mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-19 22:51:20 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
346 lines
9.6 KiB
Plaintext
346 lines
9.6 KiB
Plaintext
//I will need to recode parts of this but I am way too tired atm
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/obj/effect/blob
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name = "blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob"
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light_range = 3
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light_color = "#b5ff5b"
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desc = "Some blob creature thingy"
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density = 1
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opacity = 0
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anchored = 1
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mouse_opacity = 2
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layer = 4
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var/maxHealth = 30
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var/health
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var/regen_rate = 4
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var/brute_resist = 4
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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.
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var/fire_resist = 1
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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.
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var/expandType = /obj/effect/blob
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var/obj/effect/blob/core/parent_core = null
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var/blob_may_process = 1
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var/hangry = 0 //if the blob will attack or not.
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var/blob_cost = 1 //point cost of the blob tile
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/obj/effect/blob/New(loc)
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START_PROCESSING(SScalamity, src)
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health = maxHealth
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var/matrix/M = matrix()
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M.Turn(90 * pick(0,1,2,3))
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src.transform = M
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update_icon()
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return ..(loc)
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/obj/effect/blob/Destroy()
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// Sanity time.
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if (parent_core)
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parent_core.blob_count -= blob_cost
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parent_core = null
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STOP_PROCESSING(SScalamity, src)
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return ..()
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/obj/effect/blob/process()
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if(!parent_core)
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src.take_damage(5)
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src.regen_rate = -5
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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return
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// Make deleting the parent more responsive.
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if(QDELING(parent_core))
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parent_core = null
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return
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for(var/mob/living/L in src.loc)
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if(L.stat == DEAD)
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if(prob(10))
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if(istype(L, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = L
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H.ChangeToHusk()
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if(!(HUSK in H.mutations))
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if(health < maxHealth)
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health += rand(10,30)
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if(health > maxHealth)
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health = maxHealth
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else if(istype(L, /mob/living/silicon))
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continue
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else
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L.gib()
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if(health < maxHealth)
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health += rand(10,30)
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if(health > maxHealth)
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health = maxHealth
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continue
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L.visible_message("<span class='danger'>The blob absorbs \the [L]!</span>", "<span class='danger'>The blob absorbs you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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hangry += 8
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for(var/mob/living/L in range(src,"3x3"))
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var/obj/effect/blob/B = locate() in get_turf(L)
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if(!B)
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if(!hangry)
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if(L.stat == DEAD)
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continue
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if(prob(40))
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L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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L.forceMove(src.loc)
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else
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L.visible_message("<span class='danger'>The blob glomps \the [L]!</span>", "<span class='danger'>The blob glomps you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 20))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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hangry += 2
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for(var/obj/fire/F in range(src,"3x3")) //very snowflake, but much better than actually coding complex thermodynamics for these fuckers
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if(prob(50))
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src.visible_message("<span class='danger'>The blob melts away under the heat of the flames!</span>")
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F = locate() in get_turf(src)
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if(F)
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src.take_damage(rand(5, 20) / fire_resist)
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else
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src.take_damage(rand(1, 10) / fire_resist)
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for(var/obj/mecha/M in range(src,"3x3"))
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M.visible_message("<span class='danger'>The blob attacks \the [M]!</span>")
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M.take_damage(rand(20,40))
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hangry -= 1
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if(hangry < 0)
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hangry = 0
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/obj/effect/blob/CanPass(var/atom/movable/mover, vra/turf/target, var/height = 0, var/air_group = 0)
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if(air_group || height == 0)
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return 1
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return 0
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/obj/effect/blob/ex_act(var/severity)
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switch(severity)
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if(1)
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take_damage(rand(100, 120) / brute_resist)
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if(2)
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take_damage(rand(60, 100) / brute_resist)
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if(3)
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take_damage(rand(20, 60) / brute_resist)
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/obj/effect/blob/update_icon()
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if(health > maxHealth / 2)
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icon_state = "blob"
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else
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icon_state = "blob_damaged"
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/obj/effect/blob/proc/take_damage(var/damage)
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health -= damage
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if(health < 0)
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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qdel(src)
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else
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update_icon()
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/obj/effect/blob/proc/regen()
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health = min(health + regen_rate, maxHealth)
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update_icon()
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/obj/effect/blob/proc/expand(var/turf/T)
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if(istype(T, /turf/unsimulated/) || istype(T, /turf/space) || (istype(T, /turf/simulated/mineral) && T.density))
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return
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if(istype(T, /turf/simulated/wall))
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var/turf/simulated/wall/SW = T
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SW.ex_act(2)
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return
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for(var/obj/O in T)
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if(O.density)
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O.ex_act(2)
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return
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// Above things, we destroy completely and thus can use locate. Mobs are different.
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for(var/mob/living/L in T)
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if(L.stat == DEAD)
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continue
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if(prob(30))
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L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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L.forceMove(src.loc)
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else
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L.visible_message("<span class='danger'>The blob pulverizes \the [L]!</span>", "<span class='danger'>The blob pulverizes you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(30, 40))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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return
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if(parent_core)
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if(parent_core.blob_count < parent_core.blob_limit)
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if(!(locate(/obj/effect/blob/core/) in range(T, 2)) && prob(secondary_core_growth_chance) && (parent_core.core_count < parent_core.core_limit))
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var/obj/effect/blob/core/secondary/S = new /obj/effect/blob/core/secondary(T)
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S.parent_core = src.parent_core
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src.parent_core.core_count += blob_cost
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else
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var/obj/effect/blob/C = new expandType(T)
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C.parent_core = src.parent_core
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parent_core.blob_count += blob_cost
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/obj/effect/blob/proc/pulse(var/forceLeft, var/list/dirs)
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regen()
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sleep(4)
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var/pushDir = pick(dirs)
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var/turf/T = get_step(src, pushDir)
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var/obj/effect/blob/B = (locate() in T)
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if(!B)
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if(prob(health+45))
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expand(T)
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return
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if(forceLeft)
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B.pulse(forceLeft - 1, dirs)
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/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj)
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return
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switch(Proj.damage_type)
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if(BRUTE)
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take_damage(Proj.damage / brute_resist)
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if(BURN)
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take_damage((Proj.damage / laser_resist) / fire_resist)
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return 0
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/obj/effect/blob/attackby(var/obj/item/weapon/W, var/mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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visible_message("<span class='danger'>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
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var/damage = 0
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switch(W.damtype)
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if("fire")
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damage = (W.force / fire_resist)
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if(istype(W, /obj/item/weapon/weldingtool))
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playsound(loc, 'sound/items/Welder.ogg', 100, 1)
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if("brute")
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if(prob(30))
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visible_message("<span class='danger'>\The [W] gets caught in the gelatinous folds of \the [src]</span>")
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user.drop_from_inventory(W)
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W.forceMove(src.loc)
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return
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damage = (W.force / brute_resist)
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take_damage(damage)
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return
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/obj/effect/blob/core
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name = "blob core"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_core"
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light_range = 1
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light_power = 2
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light_color = "#F3D203"
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maxHealth = 200
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brute_resist = 2
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laser_resist = 7
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regen_rate = 2
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fire_resist = 2
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var/core_count //amount of secondary cores
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var/core_limit = 4 //for if a badmin ever wants the station to die, they can set this higher
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var/blob_count = 1 //amount of actual blob pieces
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var/blob_limit = 150 //9x4+100 + a bit, maximum amount of blobs allowed.
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expandType = /obj/effect/blob/shield
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/obj/effect/blob/core/New()
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if(!parent_core)
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parent_core = src
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..()
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/obj/effect/blob/core/update_icon()
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var/health_percent = (health / maxHealth) * 100
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switch(health_percent)
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if(66 to INFINITY)
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icon_state = "blob_core"
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if(33 to 66)
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icon_state = "blob_node"
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if(-INFINITY to 33)
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icon_state = "blob_factory"
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/obj/effect/blob/core/process()
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set waitfor = 0
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..()
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if(!blob_may_process)
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return
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blob_may_process = 0
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sleep(0)
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pulse(20, list(NORTH, EAST))
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pulse(20, list(NORTH, WEST))
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pulse(20, list(SOUTH, EAST))
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pulse(20, list(SOUTH, WEST))
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blob_may_process = 1
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// Half the stats of a normal core. Blob has a very small probability of growing these when spreading. These will spread the blob further.
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/obj/effect/blob/core/secondary
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name = "small blob core"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_core"
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maxHealth = 100
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brute_resist = 1
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fire_resist = 1
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laser_resist = 4
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regen_rate = 1
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expandType = /obj/effect/blob
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/obj/effect/blob/core/secondary/New()
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health = maxHealth
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update_icon()
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return ..(loc)
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/obj/effect/blob/core/secondary/Destroy()
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if(parent_core)
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parent_core.core_count -= 1
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return ..()
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/obj/effect/blob/shield
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name = "strong blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_idle"
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maxHealth = 60
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brute_resist = 1
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fire_resist = 2
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laser_resist = 4
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blob_cost = 0 //so that the core can regrow its shields when they break
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/obj/effect/blob/shield/New()
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update_nearby_tiles()
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..()
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/obj/effect/blob/shield/Destroy()
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density = 0
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update_nearby_tiles()
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return ..()
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/obj/effect/blob/shield/update_icon()
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if(health > maxHealth * 2 / 3)
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icon_state = "blob_idle"
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else if(health > maxHealth / 3)
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icon_state = "blob"
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else
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icon_state = "blob_damaged"
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/obj/effect/blob/shield/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0)
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return !density
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