mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-20 04:26:03 +01:00
Shows who the blobs were at the end of the round.
Small tweaks to values, such as increasing the resource rate of the core. Overminds will have different names.
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@@ -24,8 +24,8 @@ var/list/blob_nodes = list()
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var/players_per_core = 26
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var/blob_count = 0
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var/blobnukecount = 300//Might be a bit low
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var/blobwincount = 600//Still needs testing
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var/blobnukecount = 200//Might be a bit low
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var/blobwincount = 400//Still needs testing
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var/list/infected_crew = list()
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@@ -39,6 +39,10 @@ var/list/blob_nodes = list()
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cores_to_spawn = max(round(num_players()/players_per_core, 1), 1)
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blobnukecount = initial(blobnukecount) * cores_to_spawn
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blobwincount = initial(blobwincount) * cores_to_spawn
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for(var/j = 0, j < cores_to_spawn, j++)
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if (!possible_blobs.len)
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break
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@@ -119,7 +123,7 @@ var/list/blob_nodes = list()
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stage(0)
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// Stage 1
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sleep(600*rand(4,5))
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sleep(5000)
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stage(1)
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..()
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@@ -36,6 +36,16 @@
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..()
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return 1
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datum/game_mode/proc/auto_declare_completion_blob()
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if(istype(ticker.mode,/datum/game_mode/blob) )
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var/datum/game_mode/blob/blob_mode = src
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if(blob_mode.infected_crew.len)
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var/text = "<FONT size = 2><B>The blob[(blob_mode.infected_crew.len > 1 ? "s were" : " was")]:</B></FONT>"
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for(var/datum/mind/blob in blob_mode.infected_crew)
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text += "<br>[blob.key] was [blob.name]"
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world << text
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return 1
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/datum/game_mode/blob/proc/check_quarantine()
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var/numDead = 0
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@@ -38,7 +38,7 @@
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if(!overmind)
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create_overmind()
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else
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overmind.add_points(1)
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overmind.add_points(2)
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health = min(initial(health), health + 1)
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for(var/i = 1; i < 8; i += i)
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Pulse(0, i)
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@@ -6,7 +6,7 @@
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brute_resist = 1
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fire_resist = 2
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var/list/spores = list()
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var/max_spores = 4
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var/max_spores = 3
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var/spore_delay = 0
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update_icon()
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@@ -22,7 +22,7 @@
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return 0
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if(spore_delay > world.time)
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return 0
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spore_delay = world.time + 150 // 15 seconds
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spore_delay = world.time + 100 // 10 seconds
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new/mob/living/simple_animal/hostile/blobspore(src.loc, src)
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return 1
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@@ -34,8 +34,8 @@
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icon_state = "blobpod"
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icon_living = "blobpod"
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pass_flags = PASSBLOB
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health = 20
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maxHealth = 20
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health = 15
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maxHealth = 15
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melee_damage_lower = 2
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melee_damage_upper = 4
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attacktext = "hits"
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@@ -16,6 +16,12 @@
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var/blob_points = 0
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var/max_blob_points = 100
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/mob/camera/blob/New()
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var/new_name = "[initial(name)] ([rand(1, 999)])"
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name = new_name
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real_name = new_name
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..()
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/mob/camera/blob/say(var/message)
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return//No talking for you
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@@ -53,7 +53,7 @@
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/mob/camera/blob/verb/create_resource()
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set category = "Blob"
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set name = "Create Resource Blob (30)"
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set name = "Create Resource Blob (20)"
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set desc = "Create a resource tower which will generate points for you."
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@@ -76,7 +76,7 @@
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usr << "There is a resource blob nearby, move more than 3 tiles away from it!"
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return
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if(!can_buy(30))
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if(!can_buy(20))
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return
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@@ -122,7 +122,7 @@
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/mob/camera/blob/verb/create_factory()
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set category = "Blob"
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set name = "Create Factory Blob (70)"
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set name = "Create Factory Blob (60)"
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set desc = "Create a Spore producing blob."
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@@ -140,11 +140,11 @@
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usr << "Unable to use this blob, find a normal one."
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return
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for(var/obj/effect/blob/factory/blob in orange(4))
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usr << "There is a factory blob nearby, move more than 4 tiles away from it!"
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for(var/obj/effect/blob/factory/blob in orange(6))
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usr << "There is a factory blob nearby, move more than 6 tiles away from it!"
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return
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if(!can_buy(70))
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if(!can_buy(60))
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return
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B.change_to(/obj/effect/blob/factory)
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@@ -176,7 +176,7 @@
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/mob/camera/blob/verb/spawn_blob()
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set category = "Blob"
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set name = "Expand Blob (10)"
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set name = "Expand Blob (5)"
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set desc = "Attempts to create a new blob in this tile. If the tile isn't clear we will attack it, which might clear it."
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if(creating_blob) return
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var/turf/T = get_turf(src)
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@@ -194,7 +194,7 @@
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usr << "There is no blob adjacent to you."
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return
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if(!can_buy(10))
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if(!can_buy(5))
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return
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OB.expand(T, 0)
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return
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@@ -214,7 +214,7 @@
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return
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for(var/mob/living/simple_animal/hostile/blobspore/BS in living_mob_list)
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if(isturf(BS.loc) && get_dist(BS, src) <= 16)
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if(isturf(BS.loc) && get_dist(BS, src) <= 20)
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BS.LoseTarget()
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BS.Goto(pick(surrounding_turfs), BS.move_to_delay)
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return
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@@ -55,7 +55,7 @@
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if(run_action())//If we can do something here then we dont need to pulse more
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return
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if(pulse > 25)
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if(pulse > 30)
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return//Inf loop check
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//Looking for another blob to pulse
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@@ -93,12 +93,13 @@
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if(!T) return 0
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var/obj/effect/blob/normal/B = new /obj/effect/blob/normal(src.loc, min(src.health, 30))
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B.density = 1
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if(T.Enter(B,src))//Attempt to move into the tile
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B.density = initial(B.density)
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B.loc = T
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else
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T.blob_act()//If we cant move in hit the turf
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B.loc = null
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blobs -= B
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B.Delete()
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for(var/atom/A in T)//Hit everything in the turf
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A.blob_act()
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