Files
Aurora.3/code/modules/blob/blob.dm
Ron 85bd1a69f6 Bug Fixes (#2282)
Fixes #2125
Fixes #2048
Fixes #1690
Fixes #1689
Fixes #1667
Fixes #1089
Fixes #1971
Fixes #1848
Fixes #1190
Fixes #2139
Fixes #2111
2017-05-16 13:57:30 +03:00

345 lines
9.6 KiB
Plaintext

//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 = 4
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/blob_may_process = 1
var/hangry = 0 //if the blob will attack or not.
var/blob_cost = 1 //point cost of the blob tile
/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()
// Sanity time.
if (parent_core)
parent_core.blob_count -= blob_cost
parent_core = null
..()
/obj/effect/blob/process()
if(!parent_core)
src.take_damage(5)
src.regen_rate = -5
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
return
// Make deleting the parent more responsive.
if(!isnull(parent_core.gcDestroyed))
parent_core = null
return
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()
if(!(HUSK in H.mutations))
if(health < maxHealth)
health += rand(10,30)
if(health > maxHealth)
health = maxHealth
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 += 8
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 += 2
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>")
F = locate() in get_turf(src)
if(F)
src.take_damage(rand(5, 20) / fire_resist)
else
src.take_damage(rand(1, 10) / fire_resist)
for(var/obj/mecha/M in range(src,"3x3"))
M.visible_message("<span class='danger'>The blob attacks \the [M]!</span>")
M.take_damage(rand(20,40))
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(parent_core.blob_count < parent_core.blob_limit)
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 += blob_cost
else
var/obj/effect/blob/C = new expandType(T)
C.parent_core = src.parent_core
parent_core.blob_count += blob_cost
/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+45))
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) && !issilicon(user))
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
var/blob_count = 1 //amount of actual blob pieces
var/blob_limit = 150 //9x4+100 + a bit, maximum amount of blobs allowed.
expandType = /obj/effect/blob/shield
/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
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 = 4
blob_cost = 0 //so that the core can regrow its shields when they break
/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