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Bubberstation/code/modules/mob/living/basic/blob_minions/blobbernaut.dm
Krysonism 26527f85e7 Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
This PR makes a number of changes focusing on improving the blob
minions, spores, nauts, zombies and their associated component.

The blob spore, blob zombie and blobbernaut has been resprited.

The spore and zombie have been lightly touched to preserve the most of
the original characteristics while given a cleaner look.

The spore and zombie have a partially desaturated version used to let
more of the strain colour through instead of them all ending up dark
brown.

The blobbernaut has been reshaded and the side sprite has been made
coherent with the front state, I made decided how the front state was
shaded should be the "canon" one (this might be a bit controversial but
the wild inconsistency was bugging me.)

The blobbernaut is a bit less veiny, but the veins look more natural and
use the strain complementary colour. Many combinations are cool, some
are a bit lacking due to the weird choices of complementary colour.

![image](https://github.com/user-attachments/assets/aee01fb1-5d3a-47ad-abd6-85096f8b8751)

![image](https://github.com/user-attachments/assets/732a4157-c7f6-4a43-ad46-62a505a97088)

Blob mobs can now have strains independently of an overmind.

The 15% mutation chance of vat grown creatures causes a spore or
blobbernaut to get a random strain.

When I first added the blob spore cell line, ghosts could click on cyto
blob spores to posses them, they would then presumably(?) but not
explicitly be free antags. This ability was lost when the blob spore
code was modernised.

Very few people knew about this, and no one grew blob spores anyway.

This feature is coming back in a big way, vat grown blob spores present
a new unique job hazard, they are automatically offered to ghost as an
extremely shitty, but free antag.

I have tested spawning like 15 antag pre-buff blob spores in a live
round and they failed completely to antagonise the crew effectively,
hopefully these buffed spores won't present too much of an issue to our
great administration team, if that ends up being the case, there are
many levers to pull to tone them down.

Blob spores prior to this PR were almost completely useless.

The main cause of this was the extremely dilute reagent smoke reaction;
10u divided over 20 seconds.

This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely
negligible and useless amount.

The smoke reagent concentration has been massively increased(10u -> 40u)
and the smoke duration has been reduced(20s -> 8s).
The result of this is that blob spore clouds are something you want to
avoid standing in, but they provide less smoke cover for the blob and
nauts.

Blob spores have also gained the ability to vent crawl. Simple mobs that
can't either open doors or vent crawl feel super bad to play.

They also deal a little more melee damage, but this is still
pathetically low on account of their low attack speed.

I have adjusted their supplementary reagents and reduced the amounts of
spores produced per cycle(2 -> 1) to make them a bit harder to mass
produce.

I have not made this PR with the goal of buffing any particular strain,
but some changes have affected blob strain balance:

This was the only strain that was strongly mechanically tied to the
core.
In order to allow for independent debris devourer mobs, they can now eat
trash(or any item really), they are independent, they store these items
inside their mob, and use these for the debris devourer reactions.

If they have an overmind, the item gets sent to the core.

This should result in a nice buff to the strain, which I've been told is
one of the bad ones.

5 years back another contributor removed the ability of blobs and
blobbernauts to transfer reagents with their attacks(as their expose
method is vapour).

This was a completely undocumented change and possibly unintentional, so
I am reverting it by giving blob reagents penetrates_skin = VAPOR again.

This only really affects these two strains. It makes regenerative
materia much stronger, while barely having any effect on cryogenic
poison, because temperature normalisation changes has made it completely
ineffective even with much more reagent applied.

The spore reagent cloud buff might also give a boost to some strains
with good expose effects, like electromagnetic web.

Blob spores now drop spore sacks, they can be ground for spore toxin, or
cracked on a griddle to create an egg-like treat!

I also added a detoxification reaction to reduce the amount of toxin
when cooked, might not work yet because I think griddles may not
actually heat the food?

Blob spores bursting and blobbernauts dying have sound effects.

level 5 biohazard

🆑
image: blob mobs have been respectfully resprited.
add: vat grown blob mobs can sometimes get born with a blob strain.
add: blob spores drop spore sacks, crack them on the griddle.
add: debris devourer mobs can now eat trash, sending it to the core, if
there is one.
add: vat grown blob spores are now sentient and evil.
balance: blob spores now have much more concentrated smoke.
balance: blob spores can ventcrawl.
fix: regenerative materia and cryogenic poison strain blob tiles & nauts
now inject chems again.
sound: blob spores & blobbernaut now have death sound effects.
/🆑
2025-07-04 16:42:02 -04:00

195 lines
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/**
* Player-piloted brute mob. Mostly just a "move and click" kind of guy.
* Has a variant which takes damage when away from blob tiles
*/
/mob/living/basic/blob_minion/blobbernaut
name = "blobbernaut"
desc = "A hulking, mobile chunk of blobmass."
icon_state = "blobbernaut"
base_icon_state = "blobbernaut"
icon_living = "blobbernaut"
icon_dead = "blobbernaut_dead"
health = BLOBMOB_BLOBBERNAUT_HEALTH
maxHealth = BLOBMOB_BLOBBERNAUT_HEALTH
damage_coeff = list(BRUTE = 0.5, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
melee_damage_lower = BLOBMOB_BLOBBERNAUT_DMG_SOLO_LOWER
melee_damage_upper = BLOBMOB_BLOBBERNAUT_DMG_SOLO_UPPER
melee_attack_cooldown = CLICK_CD_MELEE
obj_damage = BLOBMOB_BLOBBERNAUT_DMG_OBJ
attack_verb_continuous = "slams"
attack_verb_simple = "slam"
attack_sound = 'sound/effects/blob/blobattack.ogg'
verb_say = "gurgles"
verb_ask = "demands"
verb_exclaim = "roars"
verb_yell = "bellows"
pressure_resistance = 50
mob_size = MOB_SIZE_LARGE
ai_controller = /datum/ai_controller/basic_controller/blobbernaut
loot = list()
///The HUD given to blobbernauts, updated by the Blob itself
var/atom/movable/screen/healths/blob/overmind/overmind_hud
///The overlay for veins.
var/mutable_appearance/vein_overlay
///The overlay for our eyes
var/mutable_appearance/eyes_overlay
///emissive eyes
var/static/mutable_appearance/eyes_emissive
/mob/living/basic/blob_minion/blobbernaut/Initialize(mapload)
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_BLOBBERNAUT, CELL_VIRUS_TABLE_GENERIC_MOB, 1, 5)
AddElement(/datum/element/damage_threshold, 10)
var/static/list/food_types = list(
/obj/item/food/egg,
/obj/item/food/rawegg,
/obj/item/food/friedegg,
/obj/item/food/boiledegg,
/obj/item/flashlight/flare,
/obj/item/reagent_containers/cup/soda_cans/shamblers,
)
AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 25, bonus_tame_chance = 15)
update_appearance()
/mob/living/basic/blob_minion/blobbernaut/Destroy()
QDEL_NULL(overmind_hud)
return ..()
/mob/living/basic/blob_minion/blobbernaut/death(gibbed)
flick("[icon_state]_death", src)
playsound(src, 'sound/mobs/non-humanoids/blobmob/blobbernaut_death.ogg', 100, TRUE)
update_overlays()
return ..()
/mob/living/basic/blob_minion/blobbernaut/create_mob_hud()
. = ..()
if(!.)
return
overmind_hud = new(null, hud_used)
hud_used.infodisplay += overmind_hud
hud_used.show_hud(hud_used.hud_version)
/mob/living/basic/blob_minion/blobbernaut/on_strain_updated(mob/eye/blob/overmind, datum/blobstrain/new_strain)
. = ..()
if(new_strain)
attack_verb_continuous = new_strain.blobbernaut_message
melee_damage_upper = BLOBMOB_BLOBBERNAUT_DMG_UPPER
melee_damage_lower = BLOBMOB_BLOBBERNAUT_DMG_LOWER
vein_overlay?.color = new_strain.complementary_color
eyes_overlay?.color = new_strain.complementary_color
//revert independent blobbernauts to the pale sprite so they can be recoloured
icon_dead = "[base_icon_state]_dead"
icon_living = base_icon_state
new_strain.RegisterSignal(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, TYPE_PROC_REF(/datum/blobstrain/, blobbernaut_attack))
else
attack_verb_continuous = initial(attack_verb_continuous)
melee_damage_upper = BLOBMOB_BLOBBERNAUT_DMG_SOLO_UPPER
melee_damage_lower = BLOBMOB_BLOBBERNAUT_DMG_SOLO_LOWER
//Our overmind has died and our veins turns a mournful amethyst to complement our pale strainless body.
vein_overlay?.color = "#7d6eb4"
eyes_overlay?.color = COLOR_WHITE
update_appearance()
/mob/living/basic/blob_minion/blobbernaut/update_overlays()
. = ..()
if(!vein_overlay)
vein_overlay = mutable_appearance(icon, "[base_icon_state]_veins", appearance_flags = RESET_COLOR | KEEP_APART)
///Give it independent olive green veins until strain modifies it
vein_overlay.color = COLOR_OLIVE_GREEN
if(!eyes_overlay)
eyes_overlay = mutable_appearance(icon, "[base_icon_state]_eyes", appearance_flags = RESET_COLOR | KEEP_APART)
eyes_overlay.color = "#ffc90e" //blobber eye yellow
if(!eyes_emissive)
eyes_emissive = emissive_appearance(icon, "[base_icon_state]_eyes", src)
if(stat != DEAD)
. += vein_overlay
. += eyes_overlay
. += eyes_emissive
/// This variant is the one actually spawned by blob factories, takes damage when away from blob tiles
/mob/living/basic/blob_minion/blobbernaut/minion
/// Is our factory dead?
var/orphaned = FALSE
/mob/living/basic/blob_minion/blobbernaut/minion/Life(seconds_per_tick, times_fired)
. = ..()
if (!.)
return FALSE
var/damage_sources = 0
var/list/blobs_in_area = range(2, src)
if(!(locate(/obj/structure/blob) in blobs_in_area))
damage_sources++
if (orphaned)
damage_sources++
else
var/particle_colour = atom_colours?[FIXED_COLOUR_PRIORITY] || COLOR_BLACK
if (locate(/obj/structure/blob/special/core) in blobs_in_area)
heal_overall_damage(maxHealth * BLOBMOB_BLOBBERNAUT_HEALING_CORE * seconds_per_tick)
var/obj/effect/temp_visual/heal/heal_effect = new /obj/effect/temp_visual/heal(get_turf(src))
heal_effect.color = particle_colour
if (locate(/obj/structure/blob/special/node) in blobs_in_area)
heal_overall_damage(maxHealth * BLOBMOB_BLOBBERNAUT_HEALING_NODE * seconds_per_tick)
var/obj/effect/temp_visual/heal/heal_effect = new /obj/effect/temp_visual/heal(get_turf(src))
heal_effect.color = particle_colour
if (damage_sources == 0)
return FALSE
// take 2.5% of max health as damage when not near the blob or if the naut has no factory, 5% if both
apply_damage(maxHealth * BLOBMOB_BLOBBERNAUT_HEALTH_DECAY * damage_sources * seconds_per_tick, damagetype = TOX) // We reduce brute damage
//hopefully this sound won't get too annoying.
if(prob(20))
playsound(src, 'sound/items/weapons/sear.ogg', 5, vary = TRUE)
//create aooearances for the naut damage effect
var/mutable_appearance/naut_damage_overlay = mutable_appearance(icon, "[base_icon_state]_veins", appearance_flags = RESET_COLOR | KEEP_APART)
//modify appearances to intitially have no effect
naut_damage_overlay.color = vein_overlay.color
//flick naut damage overlays
var/atom/movable/flick_visual/naut_damage_animation = flick_overlay_view(naut_damage_overlay, seconds_per_tick)
//make flick objects obey dirs
naut_damage_animation.vis_flags |= VIS_INHERIT_DIR
//animate the naut damage overlays to fade in the 180 vein hue shift and emsissive.
animate(naut_damage_animation, time = seconds_per_tick / 2, easing = SINE_EASING, color = RotateHue(vein_overlay.color, 180))
animate(time = seconds_per_tick / 2, easing = SINE_EASING, color = vein_overlay.color)
return TRUE
/// Called by the blob creation power to give us a mind and a basic task orientation
/mob/living/basic/blob_minion/blobbernaut/minion/proc/assign_key(ckey, datum/blobstrain/blobstrain)
key = ckey
flick("blobbernaut_produce", src)
health = maxHealth / 2 // Start out injured to encourage not beelining away from the blob
SEND_SOUND(src, sound('sound/effects/blob/blobattack.ogg'))
SEND_SOUND(src, sound('sound/effects/blob/attackblob.ogg'))
to_chat(src, span_infoplain("You are powerful, hard to kill, and slowly regenerate near nodes and cores, [span_cult_large("but will slowly die if not near the blob")] or if the factory that made you is killed."))
to_chat(src, span_infoplain("You can communicate with other blobbernauts and overminds <b>telepathically</b> by attempting to speak normally"))
to_chat(src, span_infoplain("Your overmind's blob reagent is: <b><font color=\"[blobstrain.color]\">[blobstrain.name]</b></font>!"))
to_chat(src, span_infoplain("The <b><font color=\"[blobstrain.color]\">[blobstrain.name]</b></font> reagent [blobstrain.shortdesc ? "[blobstrain.shortdesc]" : "[blobstrain.description]"]"))
/// Called by our factory to inform us that it's not going to support us financially any more
/mob/living/basic/blob_minion/blobbernaut/minion/on_factory_destroyed()
. = ..()
orphaned = TRUE
throw_alert("nofactory", /atom/movable/screen/alert/nofactory)
///brand new orange look to match the classic spore.
/mob/living/basic/blob_minion/blobbernaut/independent
icon_state = "blobbernaut_independent"
icon_living = "blobbernaut_independent"
icon_dead = "blobbernaut_independent_dead"