/obj/effect/blob name = "pulsating mass" desc = "A pulsating mass of interwoven tendrils." icon = 'icons/mob/npc/blob.dmi' icon_state = "blob" light_range = 3 light_power = 4 light_color = BLOB_COLOR_PULS density = TRUE anchored = TRUE mouse_opacity = 2 layer = BLOB_SHIELD_LAYER var/maxHealth = 30 var/health var/regen_rate = 5 // damage gets divided by these modifiers, based on damage type var/brute_resist = 4.3 var/fire_resist = 0.8 var/laser_resist = 2 // Special resist for laser based weapons - Emitters or handheld energy weaponry. Damage is divided by this and THEN by fire_resist. var/expandType = /obj/effect/blob var/secondary_core_growth_chance = 5 //% chance to grow a secondary blob core instead of whatever was supposed to grow. Secondary cores are considerably weaker, but still nasty. var/damage_min = 15 var/damage_max = 25 var/pruned = FALSE var/product = /obj/item/blob_tendril var/attack_time = 0 var/attack_cooldown = 60 // time in deciseconds before next attack will occur var/obj/effect/blob/parent_core // the core this blob piece belongs to var/is_core = FALSE // determines how to pass core inheritance /obj/effect/blob/Initialize() . = ..() health = maxHealth update_icon() START_PROCESSING(SSprocessing, src) /obj/effect/blob/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0) if(air_group || height == 0) return TRUE return FALSE /obj/effect/blob/ex_act(var/severity) switch(severity) if(1) take_damage(rand(100, 120) / brute_resist) if(2) take_damage(rand(60, 100) / brute_resist) if(3) take_damage(rand(20, 60) / brute_resist) /obj/effect/blob/update_icon() if(health > maxHealth / 2) icon_state = "blob" else icon_state = "blob_damaged" /obj/effect/blob/process() if(!parent_core || QDELETED(parent_core)) take_damage(maxHealth / 4) // four processes to die if main core is deddo return regen() if(world.time < (attack_time + attack_cooldown)) return attempt_attack() /obj/effect/blob/proc/take_damage(var/damage) health -= damage if(health < 0) playsound(get_turf(src), 'sound/effects/splat.ogg', 50, TRUE) qdel(src) else update_icon() /obj/effect/blob/proc/regen() health = min(health + regen_rate, maxHealth) update_icon() /obj/effect/blob/proc/expand(var/turf/T) if(istype(T, /turf/space) || (isopenturf(T)) || (istype(T, /turf/simulated/mineral) && T.density)) return if(istype(T, /turf/simulated/wall)) var/turf/simulated/wall/SW = T SW.take_damage(80) return var/obj/structure/girder/G = locate() in T if(G) G.take_damage(rand(40, 80)) return var/obj/structure/window/W = locate() in T if(W) W.shatter() return var/obj/structure/grille/GR = locate() in T if(GR) qdel(GR) return var/obj/structure/tank_wall/TW = locate() in T if(TW) TW.take_damage(rand(5,20)) return for(var/obj/machinery/door/D in T) // There can be several - and some of them can be open, locate() is not suitable if(D.density) attack_door(D) if(D.health <= 0) if(!D.open(TRUE)) D.visible_message(SPAN_WARNING("\The [src] bashes through \the [D], demolishing it!")) qdel(D) return var/obj/structure/foamedmetal/F = locate() in T if(F) F.visible_message(SPAN_WARNING("\The [src] lashes into \the [F], tearing it apart!")) qdel(F) return var/obj/structure/reagent_dispensers/RT = locate() in T if(RT) RT.visible_message(SPAN_WARNING("\The [src] pierces into \the [RT], blowing it apart!")) RT.ex_act(2) return var/obj/structure/inflatable/I = locate() in T if(I) I.visible_message(SPAN_WARNING("\The [src] rips into \the [F], tearing a hole into it!")) I.deflate(TRUE) return var/obj/vehicle/V = locate() in T if(V) V.ex_act(2) return var/obj/machinery/camera/CA = locate() in T if(CA && !(CA.stat & BROKEN)) CA.take_damage(30) return // Above things, we destroy completely and thus can use locate. Mobs are different. for(var/mob/living/L in T) if(L.stat == DEAD) continue attack_living(L) var/inherited_core = parent_core if(is_core) inherited_core = src if(!(locate(/obj/effect/blob/core) in range(2, T)) && prob(secondary_core_growth_chance)) var/obj/effect/blob/core/secondary/S = new /obj/effect/blob/core/secondary(T) S.parent_core = inherited_core else var/obj/effect/blob/B = new expandType(T, min(health, 30)) B.parent_core = inherited_core /obj/effect/blob/proc/pulse(var/forceLeft, var/list/dirs, var/bad_dir) sleep(4) var/pushDir = pick(dirs - bad_dir) var/turf/T = get_step(src, pushDir) var/obj/effect/blob/B = locate() in T if(!B) if(prob(health)) var/retry = expand(T) if(retry) pulse(forceLeft - 1, dirs, pushDir) else if(forceLeft) B.pulse(forceLeft - 1, dirs - get_dir(B, src)) /obj/effect/blob/proc/attack_msg(atom/source) source.visible_message(SPAN_WARNING("A tendril flies out from \the [src] and smashes into \the [source]!"), SPAN_DANGER("A tendril flies out from \the [src] and smashes into you!")) playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, TRUE) /obj/effect/blob/proc/attack_door(var/obj/machinery/door/D) if(!D) return attack_msg(D) D.take_damage(rand(damage_min, damage_max)) /obj/effect/blob/proc/attack_living(var/mob/living/L) if(!L) return var/blob_damage = pick(DAMAGE_BRUTE, DAMAGE_BURN) attack_msg(L) L.apply_damage(rand(damage_min, damage_max), blob_damage, used_weapon = "blob tendril") /obj/effect/blob/proc/attempt_attack() var/mob/living/victim = locate() in view(1, src) if(victim) if(victim.stat == DEAD) return attack_living(victim) attack_time = world.time /obj/effect/blob/bullet_act(var/obj/item/projectile/Proj) if(!Proj) return switch(Proj.damage_type) if(DAMAGE_BRUTE) take_damage(Proj.damage / brute_resist) if(DAMAGE_BURN) take_damage((Proj.damage / laser_resist) / fire_resist) return FALSE /obj/effect/blob/attackby(obj/item/W, mob/user) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(src) playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, TRUE) if(W.iswirecutter()) if(!pruned) to_chat(user, SPAN_NOTICE("You collect a sample from \the [src].")) var/obj/P = new product(get_turf(user)) user.put_in_hands(P) pruned = TRUE return else to_chat(user, SPAN_WARNING("\The [src] has already been pruned.")) return var/damage = 0 switch(W.damtype) if(DAMAGE_BURN) damage = (W.force / fire_resist) if(W.iswelder()) playsound(get_turf(src), 'sound/items/Welder.ogg', 100, TRUE) if(DAMAGE_BRUTE) damage = (W.force / brute_resist) take_damage(damage) /obj/effect/blob/fire_act() take_damage(rand(5, 20) / fire_resist) #define CORE_SHIELD_HIGH "high" #define CORE_SHIELD_LOW "low" /obj/effect/blob/core name = "master nucleus" desc = "A massive, fragile nucleus guarded by a shield of thick tendrils." icon_state = "blob_core" maxHealth = 450 damage_min = 25 damage_max = 35 expandType = /obj/effect/blob/shield product = /obj/item/blob_core is_core = TRUE light_color = BLOB_COLOR_CORE layer = BLOB_CORE_LAYER var/blob_may_process = TRUE var/reported_low_damage = FALSE var/pulse_power = 50 // How far the core can potentially grow in size var/times_to_pulse = 4 /obj/effect/blob/core/proc/get_health_percent() return ((health / maxHealth) * 100) /obj/effect/blob/core/proc/process_core_health() var/health_percent = get_health_percent() if(health_percent > 75) if(reported_low_damage) report_shield_status(CORE_SHIELD_HIGH) else if(health_percent < 33) if(!reported_low_damage) report_shield_status(CORE_SHIELD_LOW) /obj/effect/blob/core/proc/report_shield_status(var/status) if(status == CORE_SHIELD_LOW) visible_message(SPAN_DANGER("\The [src]'s internal tendril shield fails, leaving the nucleus vulnerable!"), 3) reported_low_damage = TRUE if(status == CORE_SHIELD_HIGH) visible_message(SPAN_DANGER("\The [src]'s internal tendril shield seems to have fully reformed."), 3) reported_low_damage = FALSE // Rough icon state changes that reflect the core's health /obj/effect/blob/core/update_icon() switch(get_health_percent()) if(66 to INFINITY) icon_state = "blob_core" if(33 to 66) icon_state = "blob_node" if(-INFINITY to 33) icon_state = "blob_factory" /obj/effect/blob/core/process() set waitfor = 0 if(!blob_may_process) return blob_may_process = FALSE process_core_health() regen() for(var/i = 1 to times_to_pulse) pulse(pulse_power, global.cardinal.Copy()) blob_may_process = TRUE if(world.time < (attack_time + attack_cooldown)) return attempt_attack() // Blob has a very small probability of growing these when spreading. These will spread the blob further. /obj/effect/blob/core/secondary name = "auxiliary nucleus" desc = "An interwoven mass of tendrils. A glowing nucleus pulses at its center." icon_state = "blob_node" maxHealth = 125 regen_rate = 1 damage_min = 15 damage_max = 20 layer = BLOB_NODE_LAYER product = /obj/item/blob_core/aux pulse_power = 20 // Not as strong as big daddy core times_to_pulse = 4 /obj/effect/blob/core/secondary/process() if(!parent_core || QDELETED(parent_core)) take_damage(maxHealth / 4) // four processes to die if main core is deddo return ..() /obj/effect/blob/core/secondary/process_core_health() return /obj/effect/blob/core/secondary/update_icon() icon_state = (health / maxHealth >= 0.5) ? "blob_node" : "blob_factory" /obj/effect/blob/shield name = "shielding mass" desc = "A pulsating mass of interwoven tendrils. These seem particularly robust, but not quite as active." icon_state = "blob_idle" maxHealth = 120 damage_min = 15 damage_max = 25 attack_cooldown = 45 regen_rate = 4 opacity = TRUE expandType = /obj/effect/blob/ravaging light_color = BLOB_COLOR_SHIELD /obj/effect/blob/shield/Initialize() . = ..() update_nearby_tiles() /obj/effect/blob/shield/Destroy() density = FALSE update_nearby_tiles() return ..() /obj/effect/blob/shield/update_icon() if(health > maxHealth * 2 / 3) icon_state = "blob_idle" else if(health > maxHealth / 3) icon_state = "blob" else icon_state = "blob_damaged" /obj/effect/blob/shield/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0) return !density /obj/effect/blob/ravaging name = "ravaging mass" desc = "A mass of interwoven tendrils. They thrash around haphazardly at anything in reach." maxHealth = 20 damage_min = 20 damage_max = 25 attack_cooldown = 30 light_color = BLOB_COLOR_RAV color = "#ffd400" //Temporary, for until they get a new sprite. #define TENDRIL_SOLID "solid" #define TENDRIL_FIRE "fire" //produce /obj/item/blob_tendril name = "asteroclast tendril" desc = "A tendril removed from an asteroclast. It's entirely lifeless." icon = 'icons/mob/npc/blob.dmi' icon_state = "tendril" item_state = "blob_tendril" w_class = ITEMSIZE_LARGE reach = 2 // long range tentacle whips - geeves attack_verb = list("smacked", "smashed", "whipped") var/types_of_tendril = list(TENDRIL_SOLID, TENDRIL_FIRE) /obj/item/blob_tendril/Initialize() . = ..() var/tendril_type = pick(types_of_tendril) switch(tendril_type) if(TENDRIL_SOLID) desc = "An incredibly dense, yet flexible, tendril, removed from an asteroclast." force = 10 color = COLOR_BRONZE origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2) if(TENDRIL_FIRE) desc = "A tendril removed from an asteroclast. It's hot to the touch." damtype = DAMAGE_BURN force = 15 color = COLOR_AMBER origin_tech = list(TECH_POWER = 2, TECH_BIO = 2) /obj/item/blob_tendril/afterattack(obj/O, mob/user) if(prob(50)) force-- if(force <= 0) visible_message(SPAN_NOTICE("\The [src] crumbles apart!")) user.drop_from_inventory(src) new /obj/effect/decal/cleanable/ash(get_turf(src)) qdel(src) /obj/item/blob_core name = "asteroclast nucleus sample" desc = "A sample taken from an asteroclast's nucleus. It pulses with energy." icon_state = "core_sample" item_state = "blob_core" w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 5, TECH_BIO = 7) /obj/item/blob_core/aux name = "asteroclast auxiliary nucleus sample" desc = "A sample taken from an asteroclast's auxiliary nucleus." icon_state = "core_sample_2" origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 3, TECH_BIO = 4) #undef CORE_SHIELD_HIGH #undef CORE_SHIELD_LOW #undef TENDRIL_SOLID #undef TENDRIL_FIRE