//I will need to recode parts of this but I am way too tired atm /obj/effect/blob name = "blob" icon = 'icons/mob/blob.dmi' luminosity = 3 desc = "Some blob creature thingy" density = 0 opacity = 0 anchored = 1 var/active = 1 var/health = 30 var/brute_resist = 5 var/fire_resist = 1 New(loc) blobs += src src.dir = pick(1, 2, 4, 8) src.update_icon() ..(loc) return Del() blobs -= src ..() return CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSBLOB)) return 1 return 0 process() Life() return fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() var/damage = Clamp(0.01 * exposed_temperature / fire_resist, 0, 4 - fire_resist) if(damage) health -= damage update_icon() proc/Life() return proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand set background = 1 if(run_action())//If we can do something here then we dont need to pulse more return if(pulse > 30) return//Inf loop check //Looking for another blob to pulse var/list/dirs = list(1,2,4,8) dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us for(var/i = 1 to 4) if(!dirs.len) break var/dirn = pick(dirs) dirs.Remove(dirn) var/turf/T = get_step(src, dirn) var/obj/effect/blob/B = (locate(/obj/effect/blob) in T) if(!B) expand(T)//No blob here so try and expand return B.Pulse((pulse+1),get_dir(src.loc,T)) return return proc/run_action() return 0 proc/expand(var/turf/T = null, var/prob = 1) if(prob && !prob(health)) return if(istype(T, /turf/space) && prob(75)) return if(!T) var/list/dirs = list(1,2,4,8) for(var/i = 1 to 4) var/dirn = pick(dirs) dirs.Remove(dirn) T = get_step(src, dirn) if(!(locate(/obj/effect/blob) in T)) break else T = null if(!T) return 0 var/obj/effect/blob/normal/B = new /obj/effect/blob/normal(src.loc, min(src.health, 30)) B.density = 1 if(T.Enter(B,src))//Attempt to move into the tile B.density = initial(B.density) B.loc = T else T.blob_act()//If we cant move in hit the turf B.Delete() for(var/atom/A in T)//Hit everything in the turf A.blob_act() return 1 ex_act(severity) var/damage = 50 health -= ((damage/brute_resist) - (severity * 5)) update_icon() return bullet_act(var/obj/item/projectile/Proj) ..() switch(Proj.damage_type) if(BRUTE) health -= (Proj.damage/brute_resist) if(BURN) health -= (Proj.damage/fire_resist) update_icon() return 0 attackby(var/obj/item/weapon/W, var/mob/user) playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1) src.visible_message("\red The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]") var/damage = 0 switch(W.damtype) if("fire") damage = (W.force / max(src.fire_resist,1)) if(istype(W, /obj/item/weapon/weldingtool)) playsound(src.loc, 'sound/items/Welder.ogg', 100, 1) if("brute") damage = (W.force / max(src.brute_resist,1)) health -= damage update_icon() return proc/change_to(var/type) if(!ispath(type)) error("[type] is an invalid type for the blob.") new type(src.loc) Delete() return proc/Delete() del(src) /obj/effect/blob/normal icon_state = "blob" luminosity = 0 Delete() src.loc = null blobs -= src update_icon() if(health <= 0) playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) Delete() return if(health <= 15) icon_state = "blob_damaged" return