mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
A Tale of Blobs and Man
This commit is contained in:
@@ -53,6 +53,7 @@
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#define LANGUAGE_AKHANI "Akhani"
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#define LANGUAGE_ALAI "Alai"
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#define LANGUAGE_ZADDAT "Vedahq"
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#define LANGUAGE_BLOB "Blob"
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#define LANGUAGE_GIBBERISH "Babel"
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// Language flags.
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@@ -43,7 +43,7 @@
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next_click = world.time + 1
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if(client.buildmode)
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if(client && client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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@@ -358,11 +358,13 @@
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mymob.radio_use_icon.color = ui_color
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mymob.radio_use_icon.alpha = ui_alpha
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mymob.client.screen = list()
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if(mymob.client)
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mymob.client.screen = list()
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mymob.client.screen += hud_elements
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mymob.client.screen += src.adding + src.hotkeybuttons
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mymob.client.screen += mymob.client.void
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mymob.client.screen += hud_elements
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mymob.client.screen += src.adding + src.hotkeybuttons
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mymob.client.screen += mymob.client.void
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inventory_shown = 0
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return
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@@ -3,7 +3,7 @@
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/chem
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icon = 'icons/effects/chemsmoke.dmi'
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opacity = 0
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opacity = TRUE
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time_to_live = 300
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pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
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@@ -16,6 +16,9 @@
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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.
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return ..()
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/obj/effect/effect/smoke/chem/transparent
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opacity = FALSE
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/datum/effect/effect/system/smoke_spread/chem
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smoke_type = /obj/effect/effect/smoke/chem
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var/obj/chemholder
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@@ -35,6 +38,10 @@
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CRASH("Invalid seed datum passed! [seed] ([seed?.type])")
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..()
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/datum/effect/effect/system/smoke_spread/chem/blob
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show_log = 0
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smoke_type = /obj/effect/effect/smoke/chem/transparent
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/datum/effect/effect/system/smoke_spread/chem/New()
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..()
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chemholder = new/obj()
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@@ -155,7 +162,7 @@
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if(passed_smoke)
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smoke = passed_smoke
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else
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smoke = new /obj/effect/effect/smoke/chem(location)
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smoke = new smoke_type(location)
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if(chemholder.reagents.reagent_list.len)
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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
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@@ -165,11 +172,13 @@
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smoke.pixel_x = -32 + rand(-8, 8)
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smoke.pixel_y = -32 + rand(-8, 8)
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walk_to(smoke, T)
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smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
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sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
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smoke.set_opacity(0) // lighting and view range updates
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fadeOut(smoke)
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qdel(smoke)
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if(initial(smoke.opacity))
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smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
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spawn()
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sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
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smoke.set_opacity(0) // lighting and view range updates
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fadeOut(smoke)
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qdel(smoke)
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/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
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var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location)
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@@ -238,6 +238,15 @@ steam.start() -- spawns the effect
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if(prob(25))
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L.emote("cough")
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/obj/effect/effect/smoke/bad/noxious
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opacity = 0
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/obj/effect/effect/smoke/bad/noxious/affect(var/mob/living/L)
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if (!..())
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return 0
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if(L.needs_to_breathe())
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L.adjustToxLoss(1)
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/* Not feasile until a later date
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/obj/effect/effect/smoke/bad/Crossed(atom/movable/M as mob|obj)
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..()
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@@ -369,6 +378,9 @@ steam.start() -- spawns the effect
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/datum/effect/effect/system/smoke_spread/bad
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smoke_type = /obj/effect/effect/smoke/bad
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/datum/effect/effect/system/smoke_spread/noxious
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smoke_type = /obj/effect/effect/smoke/bad/noxious
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/datum/effect/effect/system/smoke_spread/fire
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smoke_type = /obj/effect/effect/smoke/elemental/fire
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@@ -9,6 +9,10 @@
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/mob/living/Initialize()
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if(ai_holder_type)
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ai_holder = new ai_holder_type(src)
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if(istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = src
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H.hud_used = new /datum/hud(H)
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H.instantiate_hud(H.hud_used)
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return ..()
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/mob/living/Destroy()
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@@ -28,7 +28,7 @@
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. = hearers(vision_range, holder) - holder // Remove ourselves to prevent suicidal decisions. ~ SRC is the ai_holder.
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. -= dview_mob // Not the dview mob either, nerd.
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var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha))
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var/static/hostile_machines = typecacheof(list(/obj/machinery/porta_turret, /obj/mecha, /obj/structure/blob))
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for(var/HM in typecache_filter_list(range(vision_range, holder), hostile_machines))
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if(can_see(holder, HM, vision_range))
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@@ -155,6 +155,11 @@
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return FALSE // Turrets won't get hurt if they're still in their cover.
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return TRUE
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if(istype(the_target, /obj/structure/blob)) // Blob mobs are always blob faction, but the blob can anger other things.
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var/obj/structure/blob/Blob = the_target
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if(holder.faction == Blob.faction)
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return FALSE
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return TRUE
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// return FALSE
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@@ -11,6 +11,11 @@
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return ATTACK_ON_COOLDOWN
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return attack_target(A) // This will set click cooldown.
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/mob/living/carbon/human/IAttack(atom/A)
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if(!canClick()) // Still on cooldown from a "click".
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return FALSE
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return ClickOn(A) // Except this is an actual fake "click".
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/mob/living/proc/IRangedAttack(atom/A)
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return FALSE
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@@ -8,3 +8,6 @@
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#define BLOB_DIFFICULTY_MEDIUM 1
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#define BLOB_DIFFICULTY_HARD 2
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#define BLOB_DIFFICULTY_SUPERHARD 3
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#define BLOB_CHUNK_CONSTANT 0
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#define BLOB_CHUNK_TOGGLE 1
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@@ -17,6 +17,7 @@ GLOBAL_LIST_EMPTY(all_blobs)
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var/heal_timestamp = 0 //we got healed when?
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var/mob/observer/blob/overmind = null
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var/base_name = "blob" // The name that gets appended along with the blob_type's name.
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var/faction = "blob"
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/obj/structure/blob/Initialize(newloc, new_overmind)
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if(new_overmind)
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@@ -56,6 +57,8 @@ GLOBAL_LIST_EMPTY(all_blobs)
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return TRUE
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else if(istype(mover, /obj/item/projectile))
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var/obj/item/projectile/P = mover
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if(istype(P.firer, /obj/structure/blob))
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return TRUE
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if(istype(P.firer) && P.firer.faction == "blob")
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return TRUE
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return FALSE
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@@ -218,13 +221,97 @@ GLOBAL_LIST_EMPTY(all_blobs)
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qdel(src)
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return B
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/obj/structure/blob/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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user.do_attack_animation(src)
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if(overmind)
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damage *= overmind.blob_type.brute_multiplier
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else
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damage *= 2
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if(overmind)
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damage = overmind.blob_type.on_received_damage(src, damage, BRUTE, user)
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adjust_integrity(-damage)
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return
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/obj/structure/blob/attack_hand(mob/living/M as mob)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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H.setClickCooldown(H.get_attack_speed())
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var/datum/unarmed_attack/attack = H.get_unarmed_attack(src, BP_TORSO)
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if(!attack)
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return FALSE
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if(attack.unarmed_override(H, src, BP_TORSO))
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return FALSE
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H.do_attack_animation(src)
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H.visible_message("<span class='danger'>[H] strikes \the [src]!</span>")
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var/real_damage = rand(3,6)
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var/hit_dam_type = attack.damage_type
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real_damage += attack.get_unarmed_damage(H)
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if(H.gloves)
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if(istype(H.gloves, /obj/item/clothing/gloves))
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var/obj/item/clothing/gloves/G = H.gloves
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real_damage += G.punch_force
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hit_dam_type = G.punch_damtype
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if(HULK in H.mutations)
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real_damage *= 2 // Hulks do twice the damage
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real_damage = max(1, real_damage)
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var/damage_mult_burn = 1
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var/damage_mult_brute = 1
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if(hit_dam_type == SEARING)
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damage_mult_burn *= 0.3
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damage_mult_brute *= 0.6
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else if(hit_dam_type == BIOACID)
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damage_mult_burn *= 0.6
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damage_mult_brute = 0
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else if(hit_dam_type in list(ELECTROCUTE, BURN))
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damage_mult_brute = 0
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else if(hit_dam_type in list(BRUTE, CLONE))
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damage_mult_burn = 0
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else if(hit_dam_type != HALLOSS) // Tox, Oxy, or something new. Half damage split to the organism.
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damage_mult_burn = 0.25
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damage_mult_brute = 0.25
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else
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damage_mult_brute = 0.25
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damage_mult_burn = 0
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var/burn_dam = real_damage * damage_mult_burn
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var/brute_dam = real_damage * damage_mult_brute
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if(overmind)
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if(brute_dam)
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brute_dam = overmind.blob_type.on_received_damage(src, brute_dam, BRUTE, M)
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if(burn_dam)
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burn_dam = overmind.blob_type.on_received_damage(src, burn_dam, BURN, M)
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real_damage = burn_dam + brute_dam
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adjust_integrity(-real_damage)
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else
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attack_generic(M, rand(1,10), "bashed")
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/obj/structure/blob/attackby(var/obj/item/weapon/W, var/mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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visible_message("<span class='danger'>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
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var/damage = W.force
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switch(W.damtype)
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if(BURN)
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if(BURN, BIOACID, ELECTROCUTE, OXY)
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if(overmind)
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damage *= overmind.blob_type.burn_multiplier
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else
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@@ -234,7 +321,7 @@ GLOBAL_LIST_EMPTY(all_blobs)
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playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BRUTE)
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if(BRUTE, SEARING, TOX, CLONE)
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if(overmind)
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damage *= overmind.blob_type.brute_multiplier
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else
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@@ -83,6 +83,15 @@ var/list/blob_cores = list()
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/obj/structure/blob/core/volatile_alluvium
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desired_blob_type = /datum/blob_type/volatile_alluvium
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/obj/structure/blob/core/ravenous_macrophage
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desired_blob_type = /datum/blob_type/ravenous_macrophage
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/obj/structure/blob/core/roiling_mold
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desired_blob_type = /datum/blob_type/roiling_mold
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/obj/structure/blob/core/ectoplasmic_horror
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desired_blob_type = /datum/blob_type/ectoplasmic_horror
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/obj/structure/blob/core/classic
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desired_blob_type = /datum/blob_type/classic
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@@ -98,6 +107,9 @@ var/list/blob_cores = list()
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point_rate = new_rate
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/obj/structure/blob/core/Destroy()
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var/turf/T = get_turf(src)
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new /obj/item/weapon/blobcore_chunk(T, overmind.blob_type)
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blob_cores -= src
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if(overmind)
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overmind.blob_core = null
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@@ -135,6 +147,8 @@ var/list/blob_cores = list()
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if(prob(5))
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B.change_to(/obj/structure/blob/shield/core, overmind)
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overmind.blob_type.on_core_process(src)
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/obj/structure/blob/core/proc/create_overmind(client/new_overmind, override_delay)
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if(overmind_get_delay > world.time && !override_delay)
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return
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@@ -42,6 +42,8 @@
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if(overmind.blob_type.ranged_spores)
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S.projectiletype = overmind.blob_type.spore_projectile
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S.projectilesound = overmind.blob_type.spore_firesound
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S.projectile_accuracy = overmind.blob_type.spore_accuracy
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S.projectile_dispersion = overmind.blob_type.spore_dispersion
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else //Other mobs don't add themselves in New. Ew.
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S.nest = src
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spores += S
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@@ -51,3 +53,8 @@
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name = "sluggish factory blob"
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max_spores = 4
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spore_cooldown = 16 SECONDS
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/obj/structure/blob/factory/turret // Produces a single spore slowly, but is intended to be used as a 'mortar' by the blob type.
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name = "volatile factory blob"
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max_spores = 1
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spore_cooldown = 10 SECONDS
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@@ -34,3 +34,5 @@ var/list/blob_nodes = list()
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set waitfor = FALSE
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if(overmind) // This check is so that if the core is killed, the nodes stop.
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pulse_area(overmind, 10, BLOB_NODE_PULSE_RANGE, BLOB_NODE_EXPAND_RANGE)
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overmind.blob_type.on_node_process(src)
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||||
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||||
99
code/modules/blob2/core_chunk.dm
Normal file
99
code/modules/blob2/core_chunk.dm
Normal file
@@ -0,0 +1,99 @@
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||||
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||||
/obj/item/weapon/blobcore_chunk
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||||
name = "core chunk"
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desc = "The remains of some strange life-form. It smells awful."
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description_info = "Some blob types will have core effects when the chunk is used in-hand, toggled with an alt click, or constantly active."
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icon = 'icons/mob/blob.dmi'
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icon_state = "blobcore"
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||||
var/datum/blob_type/blob_type // The blob type this dropped from.
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||||
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||||
var/active_ability_cooldown = 20 SECONDS
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||||
var/last_active_use = 0
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||||
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||||
var/should_tick = TRUE // Incase it's a toggle.
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||||
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||||
var/passive_ability_cooldown = 5 SECONDS
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var/last_passive_use = 0
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||||
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drop_sound = 'sound/effects/slime_squish.ogg'
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||||
/obj/item/weapon/blobcore_chunk/New(var/atom/newloc, var/datum/blob_type/parentblob = null)
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..(newloc)
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||||
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setup_blobtype(parentblob)
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||||
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||||
/obj/item/weapon/blobcore_chunk/Destroy()
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||||
STOP_PROCESSING(SSobj, src)
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||||
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||||
blob_type = null
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||||
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||||
..()
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||||
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||||
/obj/item/weapon/blobcore_chunk/proc/setup_blobtype(var/datum/blob_type/parentblob = null)
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||||
if(!parentblob)
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name = "inert [initial(name)]"
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||||
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||||
else
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||||
blob_type = parentblob
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||||
name = "[blob_type.name] [initial(name)]"
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||||
|
||||
if(blob_type)
|
||||
color = blob_type.color
|
||||
if(LAZYLEN(blob_type.core_tech))
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||||
origin_tech = blob_type.core_tech.Copy()
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||||
|
||||
if(blob_type.chunk_active_type == BLOB_CHUNK_CONSTANT)
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||||
should_tick = TRUE
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||||
else if(blob_type.chunk_active_type == BLOB_CHUNK_TOGGLE)
|
||||
should_tick = FALSE
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||||
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||||
active_ability_cooldown = blob_type.chunk_active_ability_cooldown
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||||
passive_ability_cooldown = blob_type.chunk_passive_ability_cooldown
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||||
|
||||
blob_type.chunk_setup(src)
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||||
|
||||
START_PROCESSING(SSobj, src)
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||||
|
||||
/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, "<span class='alien'>\icon [src] \The [src] gesticulates.</span>")
|
||||
blob_type.on_chunk_use(src, user)
|
||||
else
|
||||
to_chat(user, "<span class='notice'>\The [src] doesn't seem to respond.</span>")
|
||||
..()
|
||||
|
||||
/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, "<span class='alien'>\The [src] shudders with life.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='alien'>\The [src] stills, returning to a death-like state.</span>")
|
||||
@@ -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("<span class='danger'>The [name] quakes, before rapidly hardening!</span>")
|
||||
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("<span class='danger'>\A [B] forms on \the [T] as \the [S] bursts!</span>")
|
||||
|
||||
// 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("<span class='danger'>\The [S] floats free from the [name]!</span>")
|
||||
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("<span class='danger'>The [name] retaliates, lashing out at \the [attacker]!</span>")
|
||||
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("<span class='danger'>The blob ruptures, spraying the area with liquid!</span>")
|
||||
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("<span class='danger'>The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!</span>")
|
||||
else
|
||||
I.throw_at(B, 2, 4) // Just yoinked.
|
||||
B.visible_message("<span class='danger'>The [name] heaves, pulling \the [attacker]'s weapon from their hands!</span>")
|
||||
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("<span class='danger'>The [name] begins to crumble!</span>")
|
||||
// Set up the blob type for the chunk.
|
||||
/datum/blob_type/proc/chunk_setup(obj/item/weapon/blobcore_chunk/B)
|
||||
return
|
||||
|
||||
45
code/modules/blob2/overmind/types/blazing_oil.dm
Normal file
45
code/modules/blob2/overmind/types/blazing_oil.dm
Normal file
@@ -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
|
||||
37
code/modules/blob2/overmind/types/classic.dm
Normal file
37
code/modules/blob2/overmind/types/classic.dm
Normal file
@@ -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, "<span class='alien'>\The [B] produces a soothing ooze!</span>")
|
||||
|
||||
T.visible_message("<span class='alium'>\The [B] shudders at \the [user]'s touch, before disgorging a disgusting ooze.</span>")
|
||||
|
||||
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
|
||||
59
code/modules/blob2/overmind/types/cryogenic_goo.dm
Normal file
59
code/modules/blob2/overmind/types/cryogenic_goo.dm
Normal file
@@ -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
|
||||
128
code/modules/blob2/overmind/types/ectoplasmic_horror.dm
Normal file
128
code/modules/blob2/overmind/types/ectoplasmic_horror.dm
Normal file
@@ -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("<span class='alien'>The [name] quakes, before hardening.</span>")
|
||||
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("<span class='danger'>\The [B] lashes out at \the [L]!</span>")
|
||||
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("<span class='alien'>\The [B] siphons energy from \the [L]</span>")
|
||||
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("<span class='alien'>\The [B] shimmers, distorting through some unseen dimension.</span>")
|
||||
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("<span class='danger'>\icon [B] \The [B] lashes out at \the [L]!</span>")
|
||||
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("<span class='alien'>\The [B] siphons energy from \the [L]</span>")
|
||||
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)
|
||||
34
code/modules/blob2/overmind/types/electromagnetic_web.dm
Normal file
34
code/modules/blob2/overmind/types/electromagnetic_web.dm
Normal file
@@ -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)
|
||||
39
code/modules/blob2/overmind/types/energized_jelly.dm
Normal file
39
code/modules/blob2/overmind/types/energized_jelly.dm
Normal file
@@ -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("<span class='danger'>\The [B] discharges energy toward \the [L]!</span>")
|
||||
P.launch_projectile(L, BP_TORSO, carrier)
|
||||
|
||||
return
|
||||
58
code/modules/blob2/overmind/types/explosive_lattice.dm
Normal file
58
code/modules/blob2/overmind/types/explosive_lattice.dm
Normal file
@@ -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)
|
||||
44
code/modules/blob2/overmind/types/fabrication_swarm.dm
Normal file
44
code/modules/blob2/overmind/types/fabrication_swarm.dm
Normal file
@@ -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("<span class='danger'>The [name] quakes, before rapidly hardening!</span>")
|
||||
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
|
||||
50
code/modules/blob2/overmind/types/fulminant_organism.dm
Normal file
50
code/modules/blob2/overmind/types/fulminant_organism.dm
Normal file
@@ -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("<span class='danger'>\The [S] floats free from the [name]!</span>")
|
||||
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)
|
||||
37
code/modules/blob2/overmind/types/fungal_bloom.dm
Normal file
37
code/modules/blob2/overmind/types/fungal_bloom.dm
Normal file
@@ -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("<span class='danger'>\A [B] forms on \the [T] as \the [S] bursts!</span>")
|
||||
|
||||
/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()
|
||||
27
code/modules/blob2/overmind/types/grey_goo.dm
Normal file
27
code/modules/blob2/overmind/types/grey_goo.dm
Normal file
@@ -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
|
||||
56
code/modules/blob2/overmind/types/pressurized_slime.dm
Normal file
56
code/modules/blob2/overmind/types/pressurized_slime.dm
Normal file
@@ -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("<span class='danger'>The blob ruptures, spraying the area with liquid!</span>")
|
||||
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)
|
||||
27
code/modules/blob2/overmind/types/radioactive_ooze.dm
Normal file
27
code/modules/blob2/overmind/types/radioactive_ooze.dm
Normal file
@@ -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))
|
||||
50
code/modules/blob2/overmind/types/ravenous_macrophage.dm
Normal file
50
code/modules/blob2/overmind/types/ravenous_macrophage.dm
Normal file
@@ -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("<span class='danger'>The dying mass is rapidly consumed by the nearby [other]!</span>")
|
||||
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("<span class='alien'>\icon [B] \The [B] disgorches a cloud of noxious gas!</span>")
|
||||
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()
|
||||
59
code/modules/blob2/overmind/types/reactive_spines.dm
Normal file
59
code/modules/blob2/overmind/types/reactive_spines.dm
Normal file
@@ -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("<span class='danger'>The [name] retaliates, lashing out at \the [attacker]!</span>")
|
||||
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("<span class='danger'>\The [B] fires a spine at \the [L]!</span>")
|
||||
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
|
||||
63
code/modules/blob2/overmind/types/roiling_mold.dm
Normal file
63
code/modules/blob2/overmind/types/roiling_mold.dm
Normal file
@@ -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("<span class='danger'>\icon [B] \The [B] discharges energy toward \the [L]!</span>")
|
||||
P.launch_projectile(L, BP_TORSO, user)
|
||||
|
||||
return
|
||||
40
code/modules/blob2/overmind/types/shifting_fragments.dm
Normal file
40
code/modules/blob2/overmind/types/shifting_fragments.dm
Normal file
@@ -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
|
||||
73
code/modules/blob2/overmind/types/synchronous_mesh.dm
Normal file
73
code/modules/blob2/overmind/types/synchronous_mesh.dm
Normal file
@@ -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("<span class='alien'>\icon [B] \The [B] sends noxious spores toward \the [victim]!</span>")
|
||||
carrier.Beam(victim, icon_state = "lichbeam", time = 2 SECONDS)
|
||||
55
code/modules/blob2/overmind/types/volatile_alluvium.dm
Normal file
55
code/modules/blob2/overmind/types/volatile_alluvium.dm
Normal file
@@ -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("<span class='danger'>The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!</span>")
|
||||
else
|
||||
I.throw_at(B, 2, 4) // Just yoinked.
|
||||
B.visible_message("<span class='danger'>The [name] heaves, pulling \the [attacker]'s weapon from their hands!</span>")
|
||||
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("<span class='danger'>The [name] begins to crumble!</span>")
|
||||
|
||||
/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)
|
||||
@@ -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
|
||||
|
||||
@@ -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 = "<span class='notice'>You feel comfortable.</span>"
|
||||
on_expired_text = "<span class='notice'>You feel.. still probably comfortable.</span>"
|
||||
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 = "<span class='notice'>You feel comfortable.</span>"
|
||||
on_expired_text = "<span class='notice'>You feel.. still probably comfortable.</span>"
|
||||
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 = "<span class='notice'>You feel a surge of energy, that fades to a calm tide.</span>"
|
||||
on_expired_text = "<span class='warning'>You feel a longing for the flow of energy.</span>"
|
||||
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 = "<span class='notice'>You feel a surge of energy, that fades to a stalwart hum.</span>"
|
||||
on_expired_text = "<span class='warning'>You feel a longing for the flow of energy.</span>"
|
||||
stacks = MODIFIER_STACK_EXTEND
|
||||
|
||||
explosion_modifier = 3
|
||||
|
||||
// Kills on expiration.
|
||||
/datum/modifier/doomed
|
||||
name = "Doomed"
|
||||
desc = "You are doomed."
|
||||
|
||||
on_created_text = "<span class='notice'>You feel an overwhelming sense of dread.</span>"
|
||||
on_expired_text = "<span class='warning'>You feel the life drain from your body.</span>"
|
||||
stacks = MODIFIER_STACK_EXTEND
|
||||
|
||||
/datum/modifier/doomed/on_expire()
|
||||
if(holder.stat != DEAD)
|
||||
holder.visible_message("<span class='alien'>\The [holder] collapses, the life draining from their body.</span>")
|
||||
holder.death()
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
@@ -60,3 +65,16 @@
|
||||
for(var/obj/structure/blob/B in range(1, src))
|
||||
return TRUE
|
||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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("<span class='warning'>\The [src] covers \the [T] in a corrosive paste!</span>")
|
||||
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()
|
||||
|
||||
@@ -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'
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user