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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merges AI Branch into Master
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@@ -15,7 +15,7 @@
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var/spore_cooldown = 8 SECONDS
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/obj/structure/blob/factory/Destroy()
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for(var/mob/living/simple_animal/hostile/blob/spore/spore in spores)
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for(var/mob/living/simple_mob/blob/spore/spore in spores)
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if(istype(spore) && spore.factory == src)
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spore.factory = null
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else
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@@ -31,7 +31,7 @@
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return
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flick("blob_factory_glow", src)
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spore_delay = world.time + spore_cooldown
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var/mob/living/simple_animal/hostile/blob/spore/S = null
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var/mob/living/simple_mob/blob/spore/S = null
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if(overmind)
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S = new overmind.blob_type.spore_type(src.loc, src)
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S.faction = "blob"
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@@ -39,10 +39,8 @@
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S.overmind = overmind
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overmind.blob_mobs.Add(S)
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if(overmind.blob_type.ranged_spores)
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S.ranged = TRUE
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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.shoot_range = overmind.blob_type.spore_range
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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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@@ -53,7 +53,7 @@ var/list/overminds = list()
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B.update_icon() //reset anything that was ours
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for(var/BLO in blob_mobs)
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var/mob/living/simple_animal/hostile/blob/BM = BLO
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var/mob/living/simple_mob/blob/spore/BM = BLO
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if(BM)
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BM.overmind = null
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BM.update_icons()
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@@ -32,7 +32,7 @@
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var/can_build_resources = FALSE // Ditto, for resource blobs.
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var/can_build_nodes = TRUE // Ditto, for nodes.
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var/spore_type = /mob/living/simple_animal/hostile/blob/spore
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var/spore_type = /mob/living/simple_mob/blob/spore
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var/ranged_spores = FALSE // For proper spores of the type above.
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var/spore_firesound = 'sound/effects/slime_squish.ogg'
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var/spore_range = 7 // The range the spore can fire.
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@@ -72,7 +72,7 @@
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return
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// Spore things
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/datum/blob_type/proc/on_spore_death(mob/living/simple_animal/hostile/blob/spore/S)
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/datum/blob_type/proc/on_spore_death(mob/living/simple_mob/blob/spore/S)
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return
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@@ -120,7 +120,7 @@
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brute_multiplier = 0.25
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burn_multiplier = 0.6
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ai_aggressiveness = 50 //Really doesn't like you near it.
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spore_type = /mob/living/simple_animal/hostile/hivebot/swarm
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spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm
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/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
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if(istype(B, /obj/structure/blob/normal))
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@@ -227,9 +227,9 @@
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burn_multiplier = 3
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ai_aggressiveness = 40
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can_build_factories = TRUE
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spore_type = /mob/living/simple_animal/hostile/blob/spore/infesting
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spore_type = /mob/living/simple_mob/blob/spore/infesting
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/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_animal/hostile/blob/spore/S)
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/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S)
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if(S.is_infesting)
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return // Don't make blobs if they were on someone's head.
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var/turf/T = get_turf(S)
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@@ -258,11 +258,11 @@
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brute_multiplier = 1.5
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ai_aggressiveness = 30 // The spores do most of the fighting.
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can_build_factories = TRUE
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spore_type = /mob/living/simple_animal/hostile/blob/spore/weak
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spore_type = /mob/living/simple_mob/blob/spore/weak
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/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)
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if(prob(10)) // 10% chance to make a weak spore when expanding.
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var/mob/living/simple_animal/hostile/blob/S = new spore_type(T)
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var/mob/living/simple_mob/blob/spore/S = new spore_type(T)
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if(istype(S))
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S.overmind = O
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O.blob_mobs.Add(S)
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@@ -272,7 +272,7 @@
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/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B)
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if(prob(33)) // 33% chance to make a spore when dying.
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var/mob/living/simple_animal/hostile/blob/S = new spore_type(get_turf(B))
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var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
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B.visible_message("<span class='danger'>\The [S] floats free from the [name]!</span>")
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if(istype(S))
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S.overmind = B.overmind
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@@ -614,7 +614,7 @@
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attack_verb = "crashes against"
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can_build_factories = TRUE
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can_build_resources = TRUE
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spore_type = /mob/living/simple_animal/hostile/blob/spore/weak
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spore_type = /mob/living/simple_mob/blob/spore/weak
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ranged_spores = TRUE
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spore_range = 3
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spore_projectile = /obj/item/projectile/energy/blob/splattering
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