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CHOMPStation2/code/game/gamemodes/blob/theblob.dm

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//I will need to recode parts of this but I am way too tired atm
/obj/effect/blob
name = "blob"
icon = 'blob.dmi'
icon_state = "blob"
desc = "Some blob creature thingy"
density = 0
opacity = 0
anchored = 1
var
active = 1
health = 30
brute_resist = 4
fire_resist = 1
blobtype = "Blob"
blobdebug = 0
/*Types
Blob
Node
Core
Factory
Shield
*/
steps_per_action = 4 // how many times should process() needs to be called for Life() to happen
steps_since_action = 1
New(loc, var/h = 30)
blobs += src
active_blobs += src
src.health = h
src.dir = pick(1,2,4,8)
src.update()
..(loc)
Del()
blobs -= src
if(active)
active_blobs -= src
if((blobtype == "Node") || (blobtype == "Core"))
processing_objects.Remove(src)
..()
//copy pasta from turf code, so flamers work on blob without having to pixelhunt
//might need an else for the ..()
DblClick()
if((usr.hand && istype(usr.l_hand, /obj/item/weapon/flamethrower)) || (!usr.hand && istype(usr.r_hand, /obj/item/weapon/flamethrower)))
var/turf/location = get_turf_loc(src)
location.DblClick()
return ..()
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if((air_group && blobtype != "Shield") || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
return 0
proc/check_mutations()//These could be their own objects I guess
if(blobtype != "Blob") return
//Spaceeeeeeblobbb
if((istype(src.loc, /turf/space)) || (blobdebug == 4))
active = 0
health = min(health*2, 100)
brute_resist = 1
fire_resist = 2
name = "strong blob"
icon_state = "blob_idle"//needs a new sprite
blobtype = "Shield"
active_blobs -= src
return 1
//Commandblob
if((blobdebug == 1))
active = 0
health = min(health*4, 200)
brute_resist = 2
fire_resist = 2
name = "blob core"
icon_state = "blob_core"
blobtype = "Core"
active_blobs -= src
processing_objects.Add(src)
return 1
//Nodeblob
if((blobdebug == 2))
active = 0
health = min(health*3, 150)
brute_resist = 1
fire_resist = 2
name = "blob node"
icon_state = "blob_node"//needs a new sprite
blobtype = "Node"
active_blobs -= src
processing_objects.Add(src)
return 1
if((blobdebug == 3))
health = min(health*2, 100)
name = "porous blob"
icon_state = "blob_factory"//needs a new sprite
blobtype = "Factory"
return 1
return 0
process()
if(steps_since_action >= steps_per_action)
steps_since_action = 0
spawn(-1)
Life()
steps_since_action++
return
proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
set background = 1
if((blobtype != "Node") && (blobtype != "Core"))//This is so bad
if(special_action())//If we can do something here then we dont need to pulse more
return
if(check_mutations())
return
if((blobtype == "Blob") && (pulse <= 2) && (prob(30)))
blobdebug = 4
check_mutations()
return
if(pulse > 20) return//Inf loop check
//Looking for another blob to pulse
var/list/dirs = list(1,2,4,8)
dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
for(var/i = 1 to 4)
if(!dirs.len) break
var/dirn = pick(dirs)
dirs.Remove(dirn)
var/turf/T = get_step(src, dirn)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
expand(T)//No blob here so try and expand
return
B.Pulse((pulse+1),get_dir(src.loc,T))
return
return
proc/special_action()
set background = 1
switch(blobtype)
if("Factory")
new/obj/effect/critter/blob(src.loc)
return 1
if("Core")
spawn(0)
Pulse(0,1)
Pulse(0,2)
Pulse(0,4)
Pulse(0,8)
return 1
if("Node")
spawn(0)
Pulse(0,0)
return 1
/*if("Blob") // only expand on pulse
if(expand())
return 1*/
return 0
proc/Life()
update()
// only do special stuff if there' air
if(!consume_air())
return
if(check_mutations())
return 1
if(special_action())
return 1
return 0
proc/consume_air()
if(!istype(src.loc,/turf/simulated)) return 0
var/turf/simulated/S = src.loc
if(!S.air) return 1 // this means it's a wall, so do process
if(S.air.oxygen < 1 || S.air.toxins > 1) return 0
return 1
temperature_expose(datum/gas_mixture/air, temperature, volume)
if(temperature > T0C+200)
health -= 0.01 * temperature
update()
proc/expand(var/turf/T = null)
if(!prob(health)) return//TODO: Change this to prob(health + o2 mols or such)
if(!T)
var/list/dirs = list(1,2,4,8)
for(var/i = 1 to 4)
var/dirn = pick(dirs)
dirs.Remove(dirn)
T = get_step(src, dirn)
if((locate(/obj/effect/blob) in T))
T = null
continue
else break
if(T)
var/obj/effect/blob/B = new /obj/effect/blob(src.loc, min(src.health, 30))
if(T.Enter(B,src))
B.loc = T
else
T.blob_act()
del(B)
for(var/atom/A in T)
A.blob_act()
return
ex_act(severity)
switch(severity)
if(1)
src.health -= rand(40,60)
if(2)
src.health -= rand(20,40)
if(3)
src.health -= rand(15,20)
src.update()
proc/update()//Needs to be updated with the types
if(health <= 0)
playsound(src.loc, 'splat.ogg', 50, 1)
del(src)
return
if(blobtype != "Blob") return
if(health <= 15)
icon_state = "blob_damaged"
return
// if(health <= 20)
// icon_state = "blob_damaged2"
// return
bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage
update()
return 0
attackby(var/obj/item/weapon/W, var/mob/user)
playsound(src.loc, 'attackblob.ogg', 50, 1)
src.visible_message("\red <B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]")
var/damage = 0
switch(W.damtype)
if("fire")
damage = (W.force / max(src.fire_resist,1))
if(istype(W, /obj/item/weapon/weldingtool))
playsound(src.loc, 'Welder.ogg', 100, 1)
if("brute")
damage = (W.force / max(src.brute_resist,1))
src.health -= damage
src.update()
proc/revert()
name = "blob"
icon_state = "blob"
brute_resist = 4
fire_resist = 1
blobtype = "Blob"
blobdebug = 0
health = (health/2)
active_blobs += src
src.update()
return 1
/datum/station_state/proc/count()
for(var/turf/T in world)
if(T.z != 1)
continue
if(istype(T,/turf/simulated/floor))
if(!(T:burnt))
src.floor+=2
else
src.floor++
else if(istype(T, /turf/simulated/floor/engine))
src.floor+=2
else if(istype(T, /turf/simulated/wall))
if(T:intact)
src.wall+=2
else
src.wall++
else if(istype(T, /turf/simulated/wall/r_wall))
if(T:intact)
src.r_wall+=2
else
src.r_wall++
for(var/obj/O in world)
if(O.z != 1)
continue
if(istype(O, /obj/structure/window))
src.window++
else if(istype(O, /obj/structure/grille))
if(!O:destroyed)
src.grille++
else if(istype(O, /obj/machinery/door))
src.door++
else if(istype(O, /obj/machinery))
src.mach++
/datum/station_state/proc/score(var/datum/station_state/result)
var/r1a = min( result.floor / max(floor,1), 1.0)
var/r1b = min(result.r_wall/ max(r_wall,1), 1.0)
var/r1c = min(result.wall / max(wall,1), 1.0)
var/r2a = min(result.window / max(window,1), 1.0)
var/r2b = min(result.door / max(door,1), 1.0)
var/r2c = min(result.grille / max(grille,1), 1.0)
var/r3 = min(result.mach / max(mach,1), 1.0)
//diary << "Blob scores:[r1b] [r1c] / [r2a] [r2b] [r2c] / [r3] [r1a]"
return (4*(r1b+r1c) + 2*(r2a+r2b+r2c) + r3+r1a)/16.0
//////////////////////////////****IDLE BLOB***/////////////////////////////////////
/obj/effect/blob/idle
name = "blob"
desc = "it looks... tasty"
icon_state = "blobidle0"
New(loc, var/h = 10)
src.health = h
src.dir = pick(1,2,4,8)
src.update_idle()
proc/update_idle() //put in stuff here to make it transform? Maybe when its down to around 5 health?
if(health<=0)
del(src)
return
if(health<4)
icon_state = "blobc0"
return
if(health<10)
icon_state = "blobb0"
return
icon_state = "blobidle0"
Del() //idle blob that spawns a normal blob when killed.
var/obj/effect/blob/B = new /obj/effect/blob( src.loc )
spawn(30)
B.Life()
..()
/obj/effect/blob/core/New()
..()
spawn()
src.blobdebug = 1
src.Life()
/obj/effect/blob/node/New()
..()
spawn()
src.blobdebug = 2
src.Life()
/obj/effect/blob/factory/New()
..()
spawn()
src.blobdebug = 3
src.Life()
/obj/effect/blob/proc/create_fragments(var/wave_size = 1)
var/list/candidates = list()
for(var/mob/dead/observer/G in world)
if(G.client && G.client.be_alien)
if(G.corpse)
if(G.corpse.stat==2)
candidates.Add(G)
else
candidates.Add(G)
for(var/i = 0 to wave_size)
if(!candidates.len) break
var/mob/dead/observer/G = pick(candidates)
var/mob/living/blob/B = new/mob/living/blob(src.loc)
if(G.client)
G.client.screen.len = null
B.ghost_name = G.real_name
G.client.mob = B
del(G)