Merge pull request #925 from Giacomand/blob_vamp

Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
This commit is contained in:
KazeEspada
2013-07-09 21:33:29 -07:00
36 changed files with 703 additions and 681 deletions
-2
View File
@@ -103,7 +103,6 @@ var/global/floorIsLava = 0
body += "<A href='?_src_=holder;makeai=\ref[M]'>Make AI</A> | "
body += "<A href='?_src_=holder;makerobot=\ref[M]'>Make Robot</A> | "
body += "<A href='?_src_=holder;makealien=\ref[M]'>Make Alien</A> | "
body += "<A href='?_src_=holder;makeblob=\ref[M]'>Make Blob Fragment</A> | "
body += "<A href='?_src_=holder;makeslime=\ref[M]'>Make Slime</A> "
//Simple Animals
@@ -467,7 +466,6 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];secretsfun=eagles'>Egalitarian Station Mode</A><BR>
<A href='?src=\ref[src];secretsfun=blackout'>Break all lights</A><BR>
<A href='?src=\ref[src];secretsfun=whiteout'>Fix all lights</A><BR>
<A href='?src=\ref[src];secretsfun=friendai'>Best Friend AI</A><BR>
<A href='?src=\ref[src];secretsfun=floorlava'>The floor is lava! (DANGEROUS: extremely lame)</A><BR>
"}
-28
View File
@@ -231,9 +231,6 @@
else if(href_list["call_shuttle"])
if(!check_rights(R_ADMIN)) return
if( ticker.mode.name == "blob" )
alert("You can't call the shuttle during blob!")
return
switch(href_list["call_shuttle"])
if("1")
@@ -1046,18 +1043,6 @@
message_admins("\blue [key_name_admin(usr)] attempting to corgize [key_name_admin(H)]", 1)
H.corgize()
else if(href_list["makeblob"])
if(!check_rights(R_SPAWN)) return
var/mob/living/carbon/human/H = locate(href_list["makeblob"])
if(!istype(H))
usr << "This can only be used on instances of type /mob/living/carbon/human"
return
log_admin("[key_name(usr)] attempting to blobize [key_name(H)]")
message_admins("\blue [key_name_admin(usr)] attempting to blobize [key_name_admin(H)]", 1)
H.blobize()
else if(href_list["forcespeech"])
if(!check_rights(R_FUN)) return
@@ -1915,19 +1900,6 @@
message_admins("[key_name_admin(usr)] fixed all lights", 1)
for(var/obj/machinery/light/L in world)
L.fix()
if("friendai")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","FA")
for(var/mob/aiEye/aE in mob_list)
aE.icon_state = "ai_friend"
for(var/obj/machinery/M in machines)
if(istype(M, /obj/machinery/ai_status_display))
var/obj/machinery/ai_status_display/A = M
A.emotion = "Friend Computer"
else if(istype(M, /obj/machinery/status_display))
var/obj/machinery/status_display/A = M
A.friendc = 1
message_admins("[key_name_admin(usr)] turned all AIs into best friends.", 1)
if("floorlava")
if(floorIsLava)
usr << "The floor is lava already."
+14
View File
@@ -0,0 +1,14 @@
// Camera mob, used by AI camera and blob.
/mob/camera
name = "camera mob"
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = 101 // No one can see us
move_on_shuttle = 0
/mob/camera/experience_pressure_difference()
return
-258
View File
@@ -1,258 +0,0 @@
/mob/living/blob
name = "blob fragment"
real_name = "blob fragment"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_spore_temp"
pass_flags = PASSBLOB
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
var/ghost_name = "Unknown"
var/creating_blob = 0
faction = "blob"
New()
real_name += " [pick(rand(1, 99))]"
name = real_name
..()
say(var/message)
return//No talking for you
emote(var/act,var/m_type=1,var/message = null)
return
Life()
set invisibility = 0
set background = 1
clamp_values()
UpdateDamage()
if(health < 0)
src.dust()
proc/clamp_values()
AdjustStunned(0)
AdjustParalysis(0)
AdjustWeakened(0)
sleeping = 0
if(stat)
stat = CONSCIOUS
return
proc/UpdateDamage()
health = 60 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
return
death(gibbed)
if(key)
var/mob/dead/observer/ghost = new(src)
ghost.name = ghost_name
ghost.real_name = ghost_name
ghost.key = key
if (ghost.client)
ghost.client.eye = ghost
return ..(gibbed)
blob_act()
src << "The blob attempts to reabsorb you."
adjustToxLoss(20)
return
Process_Spacemove()
if(locate(/obj/effect/blob) in oview(1,src))
return 1
return (..())
/mob/living/blob/verb/create_node()
set category = "Blob"
set name = "Create Node"
set desc = "Create a Node."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
usr << "There is no blob here!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/node)||istype(B,/obj/effect/blob/core)||istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find a normal one."
creating_blob = 0
return
for(var/obj/effect/blob/node/blob in orange(5))
usr << "There is another node nearby, move more than 5 tiles away from it!"
creating_blob = 0
return
for(var/obj/effect/blob/factory/blob in orange(2))
usr << "There is a porus blob nearby, move more than 2 tiles away from it!"
creating_blob = 0
B.change_to("Node")
src.dust()
return
/mob/living/blob/verb/create_factory()
set category = "Blob"
set name = "Create Defense"
set desc = "Create a Spore producing blob."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "You must be on a blob!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/node)||istype(B,/obj/effect/blob/core)||istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find a normal one."
creating_blob = 0
return
for(var/obj/effect/blob/blob in orange(2))//Not right next to nodes/cores
if(istype(B,/obj/effect/blob/node))
usr << "There is a node nearby, move away from it!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/core))
usr << "There is a core nearby, move away from it!"
creating_blob = 0
return
if(istype(B,/obj/effect/blob/factory))
usr << "There is another porous blob nearby, move away from it!"
creating_blob = 0
return
B.change_to("Factory")
src.dust()
return
/mob/living/blob/verb/revert()
set category = "Blob"
set name = "Purge Defense"
set desc = "Removes a porous blob."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "You must be on a blob!"
creating_blob = 0
return
if(!istype(B,/obj/effect/blob/factory))
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
B.change_to("Normal")
src.dust()
return
/mob/living/blob/verb/spawn_blob()
set category = "Blob"
set name = "Create new blob"
set desc = "Attempts to create a new blob in this tile."
if(creating_blob) return
var/turf/T = get_turf(src)
creating_blob = 1
if(!T)
creating_blob = 0
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(B)
usr << "There is a blob here!"
creating_blob = 0
return
new/obj/effect/blob(src.loc)
src.dust()
return
/mob/proc/Blobize()
/client/proc/Blobcount()
set category = "Debug"
set name = "blobreport"
set desc = "blob report."
set hidden = 1
if(!holder)
src << "Only administrators may use this command."
return
if(ticker && ticker.mode)
src << "blobs: [blobs.len]"
src << "cores: [blob_cores.len]"
src << "nodes: [blob_nodes.len]"
return
/client/proc/Blobize()//Mostly stolen from the respawn command
set category = "Debug"
set name = "Ghostblob"
set desc = "Ghost into blobthing."
set hidden = 1
if(!holder)
src << "Only administrators may use this command."
return
var/input = input(src, "Please specify which key will be turned into a bloby.", "Key", "")
var/mob/dead/observer/G_found
if(!input)
var/list/ghosts = list()
for(var/mob/dead/observer/G in player_list)
ghosts += G
if(ghosts.len)
G_found = pick(ghosts)
else
for(var/mob/dead/observer/G in player_list)
if(G.client&&ckey(G.key)==ckey(input))
G_found = G
break
if(!G_found)//If a ghost was not found.
alert("There is no active key like that in the game or the person is not currently a ghost. Aborting command.")
return
if(G_found.client)
G_found.client.screen.len = null
var/mob/living/blob/B = new/mob/living/blob(locate(0,0,1))//temp area also just in case should do this better but tired
if(blob_cores.len > 0)
var/obj/effect/blob/core/core = pick(blob_cores)
if(core)
B.loc = core.loc
B.ghost_name = G_found.real_name
if (G_found.client)
G_found.client.mob = B
B.verbs += /mob/living/blob/verb/create_node
B.verbs += /mob/living/blob/verb/create_factory
B << "<B>You are now a blob fragment.</B>"
B << "You are a weak bit that has temporarily broken off of the blob."
B << "If you stay on the blob for too long you will likely be reabsorbed."
B << "If you stray from the blob you will likely be killed by other organisms."
B << "You have the power to create a new blob node that will help expand the blob."
B << "To create this node you will have to be on a normal blob tile and far enough away from any other node."
B << "Check your Blob verbs and hit Create Node to build a node."
spawn(10)
del(G_found)
@@ -33,7 +33,7 @@ var/datum/cameranet/cameranet = new()
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
/datum/cameranet/proc/visibility(mob/aiEye/ai)
/datum/cameranet/proc/visibility(mob/camera/aiEye/ai)
// 0xf = 15
var/x1 = max(0, ai.x - 16) & ~(CHUNK_SIZE - 1)
var/y1 = max(0, ai.y - 16) & ~(CHUNK_SIZE - 1)
@@ -21,7 +21,7 @@
// Add an AI eye to the chunk, then update if changed.
/datum/camerachunk/proc/add(mob/aiEye/ai)
/datum/camerachunk/proc/add(mob/camera/aiEye/ai)
if(!ai.ai)
return
ai.visibleCameraChunks += src
@@ -34,7 +34,7 @@
// Remove an AI eye from the chunk, then update if changed.
/datum/camerachunk/proc/remove(mob/aiEye/ai)
/datum/camerachunk/proc/remove(mob/camera/aiEye/ai)
if(!ai.ai)
return
ai.visibleCameraChunks -= src
@@ -105,7 +105,7 @@
if(t.obscured)
obscured -= t.obscured
for(var/eye in seenby)
var/mob/aiEye/m = eye
var/mob/camera/aiEye/m = eye
if(!m || !m.ai)
continue
if(m.ai.client)
@@ -119,7 +119,7 @@
obscured += t.obscured
for(var/eye in seenby)
var/mob/aiEye/m = eye
var/mob/camera/aiEye/m = eye
if(!m || !m.ai)
seenby -= m
continue
@@ -3,40 +3,17 @@
// An invisible (no icon) mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/aiEye
/mob/camera/aiEye
name = "Inactive AI Eye"
icon = 'icons/obj/status_display.dmi' // For AI friend secret shh :o
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
density = 0
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
return 0
// Hide popout menu verbs
/mob/aiEye/examine()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/pull()
set popup_menu = 0
set src = usr.contents
return 0
/mob/aiEye/point()
set popup_menu = 0
set src = usr.contents
return 0
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/aiEye/proc/setLoc(var/T)
/mob/camera/aiEye/proc/setLoc(var/T)
if(ai)
if(!isturf(ai.loc))
@@ -51,13 +28,16 @@
var/obj/machinery/hologram/holopad/H = ai.current
H.move_hologram()
/mob/camera/aiEye/Move()
return 0
// AI MOVEMENT
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/mob/aiEye/eyeobj = new()
var/mob/camera/aiEye/eyeobj = new()
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
@@ -64,7 +64,7 @@
stop_automated_movement = 1
stance_step++
if(stance_step >= 10) //rests for 10 ticks
if(target_mob && target_mob in ListTargets())
if(target && target in ListTargets())
stance = HOSTILE_STANCE_ATTACK //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
else
stance = HOSTILE_STANCE_IDLE
@@ -72,15 +72,15 @@
if(HOSTILE_STANCE_ALERT)
stop_automated_movement = 1
var/found_mob = 0
if(target_mob && target_mob in ListTargets())
if(!(SA_attackable(target_mob)))
if(target && target in ListTargets())
if(!(SA_attackable(target)))
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
stance_step++
found_mob = 1
src.dir = get_dir(src,target_mob) //Keep staring at the mob
src.dir = get_dir(src,target) //Keep staring at the mob
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
var/action = pick( list( "growls at [target]", "stares angrily at [target]", "prepares to attack [target]", "closely watches [target]" ) )
if(action)
emote(action)
if(!found_mob)
@@ -105,14 +105,14 @@
if(stance != HOSTILE_STANCE_ATTACK && stance != HOSTILE_STANCE_ATTACKING)
stance = HOSTILE_STANCE_ALERT
stance_step = 6
target_mob = user
target = user
..()
/mob/living/simple_animal/hostile/bear/attack_hand(mob/living/carbon/human/M as mob)
if(stance != HOSTILE_STANCE_ATTACK && stance != HOSTILE_STANCE_ATTACKING)
stance = HOSTILE_STANCE_ALERT
stance_step = 6
target_mob = M
target = M
..()
/mob/living/simple_animal/hostile/bear/Process_Spacemove(var/check_drift = 0)
@@ -128,22 +128,22 @@
..(5)
/mob/living/simple_animal/hostile/bear/AttackingTarget()
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
emote( pick( list("slashes at [target]", "bites [target]") ) )
var/damage = rand(20,30)
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/limb/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
return H
else if(isliving(target_mob))
var/mob/living/L = target_mob
else if(isliving(target))
var/mob/living/L = target
L.adjustBruteLoss(damage)
return L
else if(istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
else if(istype(target,/obj/mecha))
var/obj/mecha/M = target
M.attack_animal(src)
return M
@@ -64,8 +64,8 @@
/mob/living/simple_animal/hostile/giant_spider/AttackingTarget()
..()
if(isliving(target_mob))
var/mob/living/L = target_mob
if(isliving(target))
var/mob/living/L = target
if(L.reagents)
L.reagents.add_reagent("toxin", poison_per_bite)
if(prob(poison_per_bite))
@@ -82,7 +82,7 @@
for(var/turf/T in orange(20, src))
move_targets.Add(T)*/
stop_automated_movement = 1
walk_to(src, pick(orange(20, src)), 1, move_to_delay)
Goto(pick(orange(20, src)), move_to_delay)
spawn(50)
stop_automated_movement = 0
walk(src,0)
@@ -107,7 +107,7 @@
if(C.stat && !istype(C,/mob/living/simple_animal/hostile/giant_spider))
cocoon_target = C
busy = MOVING_TO_TARGET
walk_to(src, C, 1, move_to_delay)
Goto(C, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(C)
return
@@ -149,7 +149,7 @@
cocoon_target = O
busy = MOVING_TO_TARGET
stop_automated_movement = 1
walk_to(src, O, 1, move_to_delay)
Goto(O, move_to_delay)
//give up if we can't reach them after 10 seconds
GiveUp(O)
@@ -1,7 +1,7 @@
/mob/living/simple_animal/hostile
faction = "hostile"
var/stance = HOSTILE_STANCE_IDLE //Used to determine behavior
var/mob/living/target_mob
var/target
var/attack_same = 0
var/ranged = 0
var/rapid = 0
@@ -32,63 +32,68 @@
continue
else
if(!L.stat)
stance = HOSTILE_STANCE_ATTACK
T = L
break
else if(istype(A, /obj/mecha)) // Our line of sight stuff was already done in ListTargets().
var/obj/mecha/M = A
if (M.occupant)
stance = HOSTILE_STANCE_ATTACK
T = M
break
return T
/mob/living/simple_animal/hostile/proc/GiveTarget(var/new_target)
target = new_target
stance = HOSTILE_STANCE_ATTACK
return
/mob/living/simple_animal/hostile/proc/Goto(var/target, var/delay)
walk_to(src, target, 1, delay)
/mob/living/simple_animal/hostile/proc/Found(var/atom/A)
return
/mob/living/simple_animal/hostile/proc/MoveToTarget()
stop_automated_movement = 1
if(!target_mob || SA_attackable(target_mob))
stance = HOSTILE_STANCE_IDLE
if(target_mob in ListTargets())
if(!target || SA_attackable(target))
LoseTarget()
if(target in ListTargets())
if(ranged)
if(get_dist(src, target_mob) <= 6)
OpenFire(target_mob)
if(get_dist(src, target) <= 6)
OpenFire(target)
else
walk_to(src, target_mob, 1, move_to_delay)
Goto(target, move_to_delay)
else
stance = HOSTILE_STANCE_ATTACKING
walk_to(src, target_mob, 1, move_to_delay)
Goto(target, move_to_delay)
/mob/living/simple_animal/hostile/proc/AttackTarget()
stop_automated_movement = 1
if(!target_mob || SA_attackable(target_mob))
if(!target || SA_attackable(target))
LoseTarget()
return 0
if(!(target_mob in ListTargets()))
if(!(target in ListTargets()))
LostTarget()
return 0
if(get_dist(src, target_mob) <= 1) //Attacking
if(get_dist(src, target) <= 1) //Attacking
AttackingTarget()
return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget()
if(isliving(target_mob))
var/mob/living/L = target_mob
if(isliving(target))
var/mob/living/L = target
L.attack_animal(src)
return L
if(istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
if(istype(target,/obj/mecha))
var/obj/mecha/M = target
M.attack_animal(src)
return M
/mob/living/simple_animal/hostile/proc/LoseTarget()
stance = HOSTILE_STANCE_IDLE
target_mob = null
target = null
walk(src, 0)
/mob/living/simple_animal/hostile/proc/LostTarget()
@@ -125,7 +130,8 @@
if(!stat)
switch(stance)
if(HOSTILE_STANCE_IDLE)
target_mob = FindTarget()
var/new_target = FindTarget()
GiveTarget(new_target)
if(HOSTILE_STANCE_ATTACK)
DestroySurroundings()
@@ -135,8 +141,8 @@
DestroySurroundings()
AttackTarget()
/mob/living/simple_animal/hostile/proc/OpenFire(target_mob)
var/target = target_mob
/mob/living/simple_animal/hostile/proc/OpenFire(var/the_target)
var/target = the_target
visible_message("\red <b>[src]</b> fires at [target]!", 1)
var/tturf = get_turf(target)
@@ -159,7 +165,7 @@
new casingtype
stance = HOSTILE_STANCE_IDLE
target_mob = null
target = null
return
@@ -217,6 +217,11 @@
new meat_type(src.loc)
..()
/mob/living/simple_animal/blob_act()
adjustBruteLoss(20)
return
/mob/living/simple_animal/say_quote(var/text)
if(speak_emote && speak_emote.len)
var/emote = pick(speak_emote)
@@ -441,13 +446,13 @@
/mob/living/simple_animal/adjustBruteLoss(damage)
health = Clamp(health - damage, 0, maxHealth)
/mob/living/simple_animal/proc/SA_attackable(target_mob)
if (isliving(target_mob))
var/mob/living/L = target_mob
/mob/living/simple_animal/proc/SA_attackable(target)
if (isliving(target))
var/mob/living/L = target
if(!L.stat)
return (0)
if (istype(target_mob,/obj/mecha))
var/obj/mecha/M = target_mob
return 0
if (istype(target,/obj/mecha))
var/obj/mecha/M = target
if (M.occupant)
return (0)
return (1)
return 0
return 1
+1
View File
@@ -135,6 +135,7 @@
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/move_on_shuttle = 1 // Can move on the shuttle.
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
+6 -6
View File
@@ -211,16 +211,16 @@
return 0 //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(isobserver(mob))
return mob.Move(n,direct)
if(moving)
return 0
if(world.time < move_delay)
return 0
if(mob.stat == DEAD)
return 0
if(isAI(mob))
return AIMove(n,direct,mob)
if(!isliving(mob))
return mob.Move(n,direct)
if(moving)
return 0
if(mob.stat == DEAD)
return 0
if(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move) //Move though walls
-21
View File
@@ -389,27 +389,6 @@
. = new_corgi
del(src)
/mob/living/carbon/human/proc/blobize() // Oh boy, this is for you Int - Summoner
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/living/blob/new_blob = new /mob/living/blob (loc)
new_blob.a_intent = "harm"
new_blob.key = key
new_blob << "<B>You are now a Blob Fragment. You can now sacrifice yourself to spawn blobs!</B>"
. = new_blob
del(src)
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
+1 -2
View File
@@ -140,8 +140,7 @@
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()
ex_act(1)
/obj/item/weapon/cell/proc/get_electrocute_damage()
switch (charge)