Basic blob mobs (#78520)

## About The Pull Request

I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.

I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.

This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.

Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.

## Changelog

🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
This commit is contained in:
Jacquerel
2023-09-26 15:28:26 -06:00
committed by GitHub
co-authored by MrMelbert san7890
parent 2b9a07e5db
commit 517d33e6f0
49 changed files with 865 additions and 565 deletions
@@ -394,6 +394,15 @@
reagents.expose(smoker, INGEST, fraction)
return TRUE
/// Helper to quickly create a cloud of reagent smoke
/proc/do_chem_smoke(range = 0, amount = DIAMOND_AREA(range), atom/holder = null, location = null, reagent_type = /datum/reagent/water, reagent_volume = 10, log = FALSE)
var/datum/reagents/smoke_reagents = new/datum/reagents(reagent_volume)
smoke_reagents.add_reagent(reagent_type, reagent_volume)
var/datum/effect_system/fluid_spread/smoke/chem/smoke = new
smoke.attach(location)
smoke.set_up(amount = amount, holder = holder, location = location, carry = smoke_reagents, silent = TRUE)
smoke.start(log = log)
/// A factory which produces clouds of chemical bearing smoke.
/datum/effect_system/fluid_spread/smoke/chem