# NPC + IFF faction for abominations.
# Hostile to everything except itself; kept separate from RMCXeno so the
# two threats can coexist without friendly-firing each other.
- type: npcFaction
  id: Abomination
  hostile:
  - UNMC
  - NanoTrasen
  - SPP
  - GOVFOR
  - OPFOR
  - Halcyon
  - WeYa
  - Civilian
  - CLF
  - TSE
  - AUColonist
  - CMUAPE
  - RMCXeno

- type: entity
  id: FactionAbomination
  categories: [ HideSpawnMenu ]
  components:
  - type: IFFFaction

# Abstract base for every abomination mob. Built from the core mob mixins
# (BaseMob / MobDamageable / MobCombat / MobBloodstream / MobFlammable),
# NOT from anything xeno-related. Abominations are a separate threat and
# do not share any xeno systems (no plasma, no hive, no evolution).
- type: entity
  abstract: true
  save: false
  parent:
  - BaseMob
  - MobDamageable
  - MobCombat
  - MobBloodstream
  - MobFlammable
  id: AU14AbominationBase
  name: abomination
  components:
  - type: Abomination
  - type: Spottable
  - type: RMCSize
    size: Xeno
  # No crit state — abominations go straight from Alive to Dead. Stops them
  # from being permanently dragged off and field-executed; if the threshold
  # is hit, the flesh just dies. Per-caste health lives in MobThresholds on
  # each subtype.
  - type: MobState
    allowedStates:
    - Alive
    - Dead
  # Half-strength innate night vision (synth-equivalent) on every
  # caste — the flesh sees in the dark, but not perfectly.
  - type: NightVision
    innate: true
    state: half
    onlyHalf: true
  # Abominations have no hands (skitter overrides this with real ones), but
  # they still need to drag downed prey back to nests. NeedsHands: false
  # lets them pull/drag bodies in their mouth/limbs without an inventory.
  - type: Puller
    needsHands: false
  # Weak to fire (Heat x2). Tendons + flesh forms catch and burn fast — fire
  # is the intended counter to abomination area denial.
  - type: Damageable
    damageContainer: Biological
    damageModifierSet: AbominationFireWeak
  # Bloodstream is inherited from MobBloodstream so it can be examined as a
  # mob, but we kill bleed entirely — abominations don't have circulating
  # blood, they ARE the blood. No bleed-out, no bleed damage.
  - type: Bloodstream
    bloodMaxVolume: 0
    maxBleedAmount: 0
    bleedReductionAmount: 0
    bloodRefreshAmount: 0
    bloodlossDamage:
      types:
        Bloodloss: 0
    bloodlossHealDamage:
      types:
        Bloodloss: 0
  - type: NoSlip
  - type: Climbing
  - type: ComplexInteraction
  - type: Emoting
  - type: TypingIndicator
    proto: alien
  - type: MobCollision
  - type: RMCMobCollision
  - type: StatusEffects
    allowed:
    - Stun
    - KnockedDown
    - SlowedDown
    - Muted
    - Dazed
    - Blinded
    - Unconscious
    - TemporaryBlindness
    - Deaf
  # Only the skitter has hands (added in skitter.yml). Spider, grunt and the
  # combat-form mimic intentionally have no fingers.
  - type: Body
    prototype: Primate
    requiredLegs: 1
  - type: NpcFactionMember
    factions:
    - Abomination
  - type: UserIFF
    factions:
    - FactionAbomination
  - type: GhostTakeoverAvailable
  - type: GhostRole
    name: Abomination
    description: A twisted mass of flesh hungry for prey.
    makeSentient: true
    allowSpeech: true
    allowMovement: true
    raffle:
      settings: short
  # Heavy slash melee — Slash damage routes through the CMU bodypart system's
  # BruteGroup -> SeveranceDamage path, so all abominations have a high
  # built-in limb-sever chance. Individual mobs override the damage value.
  # soundHit / soundSwing pull from the xeno emote pool — abominations
  # growl/hiss/roar on attack instead of using clean weapon SFX.
  - type: MeleeWeapon
    soundHit:
      collection: XenoGrowl
      params:
        variation: 0.15
    soundSwing:
      collection: XenoHiss
      params:
        variation: 0.15
        volume: -3
    angle: 0
    animation: RMCWeaponArcXenoClaw
    # Big base value — guarantees a strong sever push on every hit, since
    # severance scales with Brute (Slash) damage in CMUBodyPartHealthSystem.
    damage:
      types:
        Slash: 29
  # Heavy footsteps for every caste (skitter/grunt/mimic/spider). Reuses the
  # xeno large-footstep collection.
  - type: FootstepModifier
    footstepSoundCollection:
      collection: XenoFootstepLarge
      params:
        volume: -2
  - type: Speech
    speechVerb: Abomination
    speechSounds: Bass
  # No ReplacementAccent — abominations speak cleanly on their radio
  # (replacement accents fire on AccentGetEvent, which runs through the
  # radio chat path; an accent here would garble their hivemind comms).
  # Abomination radio channel — see abominationRoles.yml.
  - type: IntrinsicRadioReceiver
  - type: IntrinsicRadioTransmitter
    channels:
    - Abomination
  - type: ActiveRadio
    channels:
    - Abomination
  - type: TacticalMapIcon
    icon:
      sprite: /Textures/_RMC14/Interface/map_blips.rsi
      state: warrior
  - type: MovementSpeedModifier
    baseWalkSpeed: 3
    baseSprintSpeed: 4
  # Fixture override on top of BaseMob — adds XenoProjectileImpassable to the
  # collision layer so xeno-style projectiles (including abomination spit)
  # actually register hits on abominations. Without this the projectile
  # passes straight through MobLayer-only fixtures.
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeCircle
          radius: 0.35
        density: 50
        mask:
        - MobMask
        layer:
        - MobLayer
        - XenoProjectileImpassable
  - type: NameIdentifier
    group: Abomination

- type: nameIdentifierGroup
  id: Abomination
  maxValue: 999
  prefix: Abomination

# Heat x3.5 = burns down 3.5x as fast. Fire is the hard counter to the
# threat's area denial; flamers should melt them in seconds.
- type: damageModifierSet
  id: AbominationFireWeak
  coefficients:
    Heat: 3.5
