From 8d1daa51847bddfac4d266782de097d0ba3d1750 Mon Sep 17 00:00:00 2001 From: Theos Date: Fri, 21 Jun 2024 03:40:11 -0400 Subject: [PATCH] adds telegraphing to brimdemon attacks (#3107) ## About The Pull Request Brimdemon beams now fade in before activating Reduces brimdemon base vision range from 9 to 6 so you won't piss them off before even being able to see them https://github.com/shiptest-ss13/Shiptest/assets/24857008/994e9111-7504-43e2-bfea-ad05e86e6399 ## Why It's Good For The Game Silence, tester. Offscreen brimdemon blast. -35. ## Changelog :cl: balance: brimdemon beams now have a fade-in effect before dealing damage, making it harder to get instantly chunked for a quarter of your health balance: brimdemons can no longer aggro on you before you can see them /:cl: --------- Signed-off-by: Theos --- .../hostile/mining_mobs/brimdemon.dm | 36 +++++++++++-------- 1 file changed, 22 insertions(+), 14 deletions(-) diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/brimdemon.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/brimdemon.dm index 815bfca00028..769f6ce3d5fa 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/brimdemon.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/brimdemon.dm @@ -14,7 +14,7 @@ emote_hear = list("cackles","screeches") stat_attack = CONSCIOUS ranged_cooldown_time = 5 SECONDS - vision_range = 9 + vision_range = 6 retreat_distance = 2 speed = 3 move_to_delay = 5 @@ -98,7 +98,7 @@ visible_message(span_danger("[src] starts charging!")) balloon_alert(src, "charging...") to_chat(src, "You begin to charge up...") - addtimer(CALLBACK(src, PROC_REF(fire_laser)), 1 SECONDS) + fire_laser() COOLDOWN_START(src, ranged_cooldown, ranged_cooldown_time) /mob/living/simple_animal/hostile/asteroid/brimdemon/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE) @@ -115,10 +115,6 @@ /mob/living/simple_animal/hostile/asteroid/brimdemon/proc/fire_laser() if(stat == DEAD) return - visible_message(span_danger("[src] fires a brimbeam!")) - balloon_alert(src, "brimbeam fired") - playsound(src, 'sound/creatures/brimdemon.ogg', 150, FALSE, 0, 3) - cut_overlay("brimdemon_telegraph_dir") var/turf/target_turf = get_ranged_target_turf(src, dir, BRIMBEAM_RANGE) var/turf/origin_turf = get_turf(src) var/list/affected_turfs = get_line(origin_turf, target_turf) - origin_turf @@ -135,15 +131,30 @@ var/atom/new_brimbeam = new /obj/effect/brimbeam(affected_turf) new_brimbeam.dir = dir beamparts += new_brimbeam - for(var/mob/living/hit_mob in affected_turf.contents) - hit_mob.adjustFireLoss(35) - to_chat(hit_mob, span_userdanger("You're hit by [src]'s brimbeam!")) + animate(new_brimbeam, 1 SECONDS, alpha = 255) if(length(beamparts)) var/atom/last_brimbeam = beamparts[length(beamparts)] last_brimbeam.icon_state = "brimbeam_end" var/atom/first_brimbeam = beamparts[1] first_brimbeam.icon_state = "brimbeam_start" - addtimer(CALLBACK(src, PROC_REF(end_laser)), 2 SECONDS) + addtimer(CALLBACK(src, PROC_REF(kill_people)), 1 SECONDS) + addtimer(CALLBACK(src, PROC_REF(end_laser)), 3 SECONDS) + +/// Tells the lasers to start murdering people +/mob/living/simple_animal/hostile/asteroid/brimdemon/proc/kill_people() + if(stat == DEAD) + end_laser() + return + playsound(src, 'sound/creatures/brimdemon.ogg', 150, FALSE, 0, 3) + visible_message(span_danger("[src] fires a brimbeam!")) + balloon_alert(src, "brimbeam fired") + cut_overlay("brimdemon_telegraph_dir") + for(var/obj/effect/brimbeam/beam in beamparts) + var/turf/affected_turf = get_turf(beam) + START_PROCESSING(SSfastprocess, beam) + for(var/mob/living/hit_mob in affected_turf.contents) + hit_mob.adjustFireLoss(35) + to_chat(hit_mob, span_userdanger("You're hit by [src]'s brimbeam!")) /// Deletes all the brimbeam parts and sets variables back to their initial ones. /mob/living/simple_animal/hostile/asteroid/brimdemon/proc/end_laser() @@ -163,15 +174,12 @@ icon_state = "brimbeam_mid" layer = ABOVE_MOB_LAYER plane = -2 + alpha = 150 mouse_opacity = MOUSE_OPACITY_TRANSPARENT light_color = LIGHT_COLOR_BLOOD_MAGIC light_power = 3 light_range = 2 -/obj/effect/brimbeam/Initialize() - . = ..() - START_PROCESSING(SSfastprocess, src) - /obj/effect/brimbeam/Destroy() STOP_PROCESSING(SSfastprocess, src) return ..()