Move() /mob/living/simple_animal/hostile/megafauna/bubblegum/Move()
if(!stat)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 200, 1, 2, 1)
if(charging) if(charging)
new /obj/effect/temp_visual/decoy/fading(loc,src) new/obj/effect/temp_visual/decoy/fading(loc,src)
DestroySurroundings() DestroySurroundings()
. = ..() . = ..()
if(!stat && .)
playsound(src, 'sound/effects/meteorimpact.ogg', 200, 1, 2, 1)
if(charging) if(charging)
DestroySurroundings() DestroySurroundings()
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/warp_charge() /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/triple_charge()
blood_warp() charge()
sleep(10)
charge()
sleep(10)
charge() charge()
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge(bonus_charges) /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge()
var/turf/T = get_turf(target) var/turf/T = get_turf(target)
if(!T || T == loc) if(!T || T == loc)
return return
new /obj/effect/temp_visual/dragon_swoop/bubblegum(T) new /obj/effect/temp_visual/dragon_swoop(T)
charging = TRUE charging = 1
DestroySurroundings() DestroySurroundings()
walk(src, 0) walk(src, 0)
setDir(get_dir(src, T)) setDir(get_dir(src, T))
var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc,src) var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc,src)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 3) animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 5)
sleep(3) sleep(5)
throw_at(T, get_dist(src, T), 1, src, 0, callback = CALLBACK(src, .charge_end, bonus_charges)) throw_at(T, get_dist(src, T), 1, src, 0)
charging = 0
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge_end(bonus_charges, list/effects_to_destroy) Goto(target, move_to_delay, minimum_distance)
charging = FALSE
try_bloodattack()
if(target)
if(bonus_charges)
bonus_charges--
charge(bonus_charges)
else
Goto(target, move_to_delay, minimum_distance)
SetRecoveryTime(MEGAFAUNA_DEFAULT_RECOVERY_TIME)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Collide(atom/A) /mob/living/simple_animal/hostile/megafauna/bubblegum/Collide(atom/A)
@@ -191,142 +168,20 @@ Difficulty: Hard
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src))) var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src)))
L.throw_at(throwtarget, 3) L.throw_at(throwtarget, 3)
charging = FALSE charging = 0
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/get_mobs_on_blood()
var/list/targets = ListTargets()
. = list()
for(var/mob/living/L in targets)
var/list/bloodpool = get_pools(get_turf(L), 0)
if(bloodpool.len && (!faction_check_mob(L) || L.stat == DEAD))
. += L
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/try_bloodattack()
var/list/targets = get_mobs_on_blood()
if(targets.len)
INVOKE_ASYNC(src, .proc/bloodattack, targets, prob(50))
return TRUE
return FALSE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodattack(list/targets, handedness)
var/mob/living/target_one = pick_n_take(targets)
var/turf/target_one_turf = get_turf(target_one)
var/mob/living/target_two
if(targets.len)
target_two = pick_n_take(targets)
var/turf/target_two_turf = get_turf(target_two)
if(target_two.stat != CONSCIOUS || prob(10))
bloodgrab(target_two_turf, handedness)
else
bloodsmack(target_two_turf, handedness)
if(target_one)
var/list/pools = get_pools(get_turf(target_one), 0)
if(pools.len)
target_one_turf = get_turf(target_one)
if(target_one_turf)
if(target_one.stat != CONSCIOUS || prob(10))
bloodgrab(target_one_turf, !handedness)
else
bloodsmack(target_one_turf, !handedness)
if(!target_two && target_one)
var/list/poolstwo = get_pools(get_turf(target_one), 0)
if(poolstwo.len)
target_one_turf = get_turf(target_one)
if(target_one_turf)
if(target_one.stat != CONSCIOUS || prob(10))
bloodgrab(target_one_turf, handedness)
else
bloodsmack(target_one_turf, handedness)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodsmack(turf/T, handedness)
if(handedness)
new /obj/effect/temp_visual/bubblegum_hands/rightsmack(T)
else
new /obj/effect/temp_visual/bubblegum_hands/leftsmack(T)
sleep(2.5)
for(var/mob/living/L in T)
if(!faction_check_mob(L))
to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
playsound(T, attack_sound, 100, 1, -1)
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
sleep(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
if(handedness)
new /obj/effect/temp_visual/bubblegum_hands/rightpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/rightthumb(T)
else
new /obj/effect/temp_visual/bubblegum_hands/leftpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/leftthumb(T)
sleep(6)
for(var/mob/living/L in T)
if(!faction_check_mob(L))
to_chat(L, "<span class='userdanger'>[src] drags you through the blood!</span>")
playsound(T, 'sound/magic/enter_blood.ogg', 100, 1, -1)
var/turf/targetturf = get_step(src, dir)
L.forceMove(targetturf)
playsound(targetturf, 'sound/magic/exit_blood.ogg', 100, 1, -1)
if(L.stat != CONSCIOUS)
addtimer(CALLBACK(src, .proc/devour, L), 2)
sleep(1)
/obj/effect/temp_visual/dragon_swoop/bubblegum
duration = 10
/obj/effect/temp_visual/bubblegum_hands
icon = 'icons/effects/bubblegum.dmi'
duration = 9
/obj/effect/temp_visual/bubblegum_hands/rightthumb
icon_state = "rightthumbgrab"
/obj/effect/temp_visual/bubblegum_hands/leftthumb
icon_state = "leftthumbgrab"
/obj/effect/temp_visual/bubblegum_hands/rightpaw
icon_state = "rightpawgrab"
layer = BELOW_MOB_LAYER
/obj/effect/temp_visual/bubblegum_hands/leftpaw
icon_state = "leftpawgrab"
layer = BELOW_MOB_LAYER
/obj/effect/temp_visual/bubblegum_hands/rightsmack
icon_state = "rightsmack"
/obj/effect/temp_visual/bubblegum_hands/leftsmack
icon_state = "leftsmack"
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_warp() /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_warp()
if(Adjacent(target))
return FALSE
var/list/can_jaunt = get_pools(get_turf(src), 1)
if(!can_jaunt.len)
return FALSE
var/list/pools = get_pools(get_turf(target), 2)
var/list/pools_to_remove = get_pools(get_turf(target), 1)
pools -= pools_to_remove
if(!pools.len)
return FALSE
var/obj/effect/temp_visual/decoy/DA = new /obj/effect/temp_visual/decoy(loc,src)
DA.color = "#FF0000"
var/oldtransform = DA.transform
DA.transform = matrix()*2
animate(DA, alpha = 255, color = initial(DA.color), transform = oldtransform, time = 3)
sleep(3)
qdel(DA)
var/obj/effect/decal/cleanable/blood/found_bloodpool var/obj/effect/decal/cleanable/blood/found_bloodpool
pools = get_pools(get_turf(target), 2) var/list/pools = list()
pools_to_remove = get_pools(get_turf(target), 1) var/can_jaunt = FALSE
pools -= pools_to_remove for(var/obj/effect/decal/cleanable/blood/nearby in view(src,2))
can_jaunt = TRUE
break
if(!can_jaunt)
return
for(var/obj/effect/decal/cleanable/blood/nearby in view(get_turf(target),2))
pools += nearby
if(pools.len) if(pools.len)
shuffle_inplace(pools) shuffle_inplace(pools)
found_bloodpool = pick(pools) found_bloodpool = pick(pools)
@@ -336,51 +191,30 @@ Difficulty: Hard
forceMove(get_turf(found_bloodpool)) forceMove(get_turf(found_bloodpool))
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1) playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
visible_message("<span class='danger'>And springs back out!</span>") visible_message("<span class='danger'>And springs back out!</span>")
return TRUE
return FALSE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/get_pools(turf/T, range)
. = list()
for(var/obj/effect/decal/cleanable/nearby in view(T, range))
if(nearby.can_bloodcrawl_in())
. += nearby
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_spray() /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_spray()
visible_message("<span class='danger'>[src] sprays a stream of gore!</span>") visible_message("<span class='danger'>[src] sprays a stream of gore!</span>")
var/range = 6 + round(anger_modifier * 0.4) var/turf/E = get_edge_target_turf(src, src.dir)
var/range = 10
var/turf/previousturf = get_turf(src) var/turf/previousturf = get_turf(src)
var/turf/J = previousturf for(var/turf/J in getline(src,E))
var/targetdir = get_dir(src, target) if(!range)
if(target.loc == loc)
targetdir = dir
face_atom(target)
new /obj/effect/decal/cleanable/blood/bubblegum(J)
for(var/i in 1 to range)
J = get_step(previousturf, targetdir)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
playsound(previousturf,'sound/effects/splat.ogg', 100, 1, -1)
if(!J || !previousturf.atmos_adjacent_turfs || !previousturf.atmos_adjacent_turfs[J])
break break
new /obj/effect/decal/cleanable/blood/bubblegum(J) new /obj/effect/temp_visual/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
if(!previousturf.CanAtmosPass(J))
break
playsound(J,'sound/effects/splat.ogg', 100, 1, -1)
new /obj/effect/decal/cleanable/blood(J)
range--
previousturf = J previousturf = J
sleep(1) sleep(1)
/obj/effect/decal/cleanable/blood/bubblegum
bloodiness = 0
/obj/effect/decal/cleanable/blood/bubblegum/can_bloodcrawl_in()
return TRUE
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/slaughterlings() /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/slaughterlings()
visible_message("<span class='danger'>[src] summons a shoal of slaughterlings!</span>") visible_message("<span class='danger'>[src] summons a shoal of slaughterlings!</span>")
var/max_amount = 6 for(var/obj/effect/decal/cleanable/blood/H in range(src, 10))
for(var/H in get_pools(get_turf(src), 1)) if(prob(25))
if(!max_amount) new /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter(H.loc)
break
max_amount--
var/obj/effect/decal/cleanable/blood/B = H
new /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter(B.loc)
return max_amount
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter
name = "slaughterling" name = "slaughterling"
@@ -398,3 +232,5 @@ Difficulty: Hard
if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum)) if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum))
return 1 return 1
return 0 return 0
#undef MEDAL_PREFIX