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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>
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co-authored by
MrMelbert
san7890
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commit
517d33e6f0
@@ -394,6 +394,15 @@
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reagents.expose(smoker, INGEST, fraction)
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return TRUE
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/// Helper to quickly create a cloud of reagent smoke
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/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)
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var/datum/reagents/smoke_reagents = new/datum/reagents(reagent_volume)
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smoke_reagents.add_reagent(reagent_type, reagent_volume)
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var/datum/effect_system/fluid_spread/smoke/chem/smoke = new
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smoke.attach(location)
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smoke.set_up(amount = amount, holder = holder, location = location, carry = smoke_reagents, silent = TRUE)
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smoke.start(log = log)
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/// A factory which produces clouds of chemical bearing smoke.
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/datum/effect_system/fluid_spread/smoke/chem
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