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Aurora.3/code/modules/blob/blob.dm

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/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