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add: lavaland boss "Robot Hare" [WIP]#742

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Artemchik542:robot-hare
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add: lavaland boss "Robot Hare" [WIP]#742
Artemchik542 wants to merge 6 commits into
CeladonSS13:masterfrom
Artemchik542:robot-hare

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@Artemchik542

@Artemchik542 Artemchik542 commented Apr 12, 2026

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Описание

Появится новая руина на мотив полуразрушенного КК Союз "Прогресс", что будет добавлена в пулл спавна на Лаваленде.
На самой руине будет присутствовать "особый груз", собственно сам Босс.
Босс представляет собой робота-зайца по мотивам мультфильма "Ну Погоди" (14 серия)

Механики будут подробно описаны несколько позднее, но они будут достаточно сильно опираться на оригинальный источник.

Changelog

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add: lavaland boss "Robot Hare"
/:cl:


  • Проверено на локалке

@Artemchik542 Artemchik542 added the Work In Progress This pr is currently writing, probably doesn't need to merge it label Apr 14, 2026

@DenIS318 DenIS318 left a comment

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  1. В руине на лаваленде что-то не так с давлением, вещи улетают от этого, без рига урон от давления
    Скорее всего там надо или сделать /area/lavaland/surface/outdors
    или вынести с этой /area параметры в /area/ruin/soviet_space_ship
    Или наследовать soviet_space_ship от /area/lavaland/surface/outdors
    суть в том, чтоб там было нормальное давление, как на лаваленде

  2. нету самой коробки

Image

Тип забыл обновить на карте?

  1. замержи master на всякий случай, там несколько мержей апстрима было

// Celadon REMOVAL mob_mask = icon('icons/hud/screen_gen.dmi', health_doll_icon_state) //swap to something generic if they have no special doll
// Celadon ADDITION START (robot_hare_boss)
if(health_doll_icon == "robothare")
mob_mask = icon('modular_celadon/modules/robot_hare_boss/icons/screen_gen.dmi', health_doll_icon_state)

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Можно было сделать модульно

/mob/living
var/health_doll_icon_file

По умолчанию = icons/hud/screen_gen.dmi
Для /mob/living/simple_animal/hostile/megafauna/robothare
= 'modular_celadon/modules/robot_hare_boss/icons/screen_gen.dmi'

/datum/award/achievement/boss/robothare_crusher
name = "Robot Hare Crusher"
desc = "Metal machine. We are all in."
database_id = BOSS_MEDAL_ROBOTHARE_CRUSHER

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Т.е. оно будет по одному и тому же ключу суммировать это?
Не уверен, что это будет правильно работать

если смотреть по code\__DEFINES\achievements.dm
#define BOSS_MEDAL_MINER "Blood-drunk Miner Killer"
#define BOSS_MEDAL_MINER_CRUSHER "Blood-drunk Miner Crusher"
это разные define, разные id

Или это сделано намерено? Тогда почему они имеют один и тот же текст, если хватило бы 1 дефайна?
Я все же склоняюсь, что надо сделать разные дефайны для id

Comment on lines +12 to +20
/obj/structure/closet/crate/necropolis/robothare
name = "robotic containment crate"
desc = "A reinforced crate containing salvaged parts from the defeated Robot Hare."
icon_state = "robust"
base_icon_state = "robust"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
can_install_electronics = FALSE
paint_jobs = null
can_weld_shut = FALSE

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/obj/structure/closet/crate/necropolis
	name = "necropolis chest"
	desc = "It's watching you closely."
	icon_state = "necrocrate"
	base_icon_state = "necrocrate"
	resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
	can_install_electronics = FALSE
	paint_jobs = null
	can_weld_shut = FALSE

В твоем случае достаточно переопределить только это

	name = "robotic containment crate"
	desc = "A reinforced crate containing salvaged parts from the defeated Robot Hare."
	icon_state = "robust"
	base_icon_state = "robust"

Comment on lines +12 to +20
/obj/structure/closet/crate/necropolis/robothare
name = "robotic containment crate"
desc = "A reinforced crate containing salvaged parts from the defeated Robot Hare."
icon_state = "robust"
base_icon_state = "robust"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
can_install_electronics = FALSE
paint_jobs = null
can_weld_shut = FALSE

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Suggested change
/obj/structure/closet/crate/necropolis/robothare
name = "robotic containment crate"
desc = "A reinforced crate containing salvaged parts from the defeated Robot Hare."
icon_state = "robust"
base_icon_state = "robust"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
can_install_electronics = FALSE
paint_jobs = null
can_weld_shut = FALSE
/obj/structure/closet/crate/necropolis/robothare
name = "robotic containment crate"
desc = "A reinforced crate containing salvaged parts from the defeated Robot Hare."
icon_state = "robust"
base_icon_state = "robust"

Comment on lines +115 to +116
living_target.Paralyze(20, FALSE)
living_target.Stun(10, FALSE)

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Можно было вынести это тоже в /var
по типу

var/paralyze_time = 20
var/stun_time = 10

/// Whether the hare is in dead state
var/neutralized = FALSE
/// Current phase (1 or 2)
var/phase = 1

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Читабельнее было бы сделать define по типу
#define HARE_PHASE_FIRST 1

/mob/living/simple_animal/hostile/megafauna/robothare/proc/fold_and_unfold(mob/living/owner, datum/action/cooldown/activated)
SIGNAL_HANDLER
//cant fold back in rage state
if(phase == 2)

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#define

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