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Bubberstation/code/game/gamemodes/blob/theblob.dm
Nerd Lord 7e372d65c3 Tweaks blob expansion to be faster near the expanding blob but slower near the edges of the blob
Blob spores now produce a slightly larger cloud of smoke when dying. Fragile spores and blob zombies produce the current, smaller cloud.

Replicating Foam will try to expand when damaged much more often.
Adds Electromagnetic Web, which does burn damage and EMPs targets, as well as causing a small EMP when dying, but takes more damage; a normal blob that hasn't been near a node or the core for 6~ seconds can be oneshotted by a laser.
2016-02-03 17:15:43 -05:00

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//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(null, 1)
for(var/obj/effect/blob/B in orange(expand_range, src))
if(prob(20 - get_dist(get_turf(src), get_turf(B)) * 4)) //expand falls off with range but is faster near the blob causing the expansion
B.expand(null, 1)
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 = TRUE //can we make a blob?
if(istype(T, /turf/space) && prob(65))
make_blob = FALSE
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
ConsumeTile() //hit the tile we're in, making sure there are no border objects blocking us
if(!T.CanPass(src, T, 5)) //is the target turf impassable
make_blob = FALSE
T.blob_act() //hit the turf if it is
for(var/atom/A in T)
if(!A.CanPass(src, T, 5)) //is anything in the turf impassable
make_blob = FALSE
A.blob_act() //also hit everything in 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, src, T)
return B
else
T.blob_act() //if we can't move in hit the turf again
qdel(B) //we should never get to this point, since we checked before moving in. destroy the blob so we don't have two blobs on one tile
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