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Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories. All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind. Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob. There are now a resource currency for the blob to spend it's points on blob expansion and upgrades. Added a small blob_act to mechs. Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working. Blob mode will send a normal intercept report.
162 lines
3.5 KiB
Plaintext
162 lines
3.5 KiB
Plaintext
//I will need to recode parts of this but I am way too tired atm
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/obj/effect/blob
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name = "blob"
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icon = 'icons/mob/blob.dmi'
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luminosity = 3
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desc = "Some blob creature thingy"
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density = 1
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opacity = 0
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anchored = 1
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var/active = 1
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var/health = 30
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var/brute_resist = 4
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var/fire_resist = 1
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New(loc)
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blobs += src
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src.dir = pick(1, 2, 4, 8)
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src.update_icon()
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..(loc)
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return
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Del()
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blobs -= src
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..()
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return
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
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return 0
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process()
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Life()
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return
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proc/Life()
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return
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proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
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set background = 1
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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 > 30)
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return//Inf loop check
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//Looking for another blob to pulse
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var/list/dirs = list(1,2,4,8)
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dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
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for(var/i = 1 to 4)
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if(!dirs.len) break
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var/dirn = pick(dirs)
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dirs.Remove(dirn)
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var/turf/T = get_step(src, dirn)
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var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
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if(!B)
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expand(T)//No blob here so try and expand
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return
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B.Pulse((pulse+1),get_dir(src.loc,T))
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return
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return
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proc/run_action()
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return 0
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proc/expand(var/turf/T = null)
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if(!prob(health)) return
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if(!T)
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var/list/dirs = list(1,2,4,8)
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for(var/i = 1 to 4)
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var/dirn = pick(dirs)
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dirs.Remove(dirn)
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T = get_step(src, dirn)
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if(!(locate(/obj/effect/blob) in T)) break
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else T = null
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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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if(T.Enter(B,src))//Attempt to move into the tile
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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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del(B)
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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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return 1
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ex_act(severity)
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var/damage = 50
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switch(severity)
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if(1)
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src.health -= rand(100,120)
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if(2)
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src.health -= rand(60,100)
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if(3)
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src.health -= rand(20,60)
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health -= (damage/brute_resist)
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update_icon()
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return
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update_icon()//Needs to be updated with the types
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if(health <= 0)
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playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
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del(src)
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return
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if(health <= 15)
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icon_state = "blob_damaged"
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return
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// if(health <= 20)
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// icon_state = "blob_damaged2"
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// return
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bullet_act(var/obj/item/projectile/Proj)
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..()
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switch(Proj.damage_type)
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if(BRUTE)
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health -= (Proj.damage/brute_resist)
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if(BURN)
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health -= (Proj.damage/fire_resist)
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update_icon()
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return 0
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attackby(var/obj/item/weapon/W, var/mob/user)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
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src.visible_message("\red <B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]")
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var/damage = 0
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switch(W.damtype)
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if("fire")
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damage = (W.force / max(src.fire_resist,1))
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if(istype(W, /obj/item/weapon/weldingtool))
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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if("brute")
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damage = (W.force / max(src.brute_resist,1))
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health -= damage
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update_icon()
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return
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proc/change_to(var/type)
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if(!ispath(type))
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error("[type] is an invalid type for the blob.")
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new type(src.loc)
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del(src)
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return
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/obj/effect/blob/normal
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icon_state = "blob" |