diff --git a/code/__defines/species_languages.dm b/code/__defines/species_languages.dm index bacd4ebd37..656b0dff2a 100644 --- a/code/__defines/species_languages.dm +++ b/code/__defines/species_languages.dm @@ -53,6 +53,7 @@ #define LANGUAGE_AKHANI "Akhani" #define LANGUAGE_ALAI "Alai" #define LANGUAGE_ZADDAT "Vedahq" +#define LANGUAGE_BLOB "Blob" #define LANGUAGE_GIBBERISH "Babel" // Language flags. diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm index b9ce4c7f5a..ea40e3dc0e 100644 --- a/code/_onclick/click.dm +++ b/code/_onclick/click.dm @@ -43,7 +43,7 @@ next_click = world.time + 1 - if(client.buildmode) + if(client && client.buildmode) build_click(src, client.buildmode, params, A) return diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm index e31dd5e56a..8a61b87251 100644 --- a/code/_onclick/hud/human.dm +++ b/code/_onclick/hud/human.dm @@ -358,11 +358,13 @@ mymob.radio_use_icon.color = ui_color mymob.radio_use_icon.alpha = ui_alpha - mymob.client.screen = list() + if(mymob.client) + mymob.client.screen = list() + + mymob.client.screen += hud_elements + mymob.client.screen += src.adding + src.hotkeybuttons + mymob.client.screen += mymob.client.void - mymob.client.screen += hud_elements - mymob.client.screen += src.adding + src.hotkeybuttons - mymob.client.screen += mymob.client.void inventory_shown = 0 return diff --git a/code/game/objects/effects/chem/chemsmoke.dm b/code/game/objects/effects/chem/chemsmoke.dm index 2bbb10c8af..5538755d24 100644 --- a/code/game/objects/effects/chem/chemsmoke.dm +++ b/code/game/objects/effects/chem/chemsmoke.dm @@ -3,7 +3,7 @@ ///////////////////////////////////////////// /obj/effect/effect/smoke/chem icon = 'icons/effects/chemsmoke.dmi' - opacity = 0 + opacity = TRUE time_to_live = 300 pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass @@ -16,6 +16,9 @@ walk(src, 0) // Because we might have called walk_to, we must stop the walk loop or BYOND keeps an internal reference to us forever. return ..() +/obj/effect/effect/smoke/chem/transparent + opacity = FALSE + /datum/effect/effect/system/smoke_spread/chem smoke_type = /obj/effect/effect/smoke/chem var/obj/chemholder @@ -35,6 +38,10 @@ CRASH("Invalid seed datum passed! [seed] ([seed?.type])") ..() +/datum/effect/effect/system/smoke_spread/chem/blob + show_log = 0 + smoke_type = /obj/effect/effect/smoke/chem/transparent + /datum/effect/effect/system/smoke_spread/chem/New() ..() chemholder = new/obj() @@ -155,7 +162,7 @@ if(passed_smoke) smoke = passed_smoke else - smoke = new /obj/effect/effect/smoke/chem(location) + smoke = new smoke_type(location) if(chemholder.reagents.reagent_list.len) chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents @@ -165,11 +172,13 @@ smoke.pixel_x = -32 + rand(-8, 8) smoke.pixel_y = -32 + rand(-8, 8) walk_to(smoke, T) - smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then - sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner - smoke.set_opacity(0) // lighting and view range updates - fadeOut(smoke) - qdel(smoke) + if(initial(smoke.opacity)) + smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then + spawn() + sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner + smoke.set_opacity(0) // lighting and view range updates + fadeOut(smoke) + qdel(smoke) /datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1) var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location) diff --git a/code/game/objects/effects/effect_system.dm b/code/game/objects/effects/effect_system.dm index 7d5275cbcd..00896e7107 100644 --- a/code/game/objects/effects/effect_system.dm +++ b/code/game/objects/effects/effect_system.dm @@ -238,6 +238,15 @@ steam.start() -- spawns the effect if(prob(25)) L.emote("cough") +/obj/effect/effect/smoke/bad/noxious + opacity = 0 + +/obj/effect/effect/smoke/bad/noxious/affect(var/mob/living/L) + if (!..()) + return 0 + if(L.needs_to_breathe()) + L.adjustToxLoss(1) + /* Not feasile until a later date /obj/effect/effect/smoke/bad/Crossed(atom/movable/M as mob|obj) ..() @@ -369,6 +378,9 @@ steam.start() -- spawns the effect /datum/effect/effect/system/smoke_spread/bad smoke_type = /obj/effect/effect/smoke/bad +/datum/effect/effect/system/smoke_spread/noxious + smoke_type = /obj/effect/effect/smoke/bad/noxious + /datum/effect/effect/system/smoke_spread/fire smoke_type = /obj/effect/effect/smoke/elemental/fire diff --git a/code/modules/ai/ai_holder.dm b/code/modules/ai/ai_holder.dm index aadcdaa9e2..b5272ea996 100644 --- a/code/modules/ai/ai_holder.dm +++ b/code/modules/ai/ai_holder.dm @@ -9,6 +9,10 @@ /mob/living/Initialize() if(ai_holder_type) ai_holder = new ai_holder_type(src) + if(istype(src, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = src + H.hud_used = new /datum/hud(H) + H.instantiate_hud(H.hud_used) return ..() /mob/living/Destroy() @@ -220,7 +224,7 @@ /datum/ai_holder/proc/handle_stance_strategical() ai_log("++++++++++ Slow Process Beginning ++++++++++", AI_LOG_TRACE) ai_log("handle_stance_strategical() : Called.", AI_LOG_TRACE) - + //We got left around for some reason. Goodbye cruel world. if(!holder) qdel(src) diff --git a/code/modules/ai/ai_holder_targeting.dm b/code/modules/ai/ai_holder_targeting.dm index f1f5ff4a3a..f33906c662 100644 --- a/code/modules/ai/ai_holder_targeting.dm +++ b/code/modules/ai/ai_holder_targeting.dm @@ -28,7 +28,7 @@ . = hearers(vision_range, holder) - holder // Remove ourselves to prevent suicidal decisions. ~ SRC is the ai_holder. . -= dview_mob // Not the dview mob either, nerd. - var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha)) + var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha, /obj/structure/blob)) for(var/HM in typecache_filter_list(range(vision_range, holder), hostile_machines)) if(can_see(holder, HM, vision_range)) @@ -75,7 +75,7 @@ /datum/ai_holder/proc/give_target(new_target, urgent = FALSE) ai_log("give_target() : Given '[new_target]', urgent=[urgent].", AI_LOG_TRACE) target = new_target - + if(target != null) lose_target_time = 0 track_target_position() @@ -155,6 +155,11 @@ return FALSE // Turrets won't get hurt if they're still in their cover. return TRUE + if(istype(the_target, /obj/structure/blob)) // Blob mobs are always blob faction, but the blob can anger other things. + var/obj/structure/blob/Blob = the_target + if(holder.faction == Blob.faction) + return FALSE + return TRUE // return FALSE @@ -189,12 +194,12 @@ ai_log("remove_target() : Entering.", AI_LOG_TRACE) if(target) target = null - + lose_target_time = 0 give_up_movement() lose_target_position() set_stance(STANCE_IDLE) - + // Check if target is visible to us. /datum/ai_holder/proc/can_see_target(atom/movable/the_target, view_range = vision_range) ai_log("can_see_target() : Entering.", AI_LOG_TRACE) @@ -274,7 +279,7 @@ // Sets a few vars so mobs that threaten will react faster to an attacker or someone who attacked them before. /datum/ai_holder/proc/on_attacked(atom/movable/AM) last_conflict_time = world.time - add_attacker(AM) + add_attacker(AM) // Checks to see if an atom attacked us lately /datum/ai_holder/proc/check_attacker(var/atom/movable/A) @@ -287,7 +292,7 @@ // Forgive this attacker /datum/ai_holder/proc/remove_attacker(var/atom/movable/A) attackers -= A.name - + // Causes targeting to prefer targeting the taunter if possible. // This generally occurs if more than one option is within striking distance, including the taunter. // Otherwise the default filter will prefer the closest target. diff --git a/code/modules/ai/interfaces.dm b/code/modules/ai/interfaces.dm index b4323782d3..6cf085c52e 100644 --- a/code/modules/ai/interfaces.dm +++ b/code/modules/ai/interfaces.dm @@ -11,6 +11,11 @@ return ATTACK_ON_COOLDOWN return attack_target(A) // This will set click cooldown. +/mob/living/carbon/human/IAttack(atom/A) + if(!canClick()) // Still on cooldown from a "click". + return FALSE + return ClickOn(A) // Except this is an actual fake "click". + /mob/living/proc/IRangedAttack(atom/A) return FALSE diff --git a/code/modules/blob2/_defines.dm b/code/modules/blob2/_defines.dm index 1ad0b73893..85f9d39115 100644 --- a/code/modules/blob2/_defines.dm +++ b/code/modules/blob2/_defines.dm @@ -7,4 +7,7 @@ #define BLOB_DIFFICULTY_EASY 0 #define BLOB_DIFFICULTY_MEDIUM 1 #define BLOB_DIFFICULTY_HARD 2 -#define BLOB_DIFFICULTY_SUPERHARD 3 \ No newline at end of file +#define BLOB_DIFFICULTY_SUPERHARD 3 + +#define BLOB_CHUNK_CONSTANT 0 +#define BLOB_CHUNK_TOGGLE 1 diff --git a/code/modules/blob2/blobs/base_blob.dm b/code/modules/blob2/blobs/base_blob.dm index 02a7827825..2e04c36b95 100644 --- a/code/modules/blob2/blobs/base_blob.dm +++ b/code/modules/blob2/blobs/base_blob.dm @@ -17,6 +17,7 @@ GLOBAL_LIST_EMPTY(all_blobs) var/heal_timestamp = 0 //we got healed when? var/mob/observer/blob/overmind = null var/base_name = "blob" // The name that gets appended along with the blob_type's name. + var/faction = "blob" /obj/structure/blob/Initialize(newloc, new_overmind) if(new_overmind) @@ -56,6 +57,8 @@ GLOBAL_LIST_EMPTY(all_blobs) return TRUE else if(istype(mover, /obj/item/projectile)) var/obj/item/projectile/P = mover + if(istype(P.firer, /obj/structure/blob)) + return TRUE if(istype(P.firer) && P.firer.faction == "blob") return TRUE return FALSE @@ -218,13 +221,97 @@ GLOBAL_LIST_EMPTY(all_blobs) qdel(src) return B +/obj/structure/blob/attack_generic(var/mob/user, var/damage, var/attack_verb) + visible_message("[user] [attack_verb] the [src]!") + playsound(loc, 'sound/effects/attackblob.ogg', 100, 1) + user.do_attack_animation(src) + if(overmind) + damage *= overmind.blob_type.brute_multiplier + else + damage *= 2 + + if(overmind) + damage = overmind.blob_type.on_received_damage(src, damage, BRUTE, user) + + adjust_integrity(-damage) + + return + +/obj/structure/blob/attack_hand(mob/living/M as mob) + if(ishuman(M)) + var/mob/living/carbon/human/H = M + H.setClickCooldown(H.get_attack_speed()) + var/datum/unarmed_attack/attack = H.get_unarmed_attack(src, BP_TORSO) + if(!attack) + return FALSE + + if(attack.unarmed_override(H, src, BP_TORSO)) + return FALSE + + H.do_attack_animation(src) + H.visible_message("[H] strikes \the [src]!") + + var/real_damage = rand(3,6) + var/hit_dam_type = attack.damage_type + real_damage += attack.get_unarmed_damage(H) + if(H.gloves) + if(istype(H.gloves, /obj/item/clothing/gloves)) + var/obj/item/clothing/gloves/G = H.gloves + real_damage += G.punch_force + hit_dam_type = G.punch_damtype + if(HULK in H.mutations) + real_damage *= 2 // Hulks do twice the damage + + real_damage = max(1, real_damage) + + var/damage_mult_burn = 1 + var/damage_mult_brute = 1 + + if(hit_dam_type == SEARING) + damage_mult_burn *= 0.3 + damage_mult_brute *= 0.6 + + else if(hit_dam_type == BIOACID) + damage_mult_burn *= 0.6 + damage_mult_brute = 0 + + else if(hit_dam_type in list(ELECTROCUTE, BURN)) + damage_mult_brute = 0 + + else if(hit_dam_type in list(BRUTE, CLONE)) + damage_mult_burn = 0 + + else if(hit_dam_type != HALLOSS) // Tox, Oxy, or something new. Half damage split to the organism. + damage_mult_burn = 0.25 + damage_mult_brute = 0.25 + + else + damage_mult_brute = 0.25 + damage_mult_burn = 0 + + var/burn_dam = real_damage * damage_mult_burn + var/brute_dam = real_damage * damage_mult_brute + + if(overmind) + if(brute_dam) + brute_dam = overmind.blob_type.on_received_damage(src, brute_dam, BRUTE, M) + if(burn_dam) + burn_dam = overmind.blob_type.on_received_damage(src, burn_dam, BURN, M) + + real_damage = burn_dam + brute_dam + + adjust_integrity(-real_damage) + + else + attack_generic(M, rand(1,10), "bashed") + /obj/structure/blob/attackby(var/obj/item/weapon/W, var/mob/user) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) playsound(loc, 'sound/effects/attackblob.ogg', 50, 1) visible_message("\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]") var/damage = W.force switch(W.damtype) - if(BURN) + if(BURN, BIOACID, ELECTROCUTE, OXY) if(overmind) damage *= overmind.blob_type.burn_multiplier else @@ -234,7 +321,7 @@ GLOBAL_LIST_EMPTY(all_blobs) playsound(src.loc, 'sound/items/welder.ogg', 100, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) - if(BRUTE) + if(BRUTE, SEARING, TOX, CLONE) if(overmind) damage *= overmind.blob_type.brute_multiplier else diff --git a/code/modules/blob2/blobs/core.dm b/code/modules/blob2/blobs/core.dm index 84092ac566..b3633b406e 100644 --- a/code/modules/blob2/blobs/core.dm +++ b/code/modules/blob2/blobs/core.dm @@ -83,6 +83,15 @@ var/list/blob_cores = list() /obj/structure/blob/core/volatile_alluvium desired_blob_type = /datum/blob_type/volatile_alluvium +/obj/structure/blob/core/ravenous_macrophage + desired_blob_type = /datum/blob_type/ravenous_macrophage + +/obj/structure/blob/core/roiling_mold + desired_blob_type = /datum/blob_type/roiling_mold + +/obj/structure/blob/core/ectoplasmic_horror + desired_blob_type = /datum/blob_type/ectoplasmic_horror + /obj/structure/blob/core/classic desired_blob_type = /datum/blob_type/classic @@ -98,6 +107,9 @@ var/list/blob_cores = list() point_rate = new_rate /obj/structure/blob/core/Destroy() + var/turf/T = get_turf(src) + new /obj/item/weapon/blobcore_chunk(T, overmind.blob_type) + blob_cores -= src if(overmind) overmind.blob_core = null @@ -135,6 +147,8 @@ var/list/blob_cores = list() if(prob(5)) B.change_to(/obj/structure/blob/shield/core, overmind) + overmind.blob_type.on_core_process(src) + /obj/structure/blob/core/proc/create_overmind(client/new_overmind, override_delay) if(overmind_get_delay > world.time && !override_delay) return @@ -190,4 +204,4 @@ var/list/blob_cores = list() if(initial(BT.difficulty) < difficulty_floor) // Too easy. continue valid_types += BT - return pick(valid_types) \ No newline at end of file + return pick(valid_types) diff --git a/code/modules/blob2/blobs/factory.dm b/code/modules/blob2/blobs/factory.dm index 6ee41ccd53..f9415a6e66 100644 --- a/code/modules/blob2/blobs/factory.dm +++ b/code/modules/blob2/blobs/factory.dm @@ -42,6 +42,8 @@ if(overmind.blob_type.ranged_spores) S.projectiletype = overmind.blob_type.spore_projectile S.projectilesound = overmind.blob_type.spore_firesound + S.projectile_accuracy = overmind.blob_type.spore_accuracy + S.projectile_dispersion = overmind.blob_type.spore_dispersion else //Other mobs don't add themselves in New. Ew. S.nest = src spores += S @@ -51,3 +53,8 @@ name = "sluggish factory blob" max_spores = 4 spore_cooldown = 16 SECONDS + +/obj/structure/blob/factory/turret // Produces a single spore slowly, but is intended to be used as a 'mortar' by the blob type. + name = "volatile factory blob" + max_spores = 1 + spore_cooldown = 10 SECONDS diff --git a/code/modules/blob2/blobs/node.dm b/code/modules/blob2/blobs/node.dm index aa1dcb3e8f..5f54b6b80a 100644 --- a/code/modules/blob2/blobs/node.dm +++ b/code/modules/blob2/blobs/node.dm @@ -33,4 +33,6 @@ var/list/blob_nodes = list() /obj/structure/blob/node/process() set waitfor = FALSE if(overmind) // This check is so that if the core is killed, the nodes stop. - pulse_area(overmind, 10, BLOB_NODE_PULSE_RANGE, BLOB_NODE_EXPAND_RANGE) \ No newline at end of file + pulse_area(overmind, 10, BLOB_NODE_PULSE_RANGE, BLOB_NODE_EXPAND_RANGE) + + overmind.blob_type.on_node_process(src) diff --git a/code/modules/blob2/core_chunk.dm b/code/modules/blob2/core_chunk.dm new file mode 100644 index 0000000000..8a5795aae9 --- /dev/null +++ b/code/modules/blob2/core_chunk.dm @@ -0,0 +1,99 @@ + +/obj/item/weapon/blobcore_chunk + name = "core chunk" + desc = "The remains of some strange life-form. It smells awful." + description_info = "Some blob types will have core effects when the chunk is used in-hand, toggled with an alt click, or constantly active." + icon = 'icons/mob/blob.dmi' + icon_state = "blobcore" + var/datum/blob_type/blob_type // The blob type this dropped from. + + var/active_ability_cooldown = 20 SECONDS + var/last_active_use = 0 + + var/should_tick = TRUE // Incase it's a toggle. + + var/passive_ability_cooldown = 5 SECONDS + var/last_passive_use = 0 + + drop_sound = 'sound/effects/slime_squish.ogg' + +/obj/item/weapon/blobcore_chunk/New(var/atom/newloc, var/datum/blob_type/parentblob = null) + ..(newloc) + + setup_blobtype(parentblob) + +/obj/item/weapon/blobcore_chunk/Destroy() + STOP_PROCESSING(SSobj, src) + + blob_type = null + + ..() + +/obj/item/weapon/blobcore_chunk/proc/setup_blobtype(var/datum/blob_type/parentblob = null) + if(!parentblob) + name = "inert [initial(name)]" + + else + blob_type = parentblob + name = "[blob_type.name] [initial(name)]" + + if(blob_type) + color = blob_type.color + if(LAZYLEN(blob_type.core_tech)) + origin_tech = blob_type.core_tech.Copy() + + if(blob_type.chunk_active_type == BLOB_CHUNK_CONSTANT) + should_tick = TRUE + else if(blob_type.chunk_active_type == BLOB_CHUNK_TOGGLE) + should_tick = FALSE + + active_ability_cooldown = blob_type.chunk_active_ability_cooldown + passive_ability_cooldown = blob_type.chunk_passive_ability_cooldown + + blob_type.chunk_setup(src) + + START_PROCESSING(SSobj, src) + +/obj/item/weapon/blobcore_chunk/proc/call_chunk_unique() + if(blob_type) + blob_type.chunk_unique(src, args) + return + +/obj/item/weapon/blobcore_chunk/proc/get_carrier(var/atom/target) + var/atom/A = target ? target.loc : src + if(!istype(A, /mob/living)) + A = get_carrier(A) + + if(isturf(A) || isarea(A)) // Something has gone horribly wrong if the second is true. + return FALSE // No mob is carrying us. + + return A + +/obj/item/weapon/blobcore_chunk/blob_act(obj/structure/blob/B) + if(B.overmind && !blob_type) + setup_blobtype(B.overmind.blob_type) + + return + +/obj/item/weapon/blobcore_chunk/attack_self(var/mob/user) + if(blob_type && world.time > active_ability_cooldown + last_active_use) + last_active_use = world.time + to_chat(user, "\icon [src] \The [src] gesticulates.") + blob_type.on_chunk_use(src, user) + else + to_chat(user, "\The [src] doesn't seem to respond.") + ..() + +/obj/item/weapon/blobcore_chunk/process() + if(blob_type && should_tick && world.time > passive_ability_cooldown + last_passive_use) + last_passive_use = world.time + blob_type.on_chunk_tick(src) + +/obj/item/weapon/blobcore_chunk/AltClick(mob/living/carbon/user) + if(blob_type &&blob_type.chunk_active_type == BLOB_CHUNK_TOGGLE) + should_tick = !should_tick + + if(should_tick) + to_chat(user, "\The [src] shudders with life.") + else + to_chat(user, "\The [src] stills, returning to a death-like state.") diff --git a/code/modules/blob2/overmind/types.dm b/code/modules/blob2/overmind/types.dm index 24ffbd6b1b..79df541aae 100644 --- a/code/modules/blob2/overmind/types.dm +++ b/code/modules/blob2/overmind/types.dm @@ -37,12 +37,19 @@ var/spore_firesound = 'sound/effects/slime_squish.ogg' var/spore_range = 7 // The range the spore can fire. var/spore_projectile = /obj/item/projectile/energy/blob + var/spore_accuracy = 0 // Projectile accuracy + var/spore_dispersion = 0 // Dispersion. var/factory_type = /obj/structure/blob/factory var/resource_type = /obj/structure/blob/resource var/node_type = /obj/structure/blob/node var/shield_type = /obj/structure/blob/shield + var/list/core_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3) // Tech for the item created when a core is destroyed. + var/chunk_active_type = BLOB_CHUNK_TOGGLE + var/chunk_active_ability_cooldown = 20 SECONDS + var/chunk_passive_ability_cooldown = 5 SECONDS + // Called when a blob receives damage. This needs to return the final damage or blobs will be immortal. /datum/blob_type/proc/on_received_damage(var/obj/structure/blob/B, damage, damage_type) return damage @@ -63,6 +70,14 @@ /datum/blob_type/proc/on_pulse(var/obj/structure/blob/B) return +// Called when the core processes. +/datum/blob_type/proc/on_core_process(var/obj/structure/blob/B) + return + +// Called when a node processes. +/datum/blob_type/proc/on_node_process(var/obj/structure/blob/B) + return + // Called when hit by EMP. /datum/blob_type/proc/on_emp(obj/structure/blob/B, severity) return @@ -71,574 +86,26 @@ /datum/blob_type/proc/on_water(obj/structure/blob/B, amount) return -// Spore things +// Spore death /datum/blob_type/proc/on_spore_death(mob/living/simple_mob/blob/spore/S) return +// Spore handle_special call. +/datum/blob_type/proc/on_spore_lifetick(mob/living/simple_mob/blob/spore/S) + return -// Subtypes +// Blob core chunk process. +/datum/blob_type/proc/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + return -// Super fast spreading, but weak to EMP. -/datum/blob_type/grey_goo - name = "grey tide" - desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time." - effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses." - ai_desc = "genocidal" - difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities. - color = "#888888" - complementary_color = "#CCCCCC" - spread_modifier = 1.0 - slow_spread_with_size = FALSE - ai_aggressiveness = 80 - can_build_resources = TRUE - attack_message = "The tide tries to swallow you" - attack_message_living = ", and you feel your skin dissolve" - attack_message_synth = ", and your external plating dissolves" +// Blob core chunk use in-hand. +/datum/blob_type/proc/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/user) + return -/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity) - B.adjust_integrity(-(20 / severity)) +// Proc that is unique to the blob type. +/datum/blob_type/proc/chunk_unique(obj/item/weapon/blobcore_chunk/B, var/list/extra_args = null) + return -// Slow, tanky blobtype which uses not spores, but hivebots, as its soldiers. -/datum/blob_type/fabrication_swarm - name = "iron tide" - desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous." - effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers." - ai_desc = "defensive" - difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great. - color = "#666666" - complementary_color = "#B7410E" - spread_modifier = 0.2 - can_build_factories = TRUE - can_build_resources = TRUE - attack_message = "The tide tries to shove you away" - attack_message_living = ", and your skin itches" - attack_message_synth = ", and your external plating dulls" - attack_verb = "shoves" - armor_pen = 40 - damage_lower = 10 - damage_upper = 25 - brute_multiplier = 0.25 - burn_multiplier = 0.6 - ai_aggressiveness = 50 //Really doesn't like you near it. - spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm - -/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) - if(istype(B, /obj/structure/blob/normal)) - if(damage > 0) - var/reinforce_probability = min(damage, 70) - if(prob(reinforce_probability)) - B.visible_message("The [name] quakes, before rapidly hardening!") - new/obj/structure/blob/shield(get_turf(B), B.overmind) - qdel(B) - return ..() - -/datum/blob_type/fabrication_swarm/on_emp(obj/structure/blob/B, severity) - B.adjust_integrity(-(30 / severity)) - -// A blob meant to be fought like a fire. -/datum/blob_type/blazing_oil - name = "blazing oil" - desc = "A strange, extremely vicious liquid that seems to burn endlessly." - ai_desc = "aggressive" - effect_desc = "Cannot be harmed by burning weapons, and ignites entities it attacks. It will also gradually heat up the area it is in. Water harms it greatly." - difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters don't work but extinguishers are fairly common. Might need fire/atmos suits. - color = "#B68D00" - complementary_color = "#BE5532" - spread_modifier = 0.5 - ai_aggressiveness = 50 - damage_type = BURN - burn_multiplier = 0 // Fire immunity - attack_message = "The blazing oil splashes you with its burning oil" - attack_message_living = ", and you feel your skin char and melt" - attack_message_synth = ", and your external plating melts" - attack_verb = "splashes" - -/datum/blob_type/blazing_oil/on_attack(obj/structure/blob/B, mob/living/victim) - victim.fire_act() // Burn them. - -/datum/blob_type/blazing_oil/on_water(obj/structure/blob/B, amount) - spawn(1) - B.adjust_integrity(-(amount * 5)) - -/datum/blob_type/blazing_oil/on_pulse(var/obj/structure/blob/B) - var/turf/T = get_turf(B) - if(!T) - return - var/datum/gas_mixture/env = T.return_air() - if(env) - env.add_thermal_energy(10 * 1000) - - -// Mostly a classic blob. No nodes, no other blob types. -/datum/blob_type/classic - name = "lethargic blob" - desc = "A mass that seems bound to its core." - ai_desc = "unambitious" - effect_desc = "Will not create any nodes. Has average strength and resistances." - difficulty = BLOB_DIFFICULTY_EASY // Behaves almost like oldblob, and as such is about as easy as oldblob. - color = "#AAFF00" - complementary_color = "#57787B" - can_build_nodes = FALSE - spread_modifier = 1.0 - ai_aggressiveness = 0 - - -// Makes robots cry. Really weak to brute damage. -/datum/blob_type/electromagnetic_web - name = "electromagnetic web" - desc = "A gooy mesh that generates an electromagnetic field. Electronics will likely be ruined if nearby." - ai_desc = "balanced" - effect_desc = "Causes an EMP on attack, and will EMP upon death. It is also more fragile than average, especially to brute force." - difficulty = BLOB_DIFFICULTY_MEDIUM // Rough for robots but otherwise fragile and can be fought at range like most blobs anyways. - color = "#83ECEC" - complementary_color = "#EC8383" - damage_type = BURN - damage_lower = 10 - damage_upper = 20 - brute_multiplier = 3 - burn_multiplier = 2 - ai_aggressiveness = 60 - attack_message = "The web lashes you" - attack_message_living = ", and you hear a faint buzzing" - attack_message_synth = ", and your electronics get badly damaged" - attack_verb = "lashes" - -/datum/blob_type/electromagnetic_web/on_death(obj/structure/blob/B) - empulse(B.loc, 0, 1, 2) - -/datum/blob_type/electromagnetic_web/on_attack(obj/structure/blob/B, mob/living/victim) - victim.emp_act(2) - - -// Makes spores that spread the blob and infest dead people. -/datum/blob_type/fungal_bloom - name = "fungal bloom" - desc = "A massive network of rapidly expanding mycelium. Large spore-like particles can be seen spreading from it." - ai_desc = "swarming" - effect_desc = "Creates floating spores that attack enemies from specialized blobs, and will spread the blob if killed. The spores can also \ - infest deceased biological humanoids. It is vulnerable to fire." - difficulty = BLOB_DIFFICULTY_MEDIUM // The spores are more of an annoyance but can be difficult to contain. - color = "#AAAAAA" - complementary_color = "#FFFFFF" - damage_type = TOX - damage_lower = 15 - damage_upper = 25 - spread_modifier = 0.3 // Lower, since spores will do a lot of the spreading. - burn_multiplier = 3 - ai_aggressiveness = 40 - can_build_factories = TRUE - spore_type = /mob/living/simple_mob/blob/spore/infesting - -/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S) - if(S.is_infesting) - return // Don't make blobs if they were on someone's head. - var/turf/T = get_turf(S) - var/obj/structure/blob/B = locate(/obj/structure/blob) in T - if(B) // Is there already a blob here? If so, just heal it. - B.adjust_integrity(10) - else - B = new /obj/structure/blob/normal(T, S.overmind) // Otherwise spread it. - B.visible_message("\A [B] forms on \the [T] as \the [S] bursts!") - -// Makes tons of weak spores whenever it spreads. -/datum/blob_type/fulminant_organism - name = "fulminant organism" - desc = "A self expanding mass of living biomaterial, that appears to produce entities to defend it, much like a living organism's immune system." - ai_desc = "swarming" - effect_desc = "Creates weak floating spores that attack enemies from specialized blobs, has a chance to also create a spore when \ - it spreads onto a new tile, and has a chance to create a spore when a blob tile is destroyed. It is more fragile than average to all types of damage." - difficulty = BLOB_DIFFICULTY_HARD // Loads of spores that can overwhelm, and spreads quickly. - color = "#FF0000" // Red - complementary_color = "#FFCC00" // Orange-ish - damage_type = TOX - damage_lower = 10 - damage_upper = 20 - spread_modifier = 0.7 - burn_multiplier = 1.5 - brute_multiplier = 1.5 - ai_aggressiveness = 30 // The spores do most of the fighting. - can_build_factories = TRUE - spore_type = /mob/living/simple_mob/blob/spore/weak - -/datum/blob_type/fulminant_organism/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O) - if(prob(10)) // 10% chance to make a weak spore when expanding. - var/mob/living/simple_mob/blob/spore/S = new spore_type(T) - if(istype(S)) - S.overmind = O - O.blob_mobs.Add(S) - else - S.faction = "blob" - S.update_icons() - -/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B) - if(prob(33)) // 33% chance to make a spore when dying. - var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B)) - B.visible_message("\The [S] floats free from the [name]!") - if(istype(S)) - S.overmind = B.overmind - B.overmind.blob_mobs.Add(S) - else - S.faction = "blob" - S.update_icons() - - -// Auto-retaliates against melee attacks. Weak to projectiles. -/datum/blob_type/reactive_spines - name = "reactive spines" - desc = "An ever-growing lifeform with a large amount of sharp, powerful looking spines. They look like they could pierce most armor." - ai_desc = "defensive" - effect_desc = "When attacked by a melee weapon, it will automatically retaliate, striking the attacker with an armor piercing attack. \ - The blob itself is rather weak to all forms of attacks regardless, and lacks automatic realitation from ranged attacks." - difficulty = BLOB_DIFFICULTY_EASY // Potentially deadly to people not knowing the mechanics, but otherwise fairly tame, due to its slow spread and weakness. - color = "#9ACD32" - complementary_color = "#FFA500" - damage_type = BRUTE - damage_lower = 30 - damage_upper = 40 - armor_pen = 50 // Even with riot armor and tactical jumpsuit, you'd have 90 armor, reduced by 50, totaling 40. Getting hit for around 21 damage is still rough. - burn_multiplier = 2.0 - brute_multiplier = 2.0 - spread_modifier = 0.35 // Ranged projectiles tend to have a higher material cost, so ease up on the spreading. - ai_aggressiveness = 40 - attack_message = "The blob stabs you" - attack_message_living = ", and you feel sharp spines pierce your flesh" - attack_message_synth = ", and your external plating is pierced by sharp spines" - attack_verb = "stabs" - -// Even if the melee attack is enough to one-shot this blob, it gets to retaliate at least once. -/datum/blob_type/reactive_spines/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) - if(damage > 0 && attacker && get_dist(B, attacker) <= 1) - B.visible_message("The [name] retaliates, lashing out at \the [attacker]!") - B.blob_attack_animation(attacker, B.overmind) - attacker.blob_act(B) - return ..() - - -// Spreads damage to nearby blobs, and attacks with the force of all nearby blobs. -/datum/blob_type/synchronous_mesh - name = "synchronous mesh" - desc = "A mesh that seems strongly interconnected to itself. It moves slowly, but with purpose." - ai_desc = "defensive" - effect_desc = "When damaged, spreads the damage to nearby blobs. When attacking, damage is increased based on how many blobs are near the target. It is resistant to burn damage." - difficulty = BLOB_DIFFICULTY_EASY // Mostly a tank and spank. - color = "#65ADA2" - complementary_color = "#AD6570" - damage_type = BRUTE - damage_lower = 10 - damage_upper = 15 - brute_multiplier = 0.5 - burn_multiplier = 0.2 // Emitters do so much damage that this will likely not matter too much. - spread_modifier = 0.3 // Since the blob spreads damage, it takes awhile to actually kill, so spread is reduced. - ai_aggressiveness = 60 - attack_message = "The mesh synchronously strikes you" - attack_verb = "synchronously strikes" - var/synchronously_attacking = FALSE - -/datum/blob_type/synchronous_mesh/on_attack(obj/structure/blob/B, mob/living/victim) - if(synchronously_attacking) - return - synchronously_attacking = TRUE // To avoid infinite loops. - for(var/obj/structure/blob/C in orange(1, victim)) - if(victim) // Some things delete themselves when dead... - C.blob_attack_animation(victim) - victim.blob_act(C) - synchronously_attacking = FALSE - -/datum/blob_type/synchronous_mesh/on_received_damage(var/obj/structure/blob/B, damage, damage_type) - var/list/blobs_to_hurt = list() // Maximum split is 9, reducing the damage each blob takes to 11.1% but doing that damage to 9 blobs. - for(var/obj/structure/blob/C in range(1, B)) - if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && (C.overmind == B.overmind) ) //if it doesn't have the same 'ownership' or is a core or node, don't split damage to it - blobs_to_hurt += C - - for(var/thing in blobs_to_hurt) - var/obj/structure/blob/C = thing - if(C == B) - continue // We'll damage this later. - - C.adjust_integrity(-(damage / blobs_to_hurt.len)) - - return damage / max(blobs_to_hurt.len, 1) // To hurt the blob that got hit. - - -/datum/blob_type/shifting_fragments - name = "shifting fragments" - desc = "A collection of fragments that seem to shuffle around constantly." - ai_desc = "evasive" - effect_desc = "Swaps places with nearby blobs when hit or when expanding." - difficulty = BLOB_DIFFICULTY_EASY - color = "#C8963C" - complementary_color = "#3C6EC8" - damage_type = BRUTE - damage_lower = 20 - damage_upper = 30 - brute_multiplier = 0.5 - burn_multiplier = 0.5 - spread_modifier = 0.5 - ai_aggressiveness = 30 - attack_message = "A fragment strikes you" - attack_verb = "strikes" - -/datum/blob_type/shifting_fragments/on_received_damage(var/obj/structure/blob/B, damage, damage_type) - if(damage > 0 && prob(60)) - var/list/available_blobs = list() - for(var/obj/structure/blob/OB in orange(1, B)) - if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind == B.overmind) - available_blobs += OB - if(available_blobs.len) - var/obj/structure/blob/targeted = pick(available_blobs) - var/turf/T = get_turf(targeted) - targeted.forceMove(get_turf(B)) - B.forceMove(T) // Swap places. - return ..() - -/datum/blob_type/shifting_fragments/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O) - if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25))) - new_B.forceMove(get_turf(B)) - B.forceMove(T) - -// A very cool blob, literally. -/datum/blob_type/cryogenic_goo - name = "cryogenic goo" - desc = "A mass of goo that freezes anything it touches." - ai_desc = "balanced" - effect_desc = "Lowers the temperature of the room passively, and will also greatly lower the temperature of anything it attacks." - difficulty = BLOB_DIFFICULTY_MEDIUM - color = "#8BA6E9" - complementary_color = "#7D6EB4" - damage_type = BURN - damage_lower = 15 - damage_upper = 25 - brute_multiplier = 0.25 - burn_multiplier = 1.2 - spread_modifier = 0.5 - ai_aggressiveness = 50 - attack_message = "The goo stabs you" - attack_message_living = ", and you feel an intense chill from within" - attack_message_synth = ", and your system reports lower internal temperatures" - attack_verb = "stabs" - -/datum/blob_type/cryogenic_goo/on_attack(obj/structure/blob/B, mob/living/victim) - if(ishuman(victim)) - var/mob/living/carbon/human/H = victim - var/protection = H.get_cold_protection(50) - if(protection < 1) - var/temp_change = 80 // Each hit can reduce temperature by up to 80 kelvin. - var/datum/species/baseline = GLOB.all_species["Human"] - var/temp_cap = baseline.cold_level_3 - 5 // Can't go lower than this. - - var/cold_factor = abs(protection - 1) - temp_change *= cold_factor // If protection was at 0.5, then they only lose 40 kelvin. - - H.bodytemperature = max(H.bodytemperature - temp_change, temp_cap) - else // Just do some extra burn for mobs who don't process bodytemp - victim.adjustFireLoss(20) - -/datum/blob_type/cryogenic_goo/on_pulse(var/obj/structure/blob/B) - var/turf/simulated/T = get_turf(B) - if(!istype(T)) - return - T.freeze_floor() - var/datum/gas_mixture/env = T.return_air() - if(env) - env.add_thermal_energy(-10 * 1000) - -// Electric blob that stuns. -/datum/blob_type/energized_jelly - name = "energized jelly" - desc = "A substance that seems to generate electricity." - ai_desc = "suppressive" - effect_desc = "When attacking an entity, it will shock them with a strong electric shock. Repeated attacks can stun the target." - difficulty = BLOB_DIFFICULTY_MEDIUM - color = "#EFD65A" - complementary_color = "#00E5B1" - damage_type = BURN - damage_lower = 5 - damage_upper = 10 - brute_multiplier = 0.5 - burn_multiplier = 0.5 - spread_modifier = 0.35 - ai_aggressiveness = 80 - attack_message = "The jelly prods you" - attack_message_living = ", and your flesh burns as electricity arcs into you" - attack_message_synth = ", and your internal circuity is overloaded as electricity arcs into you" - attack_verb = "prods" - -/datum/blob_type/energized_jelly/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) - victim.electrocute_act(10, src, 1, def_zone) - victim.stun_effect_act(0, 40, BP_TORSO, src) - - -// A blob with area of effect attacks. -/datum/blob_type/explosive_lattice - name = "explosive lattice" - desc = "A very unstable lattice that looks quite explosive." - ai_desc = "aggressive" - effect_desc = "When attacking an entity, it will cause a small explosion, hitting things near the target. It is somewhat resilient, but weaker to brute damage." - difficulty = BLOB_DIFFICULTY_MEDIUM - color = "#8B2500" - complementary_color = "#00668B" - damage_type = BURN - damage_lower = 25 - damage_upper = 35 - armor_check = "bomb" - armor_pen = 5 // This is so blob hits still hurt just slightly when wearing a bomb suit (100 bomb resist). - brute_multiplier = 0.75 - burn_multiplier = 0.5 - spread_modifier = 0.4 - ai_aggressiveness = 75 - attack_message = "The lattice blasts you" - attack_message_living = ", and your flesh burns from the blast wave" - attack_message_synth = ", and your plating burns from the blast wave" - attack_verb = "blasts" - var/exploding = FALSE - -/datum/blob_type/explosive_lattice/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) // This doesn't use actual bombs since they're too strong and it would hurt the blob. - if(exploding) // We're busy, don't infinite loop us. - return - - exploding = TRUE - for(var/mob/living/L in range(get_turf(victim), 1)) // We don't use orange(), in case there is more than one mob on the target tile. - if(L == victim) // Already hit. - continue - if(L.faction == "blob") // No friendly fire - continue - L.blob_act() - - // Visual effect. - var/datum/effect/system/explosion/E = new/datum/effect/system/explosion/smokeless() - var/turf/T = get_turf(victim) - E.set_up(T) - E.start() - - // Now for sounds. - playsound(T, "explosion", 75, 1) // Local sound. - - for(var/mob/M in player_list) // For everyone else. - if(M.z == T.z && get_dist(M, T) > world.view && !M.ear_deaf && !istype(M.loc,/turf/space)) - M << 'sound/effects/explosionfar.ogg' - - exploding = FALSE - - -// A blob that slips and drowns you. -/datum/blob_type/pressurized_slime - name = "pressurized slime" - desc = "A large mass that seems to leak slippery fluid everywhere." - ai_desc = "drowning" - effect_desc = "Wets the floor when expanding and when hit. Tries to drown its enemies when attacking. It forces itself past internals. Resistant to burn damage." - difficulty = BLOB_DIFFICULTY_HARD - color = "#AAAABB" - complementary_color = "#BBBBAA" - damage_type = OXY - damage_lower = 5 - damage_upper = 15 - armor_check = null - brute_multiplier = 0.6 - burn_multiplier = 0.2 - spread_modifier = 0.4 - ai_aggressiveness = 75 - attack_message = "The slime splashes into you" - attack_message_living = ", and you gasp for breath" - attack_message_synth = ", and the fluid wears down on your components" - attack_verb = "splashes" - -/datum/blob_type/pressurized_slime/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) - victim.water_act(5) - var/turf/simulated/T = get_turf(victim) - if(T) - T.wet_floor() - -/datum/blob_type/pressurized_slime/on_received_damage(var/obj/structure/blob/B, damage, damage_type) - wet_surroundings(B, damage) - return ..() - -/datum/blob_type/pressurized_slime/on_pulse(var/obj/structure/blob/B) - var/turf/simulated/T = get_turf(B) - if(!istype(T)) - return - T.wet_floor() - -/datum/blob_type/pressurized_slime/on_death(obj/structure/blob/B) - B.visible_message("The blob ruptures, spraying the area with liquid!") - wet_surroundings(B, 50) - -/datum/blob_type/pressurized_slime/proc/wet_surroundings(var/obj/structure/blob/B, var/probability = 50) - for(var/turf/simulated/T in range(1, B)) - if(prob(probability)) - T.wet_floor() - for(var/atom/movable/AM in T) - AM.water_act(2) - - -// A blob that irradiates everything. -/datum/blob_type/radioactive_ooze - name = "radioactive ooze" - desc = "A goopy mess that glows with an unhealthy aura." - ai_desc = "radical" - effect_desc = "Irradiates the surrounding area, and inflicts toxic attacks. Weak to brute damage." - difficulty = BLOB_DIFFICULTY_MEDIUM - color = "#33CC33" - complementary_color = "#99FF66" - damage_type = TOX - damage_lower = 20 - damage_upper = 30 - armor_check = "rad" - brute_multiplier = 0.75 - burn_multiplier = 0.2 - spread_modifier = 0.8 - ai_aggressiveness = 50 - attack_message = "The ooze splashes you" - attack_message_living = ", and you feel warm" - attack_message_synth = ", and your internal systems are bombarded by ionizing radiation" - attack_verb = "splashes" - -/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B) - SSradiation.radiate(B, 200) - -/datum/blob_type/volatile_alluvium - name = "volatile alluvium" - desc = "A churning, earthy mass that moves in waves." - ai_desc = "earthen" - effect_desc = "Moves slowly, producing weak ranged spores to defend itself, and inflicts brute attacks. Attempts to disarm nearby attackers. Weak to water." - difficulty = BLOB_DIFFICULTY_HARD //Slow-starting, but can be overwhelming if left alone. - color = "#6B481E" - complementary_color = "#7F471F" - damage_lower = 10 - damage_upper = 20 - armor_pen = 40 - brute_multiplier = 0.7 - burn_multiplier = 0.5 - spread_modifier = 0.5 - ai_aggressiveness = 50 - attack_message = "The alluvium crashes against you" - attack_verb = "crashes against" - can_build_factories = TRUE - can_build_resources = TRUE - spore_type = /mob/living/simple_mob/blob/spore/weak - ranged_spores = TRUE - spore_range = 3 - spore_projectile = /obj/item/projectile/energy/blob/splattering - factory_type = /obj/structure/blob/factory/sluggish - resource_type = /obj/structure/blob/resource/sluggish - -/datum/blob_type/volatile_alluvium/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) - if(damage > 0 && attacker && get_dist(B, attacker) <= 2 && prob(min(damage, 70)) && istype(attacker, /mob/living/carbon/human)) // Melee weapons of any type carried by a human will have a high chance of being stolen. - var/mob/living/carbon/human/H = attacker - var/obj/item/I = H.get_active_hand() - H.drop_item() - if(I) - if((I.sharp || I.edge) && !istype(I, /obj/item/weapon/gun)) - I.forceMove(get_turf(B)) // Disarmed entirely. - B.visible_message("The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!") - else - I.throw_at(B, 2, 4) // Just yoinked. - B.visible_message("The [name] heaves, pulling \the [attacker]'s weapon from their hands!") - B.blob_attack_animation(attacker, B.overmind) - return ..() - -/datum/blob_type/volatile_alluvium/on_water(obj/structure/blob/B, amount) - spawn(1) - var/damage = amount * 2 - B.adjust_integrity(-(damage)) - if(B && prob(damage)) - B.visible_message("The [name] begins to crumble!") +// Set up the blob type for the chunk. +/datum/blob_type/proc/chunk_setup(obj/item/weapon/blobcore_chunk/B) + return diff --git a/code/modules/blob2/overmind/types/blazing_oil.dm b/code/modules/blob2/overmind/types/blazing_oil.dm new file mode 100644 index 0000000000..094083e778 --- /dev/null +++ b/code/modules/blob2/overmind/types/blazing_oil.dm @@ -0,0 +1,45 @@ +// A blob meant to be fought like a fire. +/datum/blob_type/blazing_oil + name = "blazing oil" + desc = "A strange, extremely vicious liquid that seems to burn endlessly." + ai_desc = "aggressive" + effect_desc = "Cannot be harmed by burning weapons, and ignites entities it attacks. It will also gradually heat up the area it is in. Water harms it greatly." + difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters don't work but extinguishers are fairly common. Might need fire/atmos suits. + color = "#B68D00" + complementary_color = "#BE5532" + spread_modifier = 0.5 + ai_aggressiveness = 50 + damage_type = BURN + burn_multiplier = 0 // Fire immunity + chunk_active_ability_cooldown = 4 MINUTES + attack_message = "The blazing oil splashes you with its burning oil" + attack_message_living = ", and you feel your skin char and melt" + attack_message_synth = ", and your external plating melts" + attack_verb = "splashes" + +/datum/blob_type/blazing_oil/on_attack(obj/structure/blob/B, mob/living/victim) + victim.fire_act() // Burn them. + +/datum/blob_type/blazing_oil/on_water(obj/structure/blob/B, amount) + spawn(1) + B.adjust_integrity(-(amount * 5)) + +/datum/blob_type/blazing_oil/on_pulse(var/obj/structure/blob/B) + var/turf/T = get_turf(B) + if(!T) + return + var/datum/gas_mixture/env = T.return_air() + if(env) + env.add_thermal_energy(10 * 1000) + +/datum/blob_type/blazing_oil/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/T = get_turf(B) + if(!T) + return + var/datum/gas_mixture/env = T.return_air() + if(env) + env.add_thermal_energy(10 * 1000) + +/datum/blob_type/blazing_oil/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + user.add_modifier(/datum/modifier/exothermic, 5 MINUTES) + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/classic.dm b/code/modules/blob2/overmind/types/classic.dm new file mode 100644 index 0000000000..450324b493 --- /dev/null +++ b/code/modules/blob2/overmind/types/classic.dm @@ -0,0 +1,37 @@ +// Mostly a classic blob. No nodes, no other blob types. +/datum/blob_type/classic + name = "lethargic blob" + desc = "A mass that seems bound to its core." + ai_desc = "unambitious" + effect_desc = "Will not create any nodes. Has average strength and resistances." + difficulty = BLOB_DIFFICULTY_EASY // Behaves almost like oldblob, and as such is about as easy as oldblob. + color = "#AAFF00" + complementary_color = "#57787B" + can_build_nodes = FALSE + spread_modifier = 1.0 + ai_aggressiveness = 0 + +/datum/blob_type/classic/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + var/turf/T = get_turf(B) + + to_chat(user, "\The [B] produces a soothing ooze!") + + T.visible_message("\The [B] shudders at \the [user]'s touch, before disgorging a disgusting ooze.") + + for(var/turf/simulated/floor/F in view(2, T)) + spawn() + var/obj/effect/effect/water/splash = new(T) + splash.create_reagents(15) + splash.reagents.add_reagent("blood", 10,list("blood_colour" = color)) + splash.set_color() + + splash.set_up(F, 2, 3) + + var/obj/effect/decal/cleanable/chemcoating/blood = locate() in T + if(!istype(blood)) + blood = new(T) + blood.reagents.add_reagent("blood", 10,list("blood_colour" = color)) + blood.reagents.add_reagent("tricorlidaze", 5) + blood.update_icon() + + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/cryogenic_goo.dm b/code/modules/blob2/overmind/types/cryogenic_goo.dm new file mode 100644 index 0000000000..32684ed58f --- /dev/null +++ b/code/modules/blob2/overmind/types/cryogenic_goo.dm @@ -0,0 +1,59 @@ +// A very cool blob, literally. +/datum/blob_type/cryogenic_goo + name = "cryogenic goo" + desc = "A mass of goo that freezes anything it touches." + ai_desc = "balanced" + effect_desc = "Lowers the temperature of the room passively, and will also greatly lower the temperature of anything it attacks." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#8BA6E9" + complementary_color = "#7D6EB4" + damage_type = BURN + damage_lower = 15 + damage_upper = 25 + brute_multiplier = 0.25 + burn_multiplier = 1.2 + spread_modifier = 0.5 + ai_aggressiveness = 50 + chunk_active_ability_cooldown = 4 MINUTES + attack_message = "The goo stabs you" + attack_message_living = ", and you feel an intense chill from within" + attack_message_synth = ", and your system reports lower internal temperatures" + attack_verb = "stabs" + +/datum/blob_type/cryogenic_goo/on_attack(obj/structure/blob/B, mob/living/victim) + if(ishuman(victim)) + var/mob/living/carbon/human/H = victim + var/protection = H.get_cold_protection(50) + if(protection < 1) + var/temp_change = 80 // Each hit can reduce temperature by up to 80 kelvin. + var/datum/species/baseline = GLOB.all_species["Human"] + var/temp_cap = baseline.cold_level_3 - 5 // Can't go lower than this. + + var/cold_factor = abs(protection - 1) + temp_change *= cold_factor // If protection was at 0.5, then they only lose 40 kelvin. + + H.bodytemperature = max(H.bodytemperature - temp_change, temp_cap) + else // Just do some extra burn for mobs who don't process bodytemp + victim.adjustFireLoss(20) + +/datum/blob_type/cryogenic_goo/on_pulse(var/obj/structure/blob/B) + var/turf/simulated/T = get_turf(B) + if(!istype(T)) + return + T.freeze_floor() + var/datum/gas_mixture/env = T.return_air() + if(env) + env.add_thermal_energy(-10 * 1000) + +/datum/blob_type/cryogenic_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/simulated/T = get_turf(B) + if(!istype(T)) + return + T.freeze_floor() + var/datum/gas_mixture/env = T.return_air() + if(env) + env.add_thermal_energy(-10 * 1000) + +/datum/blob_type/cryogenic_goo/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + user.add_modifier(/datum/modifier/endothermic, 5 MINUTES) + return diff --git a/code/modules/blob2/overmind/types/ectoplasmic_horror.dm b/code/modules/blob2/overmind/types/ectoplasmic_horror.dm new file mode 100644 index 0000000000..f7689847cd --- /dev/null +++ b/code/modules/blob2/overmind/types/ectoplasmic_horror.dm @@ -0,0 +1,128 @@ +// A blob that drains energy from nearby mobs in order to fuel itself, and 'negates' some attacks extradimensionally. +/datum/blob_type/ectoplasmic_horror + name = "ectoplasmic horror" + desc = "A disgusting translucent slime that feels out of place." + ai_desc = "dodging" + effect_desc = "Drains energy from nearby life-forms in order to expand itself. Weak to all damage." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#72109eaa" + complementary_color = "#1a9de8" + damage_type = HALLOSS + damage_lower = 10 + damage_upper = 30 + armor_check = "energy" + brute_multiplier = 1.5 + burn_multiplier = 1.5 + spread_modifier = 0.9 + ai_aggressiveness = 50 + attack_message = "The horror strikes you" + attack_message_living = ", and you feel a wave of exhaustion" + attack_message_synth = ", and your systems begin to slow" + attack_verb = "strikes" + can_build_factories = TRUE + factory_type = /obj/structure/blob/factory/sluggish + spore_type = /mob/living/simple_mob/blob/spore/weak + + var/list/active_beams = list() + +/datum/blob_type/ectoplasmic_horror/on_pulse(var/obj/structure/blob/B) + if(B.type == /obj/structure/blob && (locate(/obj/structure/blob/node) in oview(2, get_turf(B)))) + B.visible_message("The [name] quakes, before hardening.") + new/obj/structure/blob/shield(get_turf(B), B.overmind) + qdel(B) + + if(istype(B, /obj/structure/blob/factory)) + listclearnulls(active_beams) + var/atom/movable/beam_origin = B + for(var/mob/living/L in oview(world.view, B)) + if(L.stat == DEAD || L.faction == "blob") + continue + if(prob(5)) + var/beamtarget_exists = FALSE + + if(active_beams.len) + for(var/datum/beam/Beam in active_beams) + if(Beam.target == L) + beamtarget_exists = TRUE + break + + if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5) + B.visible_message("\The [B] lashes out at \the [L]!") + var/datum/beam/drain_beam = beam_origin.Beam(L, icon_state = "drain_life", time = 10 SECONDS) + active_beams |= drain_beam + spawn(9 SECONDS) + if(B && drain_beam) + B.visible_message("\The [B] siphons energy from \the [L]") + L.add_modifier(/datum/modifier/berserk_exhaustion, 60 SECONDS) + B.overmind.add_points(rand(10,30)) + if(!QDELETED(drain_beam)) + qdel(drain_beam) + +/datum/blob_type/ectoplasmic_horror/on_received_damage(var/obj/structure/blob/B, damage, damage_type) + if(prob(round(damage * 0.5))) + B.visible_message("\The [B] shimmers, distorting through some unseen dimension.") + var/initial_alpha = B.alpha + spawn() + animate(B,alpha = initial_alpha, alpha = 10, time = 10) + animate(B,alpha = 10, alpha = initial_alpha, time = 10) + return 0 + return ..() + +/datum/blob_type/ectoplasmic_horror/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/mob/living/carrier = B.get_carrier() + + if(!carrier) + return + + var/list/nearby_mobs = list() + for(var/mob/living/L in oview(world.view, carrier)) + if(L.stat != DEAD) + nearby_mobs |= L + + if(nearby_mobs.len) + listclearnulls(active_beams) + for(var/mob/living/L in nearby_mobs) + if(L.stat == DEAD || L.faction == "blob") + continue + if(prob(5)) + var/beamtarget_exists = FALSE + + if(active_beams.len) + for(var/datum/beam/Beam in active_beams) + if(Beam.target == L) + beamtarget_exists = TRUE + break + + if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5) + carrier.visible_message("\icon [B] \The [B] lashes out at \the [L]!") + var/datum/beam/drain_beam = carrier.Beam(L, icon_state = "drain_life", time = 10 SECONDS) + active_beams |= drain_beam + spawn(9 SECONDS) + if(B && drain_beam) + carrier.visible_message("\The [B] siphons energy from \the [L]") + L.add_modifier(/datum/modifier/berserk_exhaustion, 30 SECONDS) + var/total_heal = 0 + + if(carrier.getBruteLoss()) + carrier.adjustBruteLoss(-5) + total_heal += 5 + + if(carrier.getFireLoss()) + carrier.adjustFireLoss(-5) + total_heal += 5 + + if(carrier.getToxLoss()) + carrier.adjustToxLoss(-5) + total_heal += 5 + + if(carrier.getOxyLoss()) + carrier.adjustOxyLoss(-5) + total_heal += 5 + + if(carrier.getCloneLoss()) + carrier.adjustCloneLoss(-5) + total_heal += 5 + + carrier.add_modifier(/datum/modifier/berserk_exhaustion, total_heal SECONDS) + if(!QDELETED(drain_beam)) + qdel(drain_beam) diff --git a/code/modules/blob2/overmind/types/electromagnetic_web.dm b/code/modules/blob2/overmind/types/electromagnetic_web.dm new file mode 100644 index 0000000000..9831998587 --- /dev/null +++ b/code/modules/blob2/overmind/types/electromagnetic_web.dm @@ -0,0 +1,34 @@ +// Makes robots cry. Really weak to brute damage. +/datum/blob_type/electromagnetic_web + name = "electromagnetic web" + desc = "A gooy mesh that generates an electromagnetic field. Electronics will likely be ruined if nearby." + ai_desc = "balanced" + effect_desc = "Causes an EMP on attack, and will EMP upon death. It is also more fragile than average, especially to brute force." + difficulty = BLOB_DIFFICULTY_MEDIUM // Rough for robots but otherwise fragile and can be fought at range like most blobs anyways. + color = "#83ECEC" + complementary_color = "#EC8383" + damage_type = BURN + damage_lower = 10 + damage_upper = 20 + brute_multiplier = 3 + burn_multiplier = 2 + ai_aggressiveness = 60 + chunk_active_type = BLOB_CHUNK_CONSTANT + attack_message = "The web lashes you" + attack_message_living = ", and you hear a faint buzzing" + attack_message_synth = ", and your electronics get badly damaged" + attack_verb = "lashes" + +/datum/blob_type/electromagnetic_web/on_death(obj/structure/blob/B) + empulse(B.loc, 0, 1, 2) + +/datum/blob_type/electromagnetic_web/on_attack(obj/structure/blob/B, mob/living/victim) + victim.emp_act(2) + +/datum/blob_type/electromagnetic_web/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/T = get_turf(B) + if(!T) + return + + for(var/mob/living/L in view(2, T)) + L.add_modifier(/datum/modifier/faraday, 30 SECONDS) \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/energized_jelly.dm b/code/modules/blob2/overmind/types/energized_jelly.dm new file mode 100644 index 0000000000..33c570f24f --- /dev/null +++ b/code/modules/blob2/overmind/types/energized_jelly.dm @@ -0,0 +1,39 @@ +// Electric blob that stuns. +/datum/blob_type/energized_jelly + name = "energized jelly" + desc = "A substance that seems to generate electricity." + ai_desc = "suppressive" + effect_desc = "When attacking an entity, it will shock them with a strong electric shock. Repeated attacks can stun the target." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#EFD65A" + complementary_color = "#00E5B1" + damage_type = BURN + damage_lower = 5 + damage_upper = 10 + brute_multiplier = 0.5 + burn_multiplier = 0.5 + spread_modifier = 0.35 + ai_aggressiveness = 80 + attack_message = "The jelly prods you" + attack_message_living = ", and your flesh burns as electricity arcs into you" + attack_message_synth = ", and your internal circuity is overloaded as electricity arcs into you" + attack_verb = "prods" + spore_projectile = /obj/item/projectile/beam/shock + +/datum/blob_type/energized_jelly/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) + victim.electrocute_act(10, src, 1, def_zone) + victim.stun_effect_act(0, 40, BP_TORSO, src) + +/datum/blob_type/energized_jelly/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + for(var/mob/living/L in oview(world.view, get_turf(B))) + var/mob/living/carrier = B.get_carrier() + + if(istype(carrier) && carrier == L) + continue + + var/obj/item/projectile/P = new spore_projectile(get_turf(B)) + + carrier.visible_message("\The [B] discharges energy toward \the [L]!") + P.launch_projectile(L, BP_TORSO, carrier) + + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/explosive_lattice.dm b/code/modules/blob2/overmind/types/explosive_lattice.dm new file mode 100644 index 0000000000..d0484c3725 --- /dev/null +++ b/code/modules/blob2/overmind/types/explosive_lattice.dm @@ -0,0 +1,58 @@ +// A blob with area of effect attacks. +/datum/blob_type/explosive_lattice + name = "explosive lattice" + desc = "A very unstable lattice that looks quite explosive." + ai_desc = "aggressive" + effect_desc = "When attacking an entity, it will cause a small explosion, hitting things near the target. It is somewhat resilient, but weaker to brute damage." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#8B2500" + complementary_color = "#00668B" + damage_type = BURN + damage_lower = 25 + damage_upper = 35 + armor_check = "bomb" + armor_pen = 5 // This is so blob hits still hurt just slightly when wearing a bomb suit (100 bomb resist). + brute_multiplier = 0.75 + burn_multiplier = 0.5 + spread_modifier = 0.4 + ai_aggressiveness = 75 + attack_message = "The lattice blasts you" + attack_message_living = ", and your flesh burns from the blast wave" + attack_message_synth = ", and your plating burns from the blast wave" + attack_verb = "blasts" + var/exploding = FALSE + +/datum/blob_type/explosive_lattice/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) // This doesn't use actual bombs since they're too strong and it would hurt the blob. + if(exploding) // We're busy, don't infinite loop us. + return + + exploding = TRUE + for(var/mob/living/L in range(get_turf(victim), 1)) // We don't use orange(), in case there is more than one mob on the target tile. + if(L == victim) // Already hit. + continue + if(L.faction == "blob") // No friendly fire + continue + L.blob_act() + + // Visual effect. + var/datum/effect/system/explosion/E = new/datum/effect/system/explosion/smokeless() + var/turf/T = get_turf(victim) + E.set_up(T) + E.start() + + // Now for sounds. + playsound(T, "explosion", 75, 1) // Local sound. + + for(var/mob/M in player_list) // For everyone else. + if(M.z == T.z && get_dist(M, T) > world.view && !M.ear_deaf && !istype(M.loc,/turf/space)) + M << 'sound/effects/explosionfar.ogg' + + exploding = FALSE + +/datum/blob_type/explosive_lattice/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/T = get_turf(B) + if(!T) + return + + for(var/mob/living/L in view(1, T)) + L.add_modifier(/datum/modifier/blastshield, 30 SECONDS) \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/fabrication_swarm.dm b/code/modules/blob2/overmind/types/fabrication_swarm.dm new file mode 100644 index 0000000000..7e267558d9 --- /dev/null +++ b/code/modules/blob2/overmind/types/fabrication_swarm.dm @@ -0,0 +1,44 @@ +// Slow, tanky blobtype which uses not spores, but hivebots, as its soldiers. +/datum/blob_type/fabrication_swarm + name = "iron tide" + desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous." + effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers." + ai_desc = "defensive" + difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great. + color = "#666666" + complementary_color = "#B7410E" + spread_modifier = 0.2 + can_build_factories = TRUE + can_build_resources = TRUE + attack_message = "The tide tries to shove you away" + attack_message_living = ", and your skin itches" + attack_message_synth = ", and your external plating dulls" + attack_verb = "shoves" + armor_pen = 40 + damage_lower = 10 + damage_upper = 25 + brute_multiplier = 0.25 + burn_multiplier = 0.6 + ai_aggressiveness = 50 //Really doesn't like you near it. + spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm + +/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) + if(istype(B, /obj/structure/blob/normal)) + if(damage > 0) + var/reinforce_probability = min(damage, 70) + if(prob(reinforce_probability)) + B.visible_message("The [name] quakes, before rapidly hardening!") + new/obj/structure/blob/shield(get_turf(B), B.overmind) + qdel(B) + return ..() + +/datum/blob_type/fabrication_swarm/on_emp(obj/structure/blob/B, severity) + B.adjust_integrity(-(30 / severity)) + +/datum/blob_type/fabrication_swarm/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/T = get_turf(B) + for(var/mob/living/L in view(world.view, T)) + if(L.stat != DEAD && L.isSynthetic()) + L.adjustBruteLoss(-1) + L.adjustFireLoss(-1) + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/fulminant_organism.dm b/code/modules/blob2/overmind/types/fulminant_organism.dm new file mode 100644 index 0000000000..2d940f9359 --- /dev/null +++ b/code/modules/blob2/overmind/types/fulminant_organism.dm @@ -0,0 +1,50 @@ +// Makes tons of weak spores whenever it spreads. +/datum/blob_type/fulminant_organism + name = "fulminant organism" + desc = "A self expanding mass of living biomaterial, that appears to produce entities to defend it, much like a living organism's immune system." + ai_desc = "swarming" + effect_desc = "Creates weak floating spores that attack enemies from specialized blobs, has a chance to also create a spore when \ + it spreads onto a new tile, and has a chance to create a spore when a blob tile is destroyed. It is more fragile than average to all types of damage." + difficulty = BLOB_DIFFICULTY_HARD // Loads of spores that can overwhelm, and spreads quickly. + color = "#FF0000" // Red + complementary_color = "#FFCC00" // Orange-ish + damage_type = TOX + damage_lower = 10 + damage_upper = 20 + spread_modifier = 0.7 + burn_multiplier = 1.5 + brute_multiplier = 1.5 + ai_aggressiveness = 30 // The spores do most of the fighting. + can_build_factories = TRUE + spore_type = /mob/living/simple_mob/blob/spore/weak + chunk_active_ability_cooldown = 60 SECONDS + +/datum/blob_type/fulminant_organism/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O) + if(prob(10)) // 10% chance to make a weak spore when expanding. + var/mob/living/simple_mob/blob/spore/S = new spore_type(T) + if(istype(S)) + S.overmind = O + O.blob_mobs.Add(S) + else + S.faction = "blob" + S.update_icons() + +/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B) + if(prob(33)) // 33% chance to make a spore when dying. + var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B)) + B.visible_message("\The [S] floats free from the [name]!") + if(istype(S)) + S.overmind = B.overmind + B.overmind.blob_mobs.Add(S) + else + S.faction = "blob" + S.update_icons() + +/datum/blob_type/fulminant_organism/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + for(var/I = 1 to rand(3,4)) + var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B)) + S.faction = user.faction + S.blob_type = src + S.update_icons() + S.ai_holder.forget_everything() + S.add_modifier(/datum/modifier/doomed, 2 MINUTES) diff --git a/code/modules/blob2/overmind/types/fungal_bloom.dm b/code/modules/blob2/overmind/types/fungal_bloom.dm new file mode 100644 index 0000000000..6bf20b99d3 --- /dev/null +++ b/code/modules/blob2/overmind/types/fungal_bloom.dm @@ -0,0 +1,37 @@ +// Makes spores that spread the blob and infest dead people. +/datum/blob_type/fungal_bloom + name = "fungal bloom" + desc = "A massive network of rapidly expanding mycelium. Large spore-like particles can be seen spreading from it." + ai_desc = "swarming" + effect_desc = "Creates floating spores that attack enemies from specialized blobs, and will spread the blob if killed. The spores can also \ + infest deceased biological humanoids. It is vulnerable to fire." + difficulty = BLOB_DIFFICULTY_MEDIUM // The spores are more of an annoyance but can be difficult to contain. + color = "#AAAAAA" + complementary_color = "#FFFFFF" + damage_type = TOX + damage_lower = 15 + damage_upper = 25 + spread_modifier = 0.3 // Lower, since spores will do a lot of the spreading. + burn_multiplier = 3 + ai_aggressiveness = 40 + can_build_factories = TRUE + spore_type = /mob/living/simple_mob/blob/spore/infesting + chunk_active_ability_cooldown = 2 MINUTES + +/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S) + if(S.is_infesting) + return // Don't make blobs if they were on someone's head. + var/turf/T = get_turf(S) + var/obj/structure/blob/B = locate(/obj/structure/blob) in T + if(B) // Is there already a blob here? If so, just heal it. + B.adjust_integrity(10) + else + B = new /obj/structure/blob/normal(T, S.overmind) // Otherwise spread it. + B.visible_message("\A [B] forms on \the [T] as \the [S] bursts!") + +/datum/blob_type/fungal_bloom/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B)) + S.faction = user.faction + S.blob_type = src + S.update_icons() + S.ai_holder.forget_everything() \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/grey_goo.dm b/code/modules/blob2/overmind/types/grey_goo.dm new file mode 100644 index 0000000000..5c93fb46c8 --- /dev/null +++ b/code/modules/blob2/overmind/types/grey_goo.dm @@ -0,0 +1,27 @@ +// Super fast spreading, but weak to EMP. +/datum/blob_type/grey_goo + name = "grey tide" + desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time." + effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses." + ai_desc = "genocidal" + difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities. + color = "#888888" + complementary_color = "#CCCCCC" + spread_modifier = 1.0 + slow_spread_with_size = FALSE + ai_aggressiveness = 80 + can_build_resources = TRUE + attack_message = "The tide tries to swallow you" + attack_message_living = ", and you feel your skin dissolve" + attack_message_synth = ", and your external plating dissolves" + +/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity) + B.adjust_integrity(-(20 / severity)) + +/datum/blob_type/grey_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/turf/T = get_turf(B) + for(var/mob/living/L in view(world.view, T)) + if(L.stat != DEAD) + L.adjustBruteLoss(-1) + L.adjustFireLoss(-1) + return diff --git a/code/modules/blob2/overmind/types/pressurized_slime.dm b/code/modules/blob2/overmind/types/pressurized_slime.dm new file mode 100644 index 0000000000..6b2ff5800f --- /dev/null +++ b/code/modules/blob2/overmind/types/pressurized_slime.dm @@ -0,0 +1,56 @@ +// A blob that slips and drowns you. +/datum/blob_type/pressurized_slime + name = "pressurized slime" + desc = "A large mass that seems to leak slippery fluid everywhere." + ai_desc = "drowning" + effect_desc = "Wets the floor when expanding and when hit. Tries to drown its enemies when attacking. It forces itself past internals. Resistant to burn damage." + difficulty = BLOB_DIFFICULTY_HARD + color = "#AAAABB" + complementary_color = "#BBBBAA" + damage_type = OXY + damage_lower = 5 + damage_upper = 15 + armor_check = null + brute_multiplier = 0.6 + burn_multiplier = 0.2 + spread_modifier = 0.4 + ai_aggressiveness = 75 + attack_message = "The slime splashes into you" + attack_message_living = ", and you gasp for breath" + attack_message_synth = ", and the fluid wears down on your components" + attack_verb = "splashes" + +/datum/blob_type/pressurized_slime/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) + victim.water_act(5) + var/turf/simulated/T = get_turf(victim) + if(T) + T.wet_floor() + +/datum/blob_type/pressurized_slime/on_received_damage(var/obj/structure/blob/B, damage, damage_type) + wet_surroundings(B, damage) + return ..() + +/datum/blob_type/pressurized_slime/on_pulse(var/obj/structure/blob/B) + var/turf/simulated/T = get_turf(B) + if(!istype(T)) + return + T.wet_floor() + +/datum/blob_type/pressurized_slime/on_death(obj/structure/blob/B) + B.visible_message("The blob ruptures, spraying the area with liquid!") + wet_surroundings(B, 50) + +/datum/blob_type/pressurized_slime/proc/wet_surroundings(var/obj/structure/blob/B, var/probability = 50) + for(var/turf/simulated/T in range(1, get_turf(B))) + if(prob(probability)) + T.wet_floor() + for(var/atom/movable/AM in T) + AM.water_act(2) + +/datum/blob_type/pressurized_slime/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + wet_surroundings(B, 10) + +/datum/blob_type/pressurized_slime/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) // Drenches you in water. + if(user) + user.ExtinguishMob() + user.fire_stacks = CLAMP(user.fire_stacks - 1, -25, 25) \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/radioactive_ooze.dm b/code/modules/blob2/overmind/types/radioactive_ooze.dm new file mode 100644 index 0000000000..f3226f2b5b --- /dev/null +++ b/code/modules/blob2/overmind/types/radioactive_ooze.dm @@ -0,0 +1,27 @@ +// A blob that irradiates everything. +/datum/blob_type/radioactive_ooze + name = "radioactive ooze" + desc = "A goopy mess that glows with an unhealthy aura." + ai_desc = "radical" + effect_desc = "Irradiates the surrounding area, and inflicts toxic attacks. Weak to brute damage." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#33CC33" + complementary_color = "#99FF66" + damage_type = TOX + damage_lower = 20 + damage_upper = 30 + armor_check = "rad" + brute_multiplier = 0.75 + burn_multiplier = 0.2 + spread_modifier = 0.8 + ai_aggressiveness = 50 + attack_message = "The ooze splashes you" + attack_message_living = ", and you feel warm" + attack_message_synth = ", and your internal systems are bombarded by ionizing radiation" + attack_verb = "splashes" + +/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B) + SSradiation.radiate(B, 200) + +/datum/blob_type/radioactive_ooze/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + SSradiation.radiate(B, rand(25,100)) \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/ravenous_macrophage.dm b/code/modules/blob2/overmind/types/ravenous_macrophage.dm new file mode 100644 index 0000000000..0a73501c34 --- /dev/null +++ b/code/modules/blob2/overmind/types/ravenous_macrophage.dm @@ -0,0 +1,50 @@ +// A blob that produces noxious smoke-clouds and recycles its dying parts. +/datum/blob_type/ravenous_macrophage + name = "ravenous macrophage" + desc = "A disgusting gel that reeks of death." + ai_desc = "resourceful" + effect_desc = "Produces noxious fumes, and melts prey with acidic attacks. Weak to brute damage." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#639b3f" + complementary_color = "#d1ec3c" + damage_type = BIOACID + damage_lower = 20 + damage_upper = 30 + armor_check = "bio" + armor_pen = 50 + brute_multiplier = 0.8 + burn_multiplier = 0.3 + spread_modifier = 0.8 + ai_aggressiveness = 70 + attack_message = "The macrophage splashes you" + attack_message_living = ", and you feel a horrible burning" + attack_message_synth = ", and your body begins to corrode" + attack_verb = "splashes" + +/datum/blob_type/ravenous_macrophage/on_pulse(var/obj/structure/blob/B) + var/mob/living/L = locate() in range(world.view, B) + if(prob(1) && L.mind && !L.stat) // There's some active living thing nearby, produce offgas. + var/turf/T = get_turf(B) + var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious + BS.attach(T) + BS.set_up(3, 0, T) + playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3) + BS.start() + +/datum/blob_type/ravenous_macrophage/on_death(obj/structure/blob/B) + var/obj/structure/blob/other = locate() in oview(2, B) + if(other) + B.visible_message("The dying mass is rapidly consumed by the nearby [other]!") + if(other.overmind) + other.overmind.add_points(rand(1,4)) + +/datum/blob_type/ravenous_macrophage/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/mob/living/L = locate() in range(world.view, B) + if(prob(5) && !L.stat) // There's some active living thing nearby, produce offgas. + B.visible_message("\icon [B] \The [B] disgorches a cloud of noxious gas!") + var/turf/T = get_turf(B) + var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious + BS.attach(T) + BS.set_up(3, 0, T) + playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3) + BS.start() \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/reactive_spines.dm b/code/modules/blob2/overmind/types/reactive_spines.dm new file mode 100644 index 0000000000..0d0021f243 --- /dev/null +++ b/code/modules/blob2/overmind/types/reactive_spines.dm @@ -0,0 +1,59 @@ +// Auto-retaliates against melee attacks. Weak to projectiles. +/datum/blob_type/reactive_spines + name = "reactive spines" + desc = "An ever-growing lifeform with a large amount of sharp, powerful looking spines. They look like they could pierce most armor." + ai_desc = "defensive" + effect_desc = "When attacked by a melee weapon, it will automatically retaliate, striking the attacker with an armor piercing attack. \ + The blob itself is rather weak to all forms of attacks regardless, and lacks automatic realitation from ranged attacks." + difficulty = BLOB_DIFFICULTY_EASY // Potentially deadly to people not knowing the mechanics, but otherwise fairly tame, due to its slow spread and weakness. + color = "#9ACD32" + complementary_color = "#FFA500" + damage_type = BRUTE + damage_lower = 30 + damage_upper = 40 + armor_pen = 50 // Even with riot armor and tactical jumpsuit, you'd have 90 armor, reduced by 50, totaling 40. Getting hit for around 21 damage is still rough. + burn_multiplier = 2.0 + brute_multiplier = 2.0 + spread_modifier = 0.35 // Ranged projectiles tend to have a higher material cost, so ease up on the spreading. + ai_aggressiveness = 40 + chunk_passive_ability_cooldown = 0.5 SECONDS + attack_message = "The blob stabs you" + attack_message_living = ", and you feel sharp spines pierce your flesh" + attack_message_synth = ", and your external plating is pierced by sharp spines" + attack_verb = "stabs" + spore_projectile = /obj/item/projectile/bullet/thorn + +// Even if the melee attack is enough to one-shot this blob, it gets to retaliate at least once. +/datum/blob_type/reactive_spines/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) + if(damage > 0 && attacker && get_dist(B, attacker) <= 1) + B.visible_message("The [name] retaliates, lashing out at \the [attacker]!") + B.blob_attack_animation(attacker, B.overmind) + attacker.blob_act(B) + return ..() + +// We're expecting 1 to be a target, 2 to be an old move loc, and 3 to be a new move loc. +/datum/blob_type/reactive_spines/chunk_unique(obj/item/weapon/blobcore_chunk/B, var/list/extra_data = null) + if(!LAZYLEN(extra_data)) + return + + var/atom/movable/A = extra_data[1] + + if(istype(A, /mob/living) && world.time > (B.last_passive_use + B.passive_ability_cooldown) && B.should_tick) + B.last_passive_use = world.time + var/mob/living/L = A + + var/mob/living/carrier = B.get_carrier() + + if(!istype(carrier) || L.z != carrier.z || L == carrier || get_dist(L, carrier) > 3) + return + + var/obj/item/projectile/P = new spore_projectile(get_turf(B)) + + carrier.visible_message("\The [B] fires a spine at \the [L]!") + P.launch_projectile(L, BP_TORSO, carrier) + + return + +/datum/blob_type/reactive_spines/chunk_setup(obj/item/weapon/blobcore_chunk/B) + GLOB.moved_event.register_global(B, /obj/item/weapon/blobcore_chunk/proc/call_chunk_unique) + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/roiling_mold.dm b/code/modules/blob2/overmind/types/roiling_mold.dm new file mode 100644 index 0000000000..dd42be30ac --- /dev/null +++ b/code/modules/blob2/overmind/types/roiling_mold.dm @@ -0,0 +1,63 @@ +// Blob that fires biological mortar shells from its factories. +/datum/blob_type/roiling_mold + name = "roiling mold" + desc = "A bubbling, creeping mold." + ai_desc = "bombarding" + effect_desc = "Bombards nearby organisms with toxic spores. Weak to all damage." + difficulty = BLOB_DIFFICULTY_MEDIUM + color = "#571509" + complementary_color = "#ec4940" + damage_type = BRUTE + damage_lower = 5 + damage_upper = 20 + armor_check = "melee" + brute_multiplier = 1.2 + burn_multiplier = 1.2 + spread_modifier = 0.8 + can_build_factories = TRUE + ai_aggressiveness = 50 + attack_message = "The mold whips you" + attack_message_living = ", and you feel a searing pain" + attack_message_synth = ", and your shell buckles" + attack_verb = "lashes" + spore_projectile = /obj/item/projectile/arc/spore + +/datum/blob_type/roiling_mold/proc/find_target(var/obj/structure/blob/B, var/tries = 0, var/list/previous_targets = null) + if(tries > 3) + return + var/mob/living/L = locate() in (view(world.view + 3, get_turf(B)) - view(2,get_turf(B)) - previous_targets) // No adjacent mobs. + + if(!check_trajectory(L, B, PASSTABLE)) + if(!LAZYLEN(previous_targets)) + previous_targets = list() + + previous_targets |= L + + L = find_target(B, tries + 1, previous_targets) + + return L + +/datum/blob_type/roiling_mold/on_pulse(var/obj/structure/blob/B) + var/mob/living/L = find_target(B) + + if(!istype(L)) + return + + if(istype(B, /obj/structure/blob/factory) && L.stat != DEAD && prob(ai_aggressiveness) && L.faction != "blob") + var/obj/item/projectile/arc/spore/P = new(get_turf(B)) + P.launch_projectile(L, BP_TORSO, B) + +/datum/blob_type/roiling_mold/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + for(var/mob/living/L in oview(world.view, get_turf(B))) + if(istype(user) && user == L) + continue + + if(!check_trajectory(L, B, PASSTABLE)) // Can't fire at things on the other side of walls / windows. + continue + + var/obj/item/projectile/P = new spore_projectile(get_turf(B)) + + user.visible_message("\icon [B] \The [B] discharges energy toward \the [L]!") + P.launch_projectile(L, BP_TORSO, user) + + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/shifting_fragments.dm b/code/modules/blob2/overmind/types/shifting_fragments.dm new file mode 100644 index 0000000000..ffca17760b --- /dev/null +++ b/code/modules/blob2/overmind/types/shifting_fragments.dm @@ -0,0 +1,40 @@ +/datum/blob_type/shifting_fragments + name = "shifting fragments" + desc = "A collection of fragments that seem to shuffle around constantly." + ai_desc = "evasive" + effect_desc = "Swaps places with nearby blobs when hit or when expanding." + difficulty = BLOB_DIFFICULTY_EASY + color = "#C8963C" + complementary_color = "#3C6EC8" + damage_type = BRUTE + damage_lower = 20 + damage_upper = 30 + brute_multiplier = 0.5 + burn_multiplier = 0.5 + spread_modifier = 0.5 + ai_aggressiveness = 30 + chunk_active_ability_cooldown = 3 MINUTES + attack_message = "A fragment strikes you" + attack_verb = "strikes" + +/datum/blob_type/shifting_fragments/on_received_damage(var/obj/structure/blob/B, damage, damage_type) + if(damage > 0 && prob(60)) + var/list/available_blobs = list() + for(var/obj/structure/blob/OB in orange(1, B)) + if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind == B.overmind) + available_blobs += OB + if(available_blobs.len) + var/obj/structure/blob/targeted = pick(available_blobs) + var/turf/T = get_turf(targeted) + targeted.forceMove(get_turf(B)) + B.forceMove(T) // Swap places. + return ..() + +/datum/blob_type/shifting_fragments/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O) + if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25))) + new_B.forceMove(get_turf(B)) + B.forceMove(T) + +/datum/blob_type/shifting_fragments/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + user.add_modifier(/datum/modifier/sprinting, 2 MINUTES) + return \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/synchronous_mesh.dm b/code/modules/blob2/overmind/types/synchronous_mesh.dm new file mode 100644 index 0000000000..e234756b2d --- /dev/null +++ b/code/modules/blob2/overmind/types/synchronous_mesh.dm @@ -0,0 +1,73 @@ +// Spreads damage to nearby blobs, and attacks with the force of all nearby blobs. +/datum/blob_type/synchronous_mesh + name = "synchronous mesh" + desc = "A mesh that seems strongly interconnected to itself. It moves slowly, but with purpose." + ai_desc = "defensive" + effect_desc = "When damaged, spreads the damage to nearby blobs. When attacking, damage is increased based on how many blobs are near the target. It is resistant to burn damage." + difficulty = BLOB_DIFFICULTY_EASY // Mostly a tank and spank. + color = "#65ADA2" + complementary_color = "#AD6570" + damage_type = BRUTE + damage_lower = 10 + damage_upper = 15 + brute_multiplier = 0.5 + burn_multiplier = 0.2 // Emitters do so much damage that this will likely not matter too much. + spread_modifier = 0.3 // Since the blob spreads damage, it takes awhile to actually kill, so spread is reduced. + ai_aggressiveness = 60 + attack_message = "The mesh synchronously strikes you" + attack_verb = "synchronously strikes" + var/synchronously_attacking = FALSE + +/datum/blob_type/synchronous_mesh/on_attack(obj/structure/blob/B, mob/living/victim) + if(synchronously_attacking) + return + synchronously_attacking = TRUE // To avoid infinite loops. + for(var/obj/structure/blob/C in orange(1, victim)) + if(victim) // Some things delete themselves when dead... + C.blob_attack_animation(victim) + victim.blob_act(C) + synchronously_attacking = FALSE + +/datum/blob_type/synchronous_mesh/on_received_damage(var/obj/structure/blob/B, damage, damage_type) + var/list/blobs_to_hurt = list() // Maximum split is 9, reducing the damage each blob takes to 11.1% but doing that damage to 9 blobs. + for(var/obj/structure/blob/C in range(1, B)) + if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && (C.overmind == B.overmind) ) //if it doesn't have the same 'ownership' or is a core or node, don't split damage to it + blobs_to_hurt += C + + for(var/thing in blobs_to_hurt) + var/obj/structure/blob/C = thing + if(C == B) + continue // We'll damage this later. + + C.adjust_integrity(-(damage / blobs_to_hurt.len)) + + return damage / max(blobs_to_hurt.len, 1) // To hurt the blob that got hit. + +/datum/blob_type/synchronous_mesh/on_chunk_tick(obj/item/weapon/blobcore_chunk/B) + var/mob/living/carrier = B.get_carrier() + + if(!carrier) + return + + var/list/nearby_mobs = list() + for(var/mob/living/L in oview(world.view, carrier)) + if(L.stat != DEAD) + nearby_mobs |= L + + if(nearby_mobs.len) + for(var/mob/living/victim in nearby_mobs) + var/need_beam = FALSE + + if(carrier.getBruteLoss()) + need_beam = TRUE + victim.adjustBruteLoss(3 / nearby_mobs.len) + carrier.adjustBruteLoss(-3 / nearby_mobs.len) + + if(carrier.getFireLoss()) + need_beam = TRUE + victim.adjustFireLoss(3 / nearby_mobs.len) + carrier.adjustFireLoss(-3 / nearby_mobs.len) + + if(need_beam) + carrier.visible_message("\icon [B] \The [B] sends noxious spores toward \the [victim]!") + carrier.Beam(victim, icon_state = "lichbeam", time = 2 SECONDS) \ No newline at end of file diff --git a/code/modules/blob2/overmind/types/volatile_alluvium.dm b/code/modules/blob2/overmind/types/volatile_alluvium.dm new file mode 100644 index 0000000000..a689bb856f --- /dev/null +++ b/code/modules/blob2/overmind/types/volatile_alluvium.dm @@ -0,0 +1,55 @@ +// A blob that steals your weapon. +/datum/blob_type/volatile_alluvium + name = "volatile alluvium" + desc = "A churning, earthy mass that moves in waves." + ai_desc = "earthen" + effect_desc = "Moves slowly, producing weak ranged spores to defend itself, and inflicts brute attacks. Attempts to disarm nearby attackers. Weak to water." + difficulty = BLOB_DIFFICULTY_HARD //Slow-starting, but can be overwhelming if left alone. + color = "#6B481E" + complementary_color = "#7F471F" + damage_lower = 10 + damage_upper = 20 + armor_pen = 40 + brute_multiplier = 0.7 + burn_multiplier = 0.5 + spread_modifier = 0.5 + ai_aggressiveness = 50 + attack_message = "The alluvium crashes against you" + attack_verb = "crashes against" + can_build_factories = TRUE + can_build_resources = TRUE + spore_type = /mob/living/simple_mob/blob/spore/weak + ranged_spores = TRUE + spore_range = 3 + spore_projectile = /obj/item/projectile/energy/blob/splattering + spore_accuracy = 15 + spore_dispersion = 45 + factory_type = /obj/structure/blob/factory/sluggish + resource_type = /obj/structure/blob/resource/sluggish + chunk_active_ability_cooldown = 2 MINUTES + +/datum/blob_type/volatile_alluvium/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker) + if(damage > 0 && attacker && get_dist(B, attacker) <= 2 && prob(min(damage, 70)) && istype(attacker, /mob/living/carbon/human)) // Melee weapons of any type carried by a human will have a high chance of being stolen. + var/mob/living/carbon/human/H = attacker + var/obj/item/I = H.get_active_hand() + H.drop_item() + if(I) + if((I.sharp || I.edge) && !istype(I, /obj/item/weapon/gun)) + I.forceMove(get_turf(B)) // Disarmed entirely. + B.visible_message("The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!") + else + I.throw_at(B, 2, 4) // Just yoinked. + B.visible_message("The [name] heaves, pulling \the [attacker]'s weapon from their hands!") + B.blob_attack_animation(attacker, B.overmind) + return ..() + +/datum/blob_type/volatile_alluvium/on_water(obj/structure/blob/B, amount) + spawn(1) + var/damage = amount * 4 + B.adjust_integrity(-(damage)) + if(B && prob(damage)) + B.visible_message("The [name] begins to crumble!") + +/datum/blob_type/volatile_alluvium/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) + if(user) + user.add_modifier(/datum/modifier/fortify, 60 SECONDS) diff --git a/code/modules/mob/_modifiers/modifiers.dm b/code/modules/mob/_modifiers/modifiers.dm index ca0f96d07b..5950d9e98d 100644 --- a/code/modules/mob/_modifiers/modifiers.dm +++ b/code/modules/mob/_modifiers/modifiers.dm @@ -48,6 +48,8 @@ var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs. var/pulse_modifier // Modifier for pulse, will be rounded on application, then added to the normal 'pulse' multiplier which ranges between 0 and 5 normally. Only applied if they're living. var/pulse_set_level // Positive number. If this is non-null, it will hard-set the pulse level to this. Pulse ranges from 0 to 5 normally. + var/emp_modifier // Added to the EMP strength, which is an inverse scale from 1 to 4, with 1 being the strongest EMP. 5 is a nullification. + var/explosion_modifier // Added to the bomb strength, which is an inverse scale from 1 to 3, with 1 being gibstrength. 4 is a nullification. /datum/modifier/New(var/new_holder, var/new_origin) holder = new_holder diff --git a/code/modules/mob/_modifiers/modifiers_misc.dm b/code/modules/mob/_modifiers/modifiers_misc.dm index 743e41bd1d..8e6a094910 100644 --- a/code/modules/mob/_modifiers/modifiers_misc.dm +++ b/code/modules/mob/_modifiers/modifiers_misc.dm @@ -324,3 +324,67 @@ the artifact triggers the rage. /datum/modifier/homeothermic/tick() ..() holder.bodytemperature = round((holder.bodytemperature + T20C) / 2) + +/datum/modifier/exothermic + name = "heat resistance" + desc = "Your body lowers to room temperature." + + on_created_text = "You feel comfortable." + on_expired_text = "You feel.. still probably comfortable." + stacks = MODIFIER_STACK_EXTEND + +/datum/modifier/exothermic/tick() + ..() + if(holder.bodytemperature > T20C) + holder.bodytemperature = round((holder.bodytemperature + T20C) / 2) + +/datum/modifier/endothermic + name = "cold resistance" + desc = "Your body rises to room temperature." + + on_created_text = "You feel comfortable." + on_expired_text = "You feel.. still probably comfortable." + stacks = MODIFIER_STACK_EXTEND + +/datum/modifier/endothermic/tick() + ..() + if(holder.bodytemperature < T20C) + holder.bodytemperature = round((holder.bodytemperature + T20C) / 2) + +// Nullifies EMP. +/datum/modifier/faraday + name = "EMP shielding" + desc = "You are covered in some form of faraday shielding. EMPs have no effect." + mob_overlay_state = "electricity" + + on_created_text = "You feel a surge of energy, that fades to a calm tide." + on_expired_text = "You feel a longing for the flow of energy." + stacks = MODIFIER_STACK_EXTEND + + emp_modifier = 5 + +// Nullifies explosions. +/datum/modifier/blastshield + name = "Blast Shielding" + desc = "You are protected from explosions somehow." + mob_overlay_state = "electricity" + + on_created_text = "You feel a surge of energy, that fades to a stalwart hum." + on_expired_text = "You feel a longing for the flow of energy." + stacks = MODIFIER_STACK_EXTEND + + explosion_modifier = 3 + +// Kills on expiration. +/datum/modifier/doomed + name = "Doomed" + desc = "You are doomed." + + on_created_text = "You feel an overwhelming sense of dread." + on_expired_text = "You feel the life drain from your body." + stacks = MODIFIER_STACK_EXTEND + +/datum/modifier/doomed/on_expire() + if(holder.stat != DEAD) + holder.visible_message("\The [holder] collapses, the life draining from their body.") + holder.death() diff --git a/code/modules/mob/living/carbon/human/ai_controlled/ai_controlled.dm b/code/modules/mob/living/carbon/human/ai_controlled/ai_controlled.dm index 431b7c4456..7b222d8a61 100644 --- a/code/modules/mob/living/carbon/human/ai_controlled/ai_controlled.dm +++ b/code/modules/mob/living/carbon/human/ai_controlled/ai_controlled.dm @@ -3,6 +3,8 @@ ai_holder_type = /datum/ai_holder/simple_mob/melee/evasive + a_intent = I_HURT + var/generate_species = SPECIES_HUMAN var/generate_dead = FALSE diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 557a3dd83b..642eaa2c4f 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -100,6 +100,15 @@ if(!blinded) flash_eyes() + for(var/datum/modifier/M in modifiers) + if(!isnull(M.explosion_modifier)) + severity = CLAMP(severity + M.explosion_modifier, 1, 4) + + severity = round(severity) + + if(severity > 3) + return + var/shielded = 0 var/b_loss = null var/f_loss = null diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 0184a54d59..428cff3659 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -167,6 +167,15 @@ /mob/living/emp_act(severity) var/list/L = src.get_contents() + + if(LAZYLEN(modifiers)) + for(var/datum/modifier/M in modifiers) + if(!isnull(M.emp_modifier)) + severity = CLAMP(severity + M.emp_modifier, 1, 5) + + if(severity == 5) // Effectively nullified. + return + for(var/obj/O in L) O.emp_act(severity) ..() @@ -206,6 +215,9 @@ var/soaked = get_armor_soak(def_zone, armor_check, armor_pen) var/absorb = run_armor_check(def_zone, armor_check, armor_pen) + if(ai_holder) + ai_holder.react_to_attack(B) + apply_damage(damage, damage_type, def_zone, absorb, soaked) /mob/living/proc/resolve_item_attack(obj/item/I, mob/living/user, var/target_zone) diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm index 6c7456f80e..6a74eb41d5 100644 --- a/code/modules/mob/living/silicon/silicon.dm +++ b/code/modules/mob/living/silicon/silicon.dm @@ -305,6 +305,15 @@ if(!blinded) flash_eyes() + for(var/datum/modifier/M in modifiers) + if(!isnull(M.explosion_modifier)) + severity = CLAMP(severity + M.explosion_modifier, 1, 4) + + severity = round(severity) + + if(severity > 3) + return + switch(severity) if(1.0) if (stat != 2) diff --git a/code/modules/mob/living/simple_mob/defense.dm b/code/modules/mob/living/simple_mob/defense.dm index 744237b21d..c09bf272cc 100644 --- a/code/modules/mob/living/simple_mob/defense.dm +++ b/code/modules/mob/living/simple_mob/defense.dm @@ -96,6 +96,16 @@ /mob/living/simple_mob/ex_act(severity) if(!blinded) flash_eyes() + + for(var/datum/modifier/M in modifiers) + if(!isnull(M.explosion_modifier)) + severity = CLAMP(severity + M.explosion_modifier, 1, 4) + + severity = round(severity) + + if(severity > 3) + return + var/armor = run_armor_check(def_zone = null, attack_flag = "bomb") var/bombdam = 500 switch (severity) diff --git a/code/modules/mob/living/simple_mob/subtypes/blob/blob.dm b/code/modules/mob/living/simple_mob/subtypes/blob/blob.dm index 2d700646ae..44ab4fdd09 100644 --- a/code/modules/mob/living/simple_mob/subtypes/blob/blob.dm +++ b/code/modules/mob/living/simple_mob/subtypes/blob/blob.dm @@ -23,6 +23,7 @@ var/mob/observer/blob/overmind = null var/obj/structure/blob/factory/factory = null + var/datum/blob_type/blob_type = null // Used for the blob core items, as they have no overmind mob. mob_class = MOB_CLASS_SLIME ai_holder_type = /datum/ai_holder/simple_mob/melee @@ -33,6 +34,8 @@ /mob/living/simple_mob/blob/update_icons() if(overmind) color = overmind.blob_type.complementary_color + else if(blob_type) + color = blob_type.complementary_color else color = null ..() @@ -40,6 +43,8 @@ /mob/living/simple_mob/blob/Destroy() if(overmind) overmind.blob_mobs -= src + if(blob_type) + blob_type = null return ..() /mob/living/simple_mob/blob/blob_act(obj/structure/blob/B) @@ -59,4 +64,17 @@ /mob/living/simple_mob/blob/Process_Spacemove() for(var/obj/structure/blob/B in range(1, src)) return TRUE - return ..() \ No newline at end of file + return ..() + +/mob/living/simple_mob/blob/IIsAlly(mob/living/L) + var/ally = ..(L) + if(!ally) + var/list/items = L.get_all_held_items() + for(var/obj/item/I in items) + if(istype(I, /obj/item/weapon/blobcore_chunk)) + var/obj/item/weapon/blobcore_chunk/BC = I + if(!overmind || (BC.blob_type && overmind.blob_type.type == BC.blob_type.type)) + ally = TRUE + break + + return ally diff --git a/code/modules/mob/living/simple_mob/subtypes/blob/spore.dm b/code/modules/mob/living/simple_mob/subtypes/blob/spore.dm index 29663f9e2c..579c97be78 100644 --- a/code/modules/mob/living/simple_mob/subtypes/blob/spore.dm +++ b/code/modules/mob/living/simple_mob/subtypes/blob/spore.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD // Spores are made from blob factories. // They are very weak and expendable, but can overwhelm when a lot of them are together. // When attacking, spores will hit harder if near other friendly spores. @@ -146,3 +147,160 @@ if(helpers) to_chat(src, span("notice", "Your attack is assisted by [helpers] other spore\s.")) return damage_to_do +======= +// Spores are made from blob factories. +// They are very weak and expendable, but can overwhelm when a lot of them are together. +// When attacking, spores will hit harder if near other friendly spores. +// Some blobs can infest dead non-robotic mobs, making them into Not Zombies. + +/mob/living/simple_mob/blob/spore + name = "blob spore" + desc = "A floating, fragile spore." + + icon_state = "blobpod" + icon_living = "blobpod" + glow_range = 3 + glow_intensity = 5 + layer = ABOVE_MOB_LAYER // Over the blob. + + health = 30 + maxHealth = 30 + melee_damage_lower = 2 + melee_damage_upper = 4 + movement_cooldown = 0 + hovering = TRUE + + attacktext = list("slammed into") + attack_sound = 'sound/effects/slime_squish.ogg' + say_list_type = /datum/say_list/spore + + var/mob/living/carbon/human/infested = null // The human this thing is totally not making into a zombie. + var/can_infest = FALSE + var/is_infesting = FALSE + +/datum/say_list/spore + emote_see = list("sways", "inflates briefly") + +/datum/say_list/infested + emote_see = list("shambles around", "twitches", "stares") + + +/mob/living/simple_mob/blob/spore/infesting + name = "infesting blob spore" + can_infest = TRUE + +/mob/living/simple_mob/blob/spore/weak + name = "fragile blob spore" + health = 15 + maxHealth = 15 + melee_damage_lower = 1 + melee_damage_upper = 2 + +/mob/living/simple_mob/blob/spore/Initialize(mapload, var/obj/structure/blob/factory/my_factory) + if(istype(my_factory)) + factory = my_factory + factory.spores += src + return ..() + +/mob/living/simple_mob/blob/spore/Destroy() + if(factory) + factory.spores -= src + factory = null + if(infested) + infested.forceMove(get_turf(src)) + visible_message(span("warning", "\The [infested] falls to the ground as the blob spore bursts.")) + infested = null + return ..() + +/mob/living/simple_mob/blob/spore/death(gibbed, deathmessage = "bursts!") + if(overmind) + overmind.blob_type.on_spore_death(src) + ..(gibbed, deathmessage) + qdel(src) + +/mob/living/simple_mob/blob/spore/update_icons() + ..() // This will cut our overlays. + + if(overmind) + color = overmind.blob_type.complementary_color + glow_color = color + glow_toggle = TRUE + else if(blob_type) + color = blob_type.complementary_color + glow_color = color + glow_toggle = TRUE + else + color = null + glow_color = null + glow_toggle = FALSE + + if(is_infesting) + icon = infested.icon + copy_overlays(infested) + // overlays = infested.overlays + var/mutable_appearance/blob_head_overlay = mutable_appearance('icons/mob/blob.dmi', "blob_head") + if(overmind) + blob_head_overlay.color = overmind.blob_type.complementary_color + color = initial(color)//looks better. + // overlays += blob_head_overlay + add_overlay(blob_head_overlay, TRUE) + +/mob/living/simple_mob/blob/spore/handle_special() + ..() + if(can_infest && !is_infesting && isturf(loc)) + for(var/mob/living/carbon/human/H in view(src,1)) + if(H.stat != DEAD) // We want zombies. + continue + if(H.isSynthetic()) // Not philosophical zombies. + continue + infest(H) + break + + if(overmind) + overmind.blob_type.on_spore_lifetick(src) + + if(factory && z != factory.z) // This is to prevent spores getting lost in space and making the factory useless. + qdel(src) + +/mob/living/simple_mob/blob/spore/proc/infest(mob/living/carbon/human/H) + is_infesting = TRUE + if(H.wear_suit) + var/obj/item/clothing/suit/A = H.wear_suit + if(A.armor && A.armor["melee"]) + maxHealth += A.armor["melee"] //That zombie's got armor, I want armor! + + maxHealth += 40 + health = maxHealth + name = "Infested [H.real_name]" // Not using the Z word. + desc = "A parasitic organism attached to a deceased body, controlling it directly as if it were a puppet." + melee_damage_lower += 8 // 10 total. + melee_damage_upper += 11 // 15 total. + attacktext = list("clawed") + + H.forceMove(src) + infested = H + + say_list = new /datum/say_list/infested() + + update_icons() + visible_message(span("warning", "The corpse of [H.name] suddenly rises!")) + +/mob/living/simple_mob/blob/spore/GetIdCard() + if(infested) // If we've infested someone, use their ID. + return infested.GetIdCard() + +/mob/living/simple_mob/blob/spore/apply_bonus_melee_damage(A, damage_to_do) + var/helpers = 0 + for(var/mob/living/simple_mob/blob/spore/S in view(1, src)) + if(S == src) // Don't count ourselves. + continue + if(!IIsAlly(S)) // Only friendly spores make us stronger. + continue + // Friendly spores contribute 1/4th of their averaged attack power to our attack. + damage_to_do += ((S.melee_damage_lower + S.melee_damage_upper) / 2) / 4 + helpers++ + + if(helpers) + to_chat(src, span("notice", "Your attack is assisted by [helpers] other spore\s.")) + return damage_to_do +>>>>>>> 32a573f... Merge pull request #6878 from Mechoid/ATaleofBlobsandMen diff --git a/code/modules/projectiles/projectile/arc.dm b/code/modules/projectiles/projectile/arc.dm index 1f19dc0242..12f135a9bb 100644 --- a/code/modules/projectiles/projectile/arc.dm +++ b/code/modules/projectiles/projectile/arc.dm @@ -49,7 +49,6 @@ on_impact(loc) return ..() - /obj/item/projectile/arc/launch_projectile(atom/target, target_zone, mob/user, params, angle_override, forced_spread = 0) fired_dir = get_dir(user, target) // Used to determine if the projectile should turn in the air. distance_to_fly = calculate_initial_pixel_distance(user, target) // Calculates how many pixels to travel before hitting the ground. @@ -168,3 +167,34 @@ /obj/item/projectile/arc/radioactive/on_impact(turf/T) SSradiation.radiate(T, rad_power) + +// Blob mortar +/obj/item/projectile/arc/spore + name = "spore" + icon_state = "declone" + damage = 20 + damage_type = BIOACID + armor_penetration = 30 + fire_sound = 'sound/effects/slime_squish.ogg' + +/obj/item/projectile/arc/spore/on_impact(turf/T) + for(var/mob/living/L in T) + attack_mob(L) + + spawn() + T.visible_message("\The [src] covers \the [T] in a corrosive paste!") + for(var/turf/simulated/floor/F in view(2, T)) + spawn() + var/obj/effect/effect/water/splash = new(T) + splash.create_reagents(15) + splash.reagents.add_reagent("stomacid", 5) + splash.reagents.add_reagent("blood", 10,list("blood_colour" = "#ec4940")) + splash.set_color() + + splash.set_up(F, 2, 3) + + var/obj/effect/decal/cleanable/chemcoating/acid = locate() in T + if(!istype(acid)) + acid = new(T) + acid.reagents.add_reagent("stomacid", 5) + acid.update_icon() diff --git a/code/modules/projectiles/projectile/blob.dm b/code/modules/projectiles/projectile/blob.dm index 7ebc5cdfad..f73fe9d008 100644 --- a/code/modules/projectiles/projectile/blob.dm +++ b/code/modules/projectiles/projectile/blob.dm @@ -28,9 +28,9 @@ /obj/item/projectile/energy/blob/on_impact(var/atom/A) if(splatter) var/turf/location = get_turf(src) - var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem + var/datum/effect/effect/system/smoke_spread/chem/blob/S = new /datum/effect/effect/system/smoke_spread/chem/blob S.attach(location) - S.set_up(reagents, splatter_volume, 0, location) + S.set_up(reagents, rand(1, splatter_volume), 0, location) playsound(location, 'sound/effects/slime_squish.ogg', 30, 1, -3) spawn(0) S.start() @@ -70,3 +70,12 @@ /obj/item/projectile/energy/blob/freezing/splattering splatter = TRUE + +/obj/item/projectile/bullet/thorn + name = "spike" + icon_state = "SpearFlight" + damage = 20 + damage_type = BIOACID + armor_penetration = 20 + penetrating = 3 + fire_sound = 'sound/effects/slime_squish.ogg' diff --git a/icons/mob/blob.dmi b/icons/mob/blob.dmi index 86d961c4c8..073a2b03ee 100644 Binary files a/icons/mob/blob.dmi and b/icons/mob/blob.dmi differ diff --git a/vorestation.dme b/vorestation.dme index 54accba354..ff2f287830 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -1641,6 +1641,7 @@ #include "code\modules\awaymissions\zlevel.dm" #include "code\modules\blob\blob.dm" #include "code\modules\blob2\_defines.dm" +#include "code\modules\blob2\core_chunk.dm" #include "code\modules\blob2\blobs\base_blob.dm" #include "code\modules\blob2\blobs\core.dm" #include "code\modules\blob2\blobs\factory.dm" @@ -1651,6 +1652,25 @@ #include "code\modules\blob2\overmind\overmind.dm" #include "code\modules\blob2\overmind\powers.dm" #include "code\modules\blob2\overmind\types.dm" +#include "code\modules\blob2\overmind\types\blazing_oil.dm" +#include "code\modules\blob2\overmind\types\classic.dm" +#include "code\modules\blob2\overmind\types\cryogenic_goo.dm" +#include "code\modules\blob2\overmind\types\ectoplasmic_horror.dm" +#include "code\modules\blob2\overmind\types\electromagnetic_web.dm" +#include "code\modules\blob2\overmind\types\energized_jelly.dm" +#include "code\modules\blob2\overmind\types\explosive_lattice.dm" +#include "code\modules\blob2\overmind\types\fabrication_swarm.dm" +#include "code\modules\blob2\overmind\types\fulminant_organism.dm" +#include "code\modules\blob2\overmind\types\fungal_bloom.dm" +#include "code\modules\blob2\overmind\types\grey_goo.dm" +#include "code\modules\blob2\overmind\types\pressurized_slime.dm" +#include "code\modules\blob2\overmind\types\radioactive_ooze.dm" +#include "code\modules\blob2\overmind\types\ravenous_macrophage.dm" +#include "code\modules\blob2\overmind\types\reactive_spines.dm" +#include "code\modules\blob2\overmind\types\roiling_mold.dm" +#include "code\modules\blob2\overmind\types\shifting_fragments.dm" +#include "code\modules\blob2\overmind\types\synchronous_mesh.dm" +#include "code\modules\blob2\overmind\types\volatile_alluvium.dm" #include "code\modules\busy_space\air_traffic.dm" #include "code\modules\busy_space\loremaster.dm" #include "code\modules\busy_space_vr\organizations.dm"