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Aurora.3/code/modules/blob/blob.dm
LordFowl 13ac6c9351 Plenty'o'fixes (#1478)
Nerfs blob rollercoaster of death by making it so that blobs cannot interact with the mobs inside of other blobs.
Replaces blob's gibbing mobs with husking humans, merely killing borgs, and gibbing everything else.
Makes flamethrowers modestly more effective versus blobs - a consistent source of minor AoE damage.
Makes blobs more aesthetically pleasing.
Distinguishes the main core from the aux cores slightly more.

Fixes #1426
Fixes #1427
Fixes #1432
Fixes #1461
Fixes #1464
Fixes #1471

Modifies BFG's to be more like actual BFG's.
Fixes Industrial IPCs being able to select Baseline IPC screens.
Fixes several baycode company names to fit ours in guns. Changes several of our guns to fit Baycode's naming paradigm.
2017-01-09 01:04:36 +02:00

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//I will need to recode parts of this but I am way too tired atm
/obj/effect/blob
name = "blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob"
light_range = 3
light_color = "#b5ff5b"
desc = "Some blob creature thingy"
density = 1
opacity = 0
anchored = 1
mouse_opacity = 2
layer = 4
var/maxHealth = 30
var/health
var/regen_rate = 5
var/brute_resist = 4
var/laser_resist = 4 // Special resist for laser based weapons - Emitters or handheld energy weaponry. Damage is divided by this and THEN by fire_resist.
var/fire_resist = 1
var/secondary_core_growth_chance = 10.0 //% chance to grow a secondary blob core instead of whatever was suposed to grown. Secondary cores are considerably weaker, but still nasty.
var/expandType = /obj/effect/blob
var/obj/effect/blob/core/parent_core = null
var/growth_range = 0
var/blob_may_process = 1
var/hangry = 0 //if the blob will attack or not.
/obj/effect/blob/New(loc)
processing_objects.Add(src)
health = maxHealth
var/matrix/M = matrix()
M.Turn(90 * pick(0,1,2,3))
src.transform = M
update_icon()
return ..(loc)
/obj/effect/blob/Destroy()
processing_objects.Remove(src)
..()
/obj/effect/blob/process()
if(!parent_core)
src.take_damage(5)
src.regen_rate = -5
src.growth_range = 0
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
return
if(prob(70))
for(var/mob/living/L in src.loc)
if(L.stat == DEAD)
if(prob(10))
if(istype(L, /mob/living/carbon/human))
var/mob/living/carbon/human/H = L
H.ChangeToHusk()
else if(istype(L, /mob/living/silicon))
continue
else
L.gib()
if(health < maxHealth)
health += rand(10,30)
if(health > maxHealth)
health = maxHealth
continue
L.visible_message("<span class='danger'>The blob absorbs \the [L]!</span>", "<span class='danger'>The blob absorbs you!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
L.take_organ_damage(rand(5, 10))
if(health < maxHealth)
health += rand(1,10)
if(health > maxHealth)
health = maxHealth
hangry += 16
for(var/mob/living/L in range(src,"3x3"))
var/obj/effect/blob/B = (locate() in get_turf(L))
if(!B)
if(!hangry)
if(L.stat == DEAD)
continue
if(prob(40))
L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
L.take_organ_damage(rand(5, 10))
L.forceMove(src.loc)
else
L.visible_message("<span class='danger'>The blob glomps \the [L]!</span>", "<span class='danger'>The blob glomps you!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
L.take_organ_damage(rand(5, 20))
if(health < maxHealth)
health += rand(1,10)
if(health > maxHealth)
health = maxHealth
hangry += 4
for(var/obj/fire/F in range(src,"3x3")) //very snowflake, but much better than actually coding complex thermodynamics for these fuckers
if(prob(50))
src.visible_message("<span class='danger'>The blob melts away under the heat of the flames!</span>")
src.take_damage(5,10)
hangry -= 1
if(hangry < 0)
hangry = 0
/obj/effect/blob/CanPass(var/atom/movable/mover, vra/turf/target, var/height = 0, var/air_group = 0)
if(air_group || height == 0)
return 1
return 0
/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/proc/take_damage(var/damage)
health -= damage
if(health < 0)
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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/unsimulated/) || istype(T, /turf/space) || (istype(T, /turf/simulated/mineral) && T.density))
return
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/SW = T
SW.ex_act(2)
return
for(var/obj/O in T)
if(O.density)
O.ex_act(2)
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
if(prob(30))
L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
L.take_organ_damage(rand(5, 10))
L.forceMove(src.loc)
else
L.visible_message("<span class='danger'>The blob pulverizes \the [L]!</span>", "<span class='danger'>The blob pulverizes you!</span>")
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
L.take_organ_damage(rand(30, 40))
if(health < maxHealth)
health += rand(1,10)
if(health > maxHealth)
health = maxHealth
return
if(parent_core)
if(get_dist(T,src) <= parent_core.growth_range)
if(!(locate(/obj/effect/blob/core/) in range(T, 2)) && prob(secondary_core_growth_chance) && (parent_core.core_count < parent_core.core_limit))
var/obj/effect/blob/core/secondary/S = new /obj/effect/blob/core/secondary(T)
S.parent_core = src.parent_core
src.parent_core.core_count += 1
else
var/obj/effect/blob/C = new expandType(T)
C.parent_core = src.parent_core
/obj/effect/blob/proc/pulse(var/forceLeft, var/list/dirs)
regen()
sleep(4)
var/pushDir = pick(dirs)
var/turf/T = get_step(src, pushDir)
var/obj/effect/blob/B = (locate() in T)
if(!B)
if(prob(health+60))
expand(T)
return
if(forceLeft)
B.pulse(forceLeft - 1, dirs)
/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
if(!Proj)
return
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage / brute_resist)
if(BURN)
take_damage((Proj.damage / laser_resist) / fire_resist)
return 0
/obj/effect/blob/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(src)
playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("<span class='danger'>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = 0
switch(W.damtype)
if("fire")
damage = (W.force / fire_resist)
if(istype(W, /obj/item/weapon/weldingtool))
playsound(loc, 'sound/items/Welder.ogg', 100, 1)
if("brute")
if(prob(30))
visible_message("<span class='danger'>\The [W] gets caught in the gelatinous folds of \the [src]</span>")
user.drop_from_inventory(W)
W.forceMove(src.loc)
return
damage = (W.force / brute_resist)
take_damage(damage)
return
/obj/effect/blob/core
name = "blob core"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_core"
light_range = 1
light_power = 2
light_color = "#F3D203"
maxHealth = 200
brute_resist = 2
laser_resist = 7
regen_rate = 2
fire_resist = 2
var/core_count //amount of secondary cores
var/core_limit = 4 //for if a badmin ever wants the station to die, they can set this higher
expandType = /obj/effect/blob/shield
growth_range = 10 // Maximal distance for new blob pieces from this core.
/obj/effect/blob/core/New()
if(!parent_core)
parent_core = src
..()
/obj/effect/blob/core/update_icon()
var/health_percent = (health / maxHealth) * 100
switch(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 = 0
sleep(0)
pulse(20, list(NORTH, EAST))
pulse(20, list(NORTH, WEST))
pulse(20, list(SOUTH, EAST))
pulse(20, list(SOUTH, WEST))
blob_may_process = 1
// Half the stats of a normal core. Blob has a very small probability of growing these when spreading. These will spread the blob further.
/obj/effect/blob/core/secondary
name = "small blob core"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_core"
maxHealth = 100
brute_resist = 1
fire_resist = 1
laser_resist = 4
regen_rate = 1
growth_range = 3
expandType = /obj/effect/blob
/obj/effect/blob/core/secondary/New()
processing_objects.Add(src)
health = maxHealth
update_icon()
return ..(loc)
/obj/effect/blob/core/secondary/Destroy()
if(parent_core)
parent_core.core_count -= 1
..()
/obj/effect/blob/shield
name = "strong blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_idle"
maxHealth = 60
brute_resist = 1
fire_resist = 2
laser_resist = 5
/obj/effect/blob/shield/New()
update_nearby_tiles()
..()
/obj/effect/blob/shield/Destroy()
density = 0
update_nearby_tiles()
..()
/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