mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
306 lines
9.1 KiB
Plaintext
306 lines
9.1 KiB
Plaintext
GLOBAL_LIST_EMPTY(all_blobs)
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/obj/structure/blob
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name = "blob"
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icon = 'icons/mob/blob.dmi'
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desc = "A thick wall of writhing tendrils."
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light_range = 2
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density = FALSE // This is false because blob mob AI's walk_to() proc appears to never attempt to move onto dense objects even if allowed by CanPass().
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opacity = FALSE
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anchored = TRUE
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layer = MOB_LAYER + 0.1
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var/integrity = 0
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var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
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var/max_integrity = 30
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var/health_regen = 2 //how much health this blob regens when pulsed
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var/pulse_timestamp = 0 //we got pulsed when?
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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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/obj/structure/blob/Initialize(newloc, new_overmind)
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if(new_overmind)
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overmind = new_overmind
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update_icon()
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if(!integrity)
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integrity = max_integrity
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set_dir(pick(cardinal))
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GLOB.all_blobs += src
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consume_tile()
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return ..()
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/obj/structure/blob/Destroy()
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playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Expand() is no longer broken, no check necessary.
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GLOB.all_blobs -= src
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overmind = null
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return ..()
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/obj/structure/blob/update_icon() //Updates color based on overmind color if we have an overmind.
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if(overmind)
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name = "[overmind.blob_type.name] [base_name]" // This is in update_icon() because inert blobs can turn into other blobs with magic if another blob core claims it with pulsing.
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color = overmind.blob_type.color
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set_light(3, 3, color)
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else
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name = "inert [base_name]"
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color = null
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set_light(0)
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// Blob tiles are not actually dense so we need Special Code(tm).
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/obj/structure/blob/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSBLOB))
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return TRUE
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else if(istype(mover, /mob/living))
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var/mob/living/L = mover
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if(L.faction == "blob")
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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) && P.firer.faction == "blob")
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return TRUE
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return FALSE
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/obj/structure/blob/examine(mob/user)
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..()
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if(!overmind)
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to_chat(user, "It seems inert.") // Dead blob.
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else
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to_chat(user, overmind.blob_type.desc)
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/obj/structure/blob/get_description_info()
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if(overmind)
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return overmind.blob_type.effect_desc
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return ..()
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/obj/structure/blob/emp_act(severity)
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if(overmind)
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overmind.blob_type.on_emp(src, severity)
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/obj/structure/blob/proc/pulsed()
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if(pulse_timestamp <= world.time)
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consume_tile()
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if(heal_timestamp <= world.time)
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adjust_integrity(health_regen)
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heal_timestamp = world.time + 2 SECONDS
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update_icon()
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pulse_timestamp = world.time + 1 SECOND
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if(overmind)
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overmind.blob_type.on_pulse(src)
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return TRUE //we did it, we were pulsed!
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return FALSE //oh no we failed
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/obj/structure/blob/proc/pulse_area(pulsing_overmind = overmind, claim_range = 10, pulse_range = 3, expand_range = 2)
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src.pulsed()
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var/expanded = FALSE
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if(prob(70) && expand())
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expanded = TRUE
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var/list/blobs_to_affect = list()
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for(var/obj/structure/blob/B in urange(claim_range, src, 1))
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blobs_to_affect += B
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shuffle_inplace(blobs_to_affect)
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for(var/L in blobs_to_affect)
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var/obj/structure/blob/B = L
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if(!B.overmind && !istype(B, /obj/structure/blob/core) && prob(30))
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B.overmind = pulsing_overmind //reclaim unclaimed, non-core blobs.
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B.update_icon()
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var/distance = get_dist(get_turf(src), get_turf(B))
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var/expand_probablity = max(50 / (max(distance, 1)), 1)
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if(overmind)
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expand_probablity *= overmind.blob_type.spread_modifier
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if(overmind.blob_type.slow_spread_with_size)
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expand_probablity /= (GLOB.all_blobs.len / 10)
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if(distance <= expand_range)
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var/can_expand = TRUE
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if(blobs_to_affect.len >= 120 && B.heal_timestamp > world.time)
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can_expand = FALSE
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if(!expanded && can_expand && B.pulse_timestamp <= world.time && prob(expand_probablity))
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var/obj/structure/blob/newB = B.expand(null, null, !expanded) //expansion falls off with range but is faster near the blob causing the expansion
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if(newB)
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if(expanded)
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qdel(newB)
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expanded = TRUE
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if(distance <= pulse_range)
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B.pulsed()
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/obj/structure/blob/proc/expand(turf/T = null, controller = null, expand_reaction = 1)
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if(!T)
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var/list/dirs = cardinal.Copy()
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for(var/i = 1 to 4)
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var/dirn = pick(dirs)
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dirs.Remove(dirn)
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T = get_step(src, dirn)
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if(!(locate(/obj/structure/blob) in T))
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break
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else
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T = null
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if(!T)
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return FALSE
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var/make_blob = TRUE //can we make a blob?
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if(istype(T, /turf/space) && !(locate(/obj/structure/lattice) in T) && prob(80))
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make_blob = FALSE
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playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Let's give some feedback that we DID try to spawn in space, since players are used to it
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consume_tile() //hit the tile we're in, making sure there are no border objects blocking us
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if(!T.CanPass(src, T)) //is the target turf impassable
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make_blob = FALSE
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T.blob_act(src) //hit the turf if it is
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for(var/atom/A in T)
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if(!A.CanPass(src, T)) //is anything in the turf impassable
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make_blob = FALSE
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A.blob_act(src) //also hit everything in the turf
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if(make_blob) //well, can we?
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var/obj/structure/blob/B = new /obj/structure/blob/normal(src.loc)
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if(controller)
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B.overmind = controller
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else
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B.overmind = overmind
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B.density = TRUE
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if(T.Enter(B,src)) //NOW we can attempt to move into the tile
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sleep(1) // To have the slide animation work.
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B.density = initial(B.density)
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B.forceMove(T)
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B.update_icon()
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if(B.overmind && expand_reaction)
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B.overmind.blob_type.on_expand(src, B, T, B.overmind)
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return B
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else
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blob_attack_animation(T, controller)
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T.blob_act(src) //if we can't move in hit the turf again
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qdel(B) //we should never get to this point, since we checked before moving in. destroy the blob so we don't have two blobs on one tile
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return null
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else
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blob_attack_animation(T, controller) //if we can't, animate that we attacked
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return null
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/obj/structure/blob/proc/consume_tile()
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for(var/atom/A in loc)
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A.blob_act(src)
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if(loc && loc.density)
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loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it
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/obj/structure/blob/proc/blob_glow_animation()
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flick("[icon_state]_glow", src)
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/obj/structure/blob/proc/blob_attack_animation(atom/A = null, controller) //visually attacks an atom
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var/obj/effect/temporary_effect/blob_attack/O = new /obj/effect/temporary_effect/blob_attack(src.loc)
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O.set_dir(dir)
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if(controller)
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var/mob/observer/blob/BO = controller
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O.color = BO.blob_type.color
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O.alpha = 200
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else if(overmind)
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O.color = overmind.blob_type.color
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if(A)
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O.do_attack_animation(A) //visually attack the whatever
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return O //just in case you want to do something to the animation.
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/obj/structure/blob/proc/change_to(type, controller)
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if(!ispath(type))
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throw EXCEPTION("change_to(): invalid type for blob")
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return
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var/obj/structure/blob/B = new type(src.loc, controller)
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if(controller)
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B.overmind = controller
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B.update_icon()
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B.set_dir(dir)
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qdel(src)
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return B
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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(overmind)
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damage *= overmind.blob_type.burn_multiplier
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else
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damage *= 2
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if(damage > 0)
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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(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(damage > 0)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(overmind)
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damage = overmind.blob_type.on_received_damage(src, damage, W.damtype, user)
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adjust_integrity(-damage)
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return
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/obj/structure/blob/bullet_act(var/obj/item/projectile/P)
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if(!P)
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return
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if(istype(P.firer) && P.firer.faction == "blob")
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return
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var/damage = P.get_structure_damage() // So tasers don't hurt the blob.
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if(!damage)
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return
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switch(P.damage_type)
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if(BRUTE)
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if(overmind)
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damage *= overmind.blob_type.brute_multiplier
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if(BURN)
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if(overmind)
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damage *= overmind.blob_type.burn_multiplier
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if(overmind)
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damage = overmind.blob_type.on_received_damage(src, damage, P.damage_type, P.firer)
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adjust_integrity(-damage)
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return ..()
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/obj/structure/blob/water_act(amount)
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if(overmind)
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overmind.blob_type.on_water(src, amount)
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/obj/structure/blob/proc/adjust_integrity(amount)
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integrity = between(0, integrity + amount, max_integrity)
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if(integrity == 0)
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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if(overmind)
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overmind.blob_type.on_death(src)
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qdel(src)
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else
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update_icon()
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/obj/effect/temporary_effect/blob_attack
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name = "blob"
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desc = "The blob lashing out at something."
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icon_state = "blob_attack"
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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time_to_die = 6
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alpha = 140
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mouse_opacity = 0
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/obj/structure/grille/blob_act()
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qdel(src)
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/turf/simulated/wall/blob_act()
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take_damage(100) |