Files
Bubberstation/code/game/gamemodes/blob/theblob.dm
2016-01-25 22:59:11 -05:00

279 lines
8.4 KiB
Plaintext

//I will need to recode parts of this but I am way too tired atm //I don't know who left this comment but they never did come back
/obj/effect/blob
name = "blob"
icon = 'icons/mob/blob.dmi'
luminosity = 1
desc = "A thick wall of writhing tendrils."
density = 0 //this being 0 causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
opacity = 0
anchored = 1
explosion_block = 1
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
var/health = 30
var/maxhealth = 30
var/health_regen = 2 //how much health this blob regens when pulsed
var/pulse_timestamp = 0 //we got pulsed/healed when?
var/brute_resist = 0.5 //multiplies brute damage by this
var/fire_resist = 1 //multiplies burn damage by this
var/atmosblock = 0 //if the blob blocks atmos and heat spread
var/mob/camera/blob/overmind
/obj/effect/blob/New(loc)
var/area/Ablob = get_area(loc)
if(Ablob.blob_allowed) //Is this area allowed for winning as blob?
blobs_legit += src
blobs += src //Keep track of the blob in the normal list either way
src.dir = pick(1, 2, 4, 8)
src.update_icon()
..(loc)
ConsumeTile()
if(atmosblock)
air_update_turf(1)
return
/obj/effect/blob/proc/creation_action() //When it's created by the overmind, do this.
return
/obj/effect/blob/Destroy()
if(atmosblock)
atmosblock = 0
air_update_turf(1)
var/area/Ablob = get_area(loc)
if(Ablob.blob_allowed) //Only remove for blobs in areas that counted for the win
blobs_legit -= src
blobs -= src //It's still removed from the normal list
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Expand() is no longer broken, no check necessary.
return ..()
/obj/effect/blob/CanAtmosPass(turf/T)
return !atmosblock
/obj/effect/blob/BlockSuperconductivity()
return atmosblock
/obj/effect/blob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover) && mover.checkpass(PASSBLOB))
return 1
return 0
/obj/effect/blob/proc/check_health(cause)
health = Clamp(health, 0, maxhealth)
if(health <= 0)
if(overmind)
overmind.blob_reagent_datum.death_reaction(src, cause)
qdel(src) //we dead now
return
return
/obj/effect/blob/update_icon() //Updates color based on overmind color if we have an overmind.
if(overmind)
color = overmind.blob_reagent_datum.color
else
color = null
return
/obj/effect/blob/process()
Life()
return
/obj/effect/blob/proc/Life()
return
/obj/effect/blob/proc/Pulse_Area(pulsing_overmind = overmind, claim_range = 10, pulse_range = 3, expand_range = 2)
src.Be_Pulsed()
if(claim_range)
for(var/obj/effect/blob/B in ultra_range(claim_range, src, 1))
if(!B.overmind && !istype(B, /obj/effect/blob/core) && prob(30))
B.overmind = pulsing_overmind //reclaim unclaimed, non-core blobs.
B.update_icon()
if(pulse_range)
for(var/obj/effect/blob/B in orange(pulse_range, src))
B.Be_Pulsed()
if(expand_range)
src.expand()
for(var/obj/effect/blob/B in orange(expand_range, src))
if(prob(12))
B.expand()
return
/obj/effect/blob/proc/Be_Pulsed()
if(pulse_timestamp <= world.time)
ConsumeTile()
health = min(maxhealth, health+health_regen)
update_icon()
pulse_timestamp = world.time + 10
return 1 //we did it, we were pulsed!
return 0 //oh no we failed
/obj/effect/blob/proc/ConsumeTile()
for(var/atom/A in loc)
A.blob_act()
/obj/effect/blob/proc/expand(turf/T = null, prob = 1, controller = null)
if(prob && !prob(health))
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/make_blob = 1 //can we make a blob?
if(istype(T, /turf/space) && prob(65))
make_blob = 0
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Let's give some feedback that we DID try to spawn in space, since players are used to it
for(var/atom/A in T)
if(A.density)
make_blob = 0
A.blob_act() //Hit everything
if(T.density) //Check for walls and such dense turfs
make_blob = 0
T.blob_act() //Hit the turf
var/obj/effect/overlay/temp/blob/O = PoolOrNew(/obj/effect/overlay/temp/blob, src.loc)
if(controller)
var/mob/camera/blob/BO = controller
O.color = BO.blob_reagent_datum.color
O.alpha = 200 //if we have a controller, we're direct attack and must be more important
else if(overmind)
O.color = overmind.blob_reagent_datum.color
O.do_attack_animation(T) //visually attack the turf
if(make_blob) //well, can we?
var/obj/effect/blob/B = new /obj/effect/blob/normal(src.loc)
if(controller)
B.overmind = controller
else
B.overmind = overmind
B.density = 1
if(T.Enter(B,src)) //NOW we can attempt to move into the tile
O.alpha = 0 //if we got to this point, we don't need to visually attack
B.density = initial(B.density)
B.loc = T
B.update_icon()
if(B.overmind)
B.overmind.blob_reagent_datum.expand_reaction(B, T)
return B
else
T.blob_act() //If we cant move in hit the turf
qdel(B) //We should never get to this point, since we checked before moving in. Destroy blob anyway for cleanliness though
return null
return null
/obj/effect/blob/ex_act(severity, target)
..()
var/damage = 150 - 20 * severity
take_damage(damage, BRUTE)
/obj/effect/blob/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/damage = Clamp(0.01 * exposed_temperature, 0, 4)
take_damage(damage, BURN)
/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
..()
take_damage(Proj.damage, Proj.damage_type, Proj)
return 0
/obj/effect/blob/attackby(obj/item/weapon/W, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("<span class='danger'>[user] has attacked the [src.name] with \the [W]!</span>")
if(W.damtype == BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
take_damage(W.force, W.damtype, user)
/obj/effect/blob/attack_animal(mob/living/simple_animal/M)
if("blob" in M.faction) //sorry, but you can't kill the blob as a blobbernaut
return
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("<span class='danger'>\The [M] has attacked the [src.name]!</span>")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
take_damage(damage, M.melee_damage_type, M)
return
/obj/effect/blob/attack_alien(mob/living/carbon/alien/humanoid/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("<span class='danger'>[M] has slashed the [src.name]!</span>")
var/damage = rand(15, 30)
take_damage(damage, BRUTE, M)
return
/obj/effect/blob/proc/take_damage(damage, damage_type, cause = null, overmind_reagent_trigger = 1)
switch(damage_type) //blobs only take brute and burn damage
if(BRUTE)
damage = max(damage * brute_resist, 0)
if(BURN)
damage = max(damage * fire_resist, 0)
if(CLONE) //this is basically a marker for 'don't modify the damage'
else
damage = 0
if(overmind && overmind_reagent_trigger)
damage = overmind.blob_reagent_datum.damage_reaction(src, health, damage, damage_type, cause) //pass the blob, its health before damage, the damage being done, the type of damage being done, and the cause.
health -= damage
update_icon()
check_health(cause)
/obj/effect/blob/proc/change_to(type, controller)
if(!ispath(type))
throw EXCEPTION("change_to(): invalid type for blob")
return
var/obj/effect/blob/B = new type(src.loc)
if(controller)
B.overmind = controller
B.creation_action()
B.update_icon()
qdel(src)
return B
/obj/effect/blob/examine(mob/user)
..()
user << "It seems to be made of [get_chem_name()]."
return
/obj/effect/blob/proc/get_chem_name()
if(overmind)
return overmind.blob_reagent_datum.name
return "an unknown variant"
/obj/effect/blob/normal
icon_state = "blob"
luminosity = 0
health = 21
maxhealth = 25
health_regen = 1
brute_resist = 0.25
/obj/effect/blob/normal/update_icon()
..()
if(health <= 10)
icon_state = "blob_damaged"
name = "fragile blob"
desc = "A thin lattice of slightly twitching tendrils."
brute_resist = 0.5
else
icon_state = "blob"
name = "blob"
desc = "A thick wall of writhing tendrils."
brute_resist = 0.25