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Bubberstation/code/game/gamemodes/blob/powers.dm
Giacomand 9b9762d612 Blobs will slowly regenerate health when pulsed. They have a second cooldown after every pulse to make sure 5 nodes aren't healing them too quickly.
Changed how the overmind hud was updated so that it was more accurate. Instead of updating every life() it will update everytime the blob core health changes and everytime the resource count changes.

Renamed the expand power to "expand/attack", to make it more clear to new blubbers that you use it to attack people.
2013-11-01 23:28:02 +00:00

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// Point controlling procs
/mob/camera/blob/proc/can_buy(var/cost = 15)
if(blob_points < cost)
src << "<span class='warning'>You cannot afford this.</span>"
return 0
add_points(-cost)
return 1
// Power verbs
/mob/camera/blob/verb/transport_core()
set category = "Blob"
set name = "Jump to Core"
set desc = "Transport back to your core."
if(blob_core)
src.loc = blob_core.loc
/mob/camera/blob/verb/jump_to_node()
set category = "Blob"
set name = "Jump to Node"
set desc = "Transport back to a selected node."
if(blob_nodes.len)
var/list/nodes = list()
for(var/i = 1; i <= blob_nodes.len; i++)
nodes["Blob Node #[i]"] = blob_nodes[i]
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/effect/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
src.loc = chosen_node.loc
/mob/camera/blob/verb/create_shield_power()
set category = "Blob"
set name = "Create Shield Blob (10)"
set desc = "Create a shield blob."
var/turf/T = get_turf(src)
create_shield(T)
/mob/camera/blob/proc/create_shield(var/turf/T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
if(!can_buy(10))
return
B.change_to(/obj/effect/blob/shield)
return
/mob/camera/blob/verb/create_resource()
set category = "Blob"
set name = "Create Resource Blob (40)"
set desc = "Create a resource tower which will generate points for you."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/resource/blob in orange(4, T))
src << "There is a resource blob nearby, move more than 4 tiles away from it!"
return
if(!can_buy(40))
return
B.change_to(/obj/effect/blob/resource)
var/obj/effect/blob/resource/R = locate() in T
if(R)
R.overmind = src
return
/mob/camera/blob/verb/create_node()
set category = "Blob"
set name = "Create Node Blob (60)"
set desc = "Create a Node."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
src << "There is no blob here!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/node/blob in orange(5, T))
src << "There is another node nearby, move more than 5 tiles away from it!"
return
if(!can_buy(60))
return
B.change_to(/obj/effect/blob/node)
return
/mob/camera/blob/verb/create_factory()
set category = "Blob"
set name = "Create Factory Blob (60)"
set desc = "Create a Spore producing blob."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = locate(/obj/effect/blob) in T
if(!B)
src << "You must be on a blob!"
return
if(!istype(B, /obj/effect/blob/normal))
src << "Unable to use this blob, find a normal one."
return
for(var/obj/effect/blob/factory/blob in orange(7, T))
src << "There is a factory blob nearby, move more than 7 tiles away from it!"
return
if(!can_buy(60))
return
B.change_to(/obj/effect/blob/factory)
return
/mob/camera/blob/verb/revert()
set category = "Blob"
set name = "Remove Blob"
set desc = "Removes a blob."
var/turf/T = get_turf(src)
if(!T)
return
var/obj/effect/blob/B = locate(/obj/effect/blob) in T
if(!B)
src << "You must be on a blob!"
return
if(istype(B, /obj/effect/blob/core))
src << "Unable to remove this blob."
return
B.Delete()
return
/mob/camera/blob/verb/expand_blob_power()
set category = "Blob"
set name = "Expand/Attack Blob (5)"
set desc = "Attempts to create a new blob in this tile. If the tile isn't clear we will attack it, which might clear it."
var/turf/T = get_turf(src)
expand_blob(T)
/mob/camera/blob/proc/expand_blob(var/turf/T)
if(!T)
return
var/obj/effect/blob/B = locate() in T
if(B)
src << "There is a blob here!"
return
var/obj/effect/blob/OB = locate() in circlerange(T, 1)
if(!OB)
src << "There is no blob adjacent to you."
return
if(!can_buy(5))
return
OB.expand(T, 0)
return
/mob/camera/blob/verb/rally_spores_power()
set category = "Blob"
set name = "Rally Spores (5)"
set desc = "Rally the spores to move to your location."
var/turf/T = get_turf(src)
rally_spores(T)
/mob/camera/blob/proc/rally_spores(var/turf/T)
if(!can_buy(5))
return
src << "You rally your spores."
var/list/surrounding_turfs = block(locate(T.x - 1, T.y - 1, T.z), locate(T.x + 1, T.y + 1, T.z))
if(!surrounding_turfs.len)
return
for(var/mob/living/simple_animal/hostile/blobspore/BS in living_mob_list)
if(isturf(BS.loc) && get_dist(BS, T) <= 35)
BS.LoseTarget()
BS.Goto(pick(surrounding_turfs), BS.move_to_delay)
return