mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2987 316c924e-a436-60f5-8080-3fe189b3f50e
323 lines
6.8 KiB
Plaintext
323 lines
6.8 KiB
Plaintext
//I will need to recode parts of this but I am way too tired atm
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/obj/effect/blob
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name = "blob"
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icon = 'blob.dmi'
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icon_state = "blob"
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desc = "Some blob creature thingy"
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density = 1
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opacity = 0
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anchored = 1
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var
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active = 1
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health = 30
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brute_resist = 4
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fire_resist = 1
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blobtype = "Blob"
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blobdebug = 0
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/*Types
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Blob
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Node
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Core
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Factory
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Shield
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*/
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New(loc, var/h = 30)
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blobs += src
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src.health = h
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src.dir = pick(1,2,4,8)
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src.update()
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..(loc)
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Del()
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blobs -= src
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if((blobtype == "Node") || (blobtype == "Core"))
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processing_objects.Remove(src)
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..()
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if((air_group && blobtype != "Shield") || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
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return 0
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proc/check_mutations()//These could be their own objects I guess
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if(blobtype != "Blob") return
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//Spaceeeeeeblobbb
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if((istype(src.loc, /turf/space)) || (blobdebug == 4))
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active = 0
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health = min(health*2, 100)
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brute_resist = 1
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fire_resist = 2
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name = "strong blob"
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icon_state = "blob_idle"//needs a new sprite
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blobtype = "Shield"
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return 1
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//Commandblob
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if((blobdebug == 1))
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active = 0
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health = min(health*4, 200)
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brute_resist = 2
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fire_resist = 2
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name = "blob core"
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icon_state = "blob_core"
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blobtype = "Core"
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blob_cores += src
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processing_objects.Add(src)
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return 1
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//Nodeblob
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if((blobdebug == 2))
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active = 0
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health = min(health*3, 150)
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brute_resist = 1
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fire_resist = 2
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name = "blob node"
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icon_state = "blob_node"//needs a new sprite
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blobtype = "Node"
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blob_nodes += src
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processing_objects.Add(src)
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return 1
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if((blobdebug == 3))
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health = min(health*2, 100)
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name = "porous blob"
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icon_state = "blob_factory"//needs a new sprite
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blobtype = "Factory"
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return 1
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return 0
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process()
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spawn(-1)
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Life()
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return
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proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
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set background = 1
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if((blobtype != "Node") && (blobtype != "Core"))//This is so bad
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if(special_action())//If we can do something here then we dont need to pulse more
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return
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if(check_mutations())
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return
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if((blobtype == "Blob") && (pulse <= 2) && (prob(30)))
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blobdebug = 4
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check_mutations()
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return
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if(pulse > 20) return//Inf loop check
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//Looking for another blob to pulse
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var/list/dirs = list(1,2,4,8)
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dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
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for(var/i = 1 to 4)
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if(!dirs.len) break
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var/dirn = pick(dirs)
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dirs.Remove(dirn)
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var/turf/T = get_step(src, dirn)
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var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
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if(!B)
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expand(T)//No blob here so try and expand
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return
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B.Pulse((pulse+1),get_dir(src.loc,T))
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return
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return
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proc/special_action()
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set background = 1
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switch(blobtype)
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if("Factory")
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new/obj/effect/critter/blob(src.loc)
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return 1
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if("Core")
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spawn(0)
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Pulse(0,1)
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Pulse(0,2)
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Pulse(0,4)
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Pulse(0,8)
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return 1
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if("Node")
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spawn(0)
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Pulse(0,0)
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return 1
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if("Blob")
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if(expand())
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return 1
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return 0
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proc/Life()
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update()
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if(check_mutations())
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return 1
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if(special_action())
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return 1
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return 0
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temperature_expose(datum/gas_mixture/air, temperature, volume)
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if(temperature > T0C+200)
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health -= 0.01 * temperature
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update()
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proc/expand(var/turf/T = null)
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if(!prob(health)) return//TODO: Change this to prob(health + o2 mols or such)
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if(!T)
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var/list/dirs = list(1,2,4,8)
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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/effect/blob) in T))
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T = null
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continue
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else break
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if(T)
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var/obj/effect/blob/B = new /obj/effect/blob(src.loc, min(src.health, 30))
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if(T.Enter(B,src))
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B.loc = T
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else
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T.blob_act()
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del(B)
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for(var/atom/A in T)
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A.blob_act()
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return
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ex_act(severity)
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switch(severity)
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if(1)
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src.health -= rand(40,60)
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if(2)
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src.health -= rand(20,40)
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if(3)
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src.health -= rand(15,20)
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src.update()
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proc/update()//Needs to be updated with the types
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if(health <= 0)
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playsound(src.loc, 'splat.ogg', 50, 1)
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del(src)
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return
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if(blobtype != "Blob") return
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if(health <= 15)
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icon_state = "blob_damaged"
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return
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// if(health <= 20)
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// icon_state = "blob_damaged2"
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// return
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bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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src.health -= Proj.damage
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update()
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return 0
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attackby(var/obj/item/weapon/W, var/mob/user)
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playsound(src.loc, 'attackblob.ogg', 50, 1)
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src.visible_message("\red <B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]")
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var/damage = 0
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switch(W.damtype)
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if("fire")
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damage = (W.force / max(src.fire_resist,1))
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if(istype(W, /obj/item/weapon/weldingtool))
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playsound(src.loc, 'Welder.ogg', 100, 1)
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if("brute")
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damage = (W.force / max(src.brute_resist,1))
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src.health -= damage
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src.update()
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return
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proc/revert()
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name = "blob"
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icon_state = "blob"
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brute_resist = 4
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fire_resist = 1
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blobtype = "Blob"
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blobdebug = 0
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health = (health/2)
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src.update()
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return 1
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//////////////////////////////****IDLE BLOB***/////////////////////////////////////
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/obj/effect/blob/idle
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name = "blob"
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desc = "it looks... tasty"
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icon_state = "blobidle0"
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New(loc, var/h = 10)
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src.health = h
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src.dir = pick(1,2,4,8)
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src.update_idle()
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proc/update_idle() //put in stuff here to make it transform? Maybe when its down to around 5 health?
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if(health<=0)
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del(src)
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return
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if(health<4)
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icon_state = "blobc0"
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return
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if(health<10)
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icon_state = "blobb0"
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return
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icon_state = "blobidle0"
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Del() //idle blob that spawns a normal blob when killed.
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var/obj/effect/blob/B = new /obj/effect/blob( src.loc )
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spawn(30)
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B.Life()
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..()
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/obj/effect/blob/core/New()
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..()
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spawn()
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src.blobdebug = 1
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src.Life()
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/obj/effect/blob/node/New()
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..()
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spawn()
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src.blobdebug = 2
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src.Life()
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/obj/effect/blob/factory/New()
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..()
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spawn()
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src.blobdebug = 3
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src.Life()
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/obj/effect/blob/proc/create_fragments(var/wave_size = 1)
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var/list/candidates = list()
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for(var/mob/dead/observer/G in world)
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if(G.client && G.client.be_alien)
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if(G.corpse)
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if(G.corpse.stat==2)
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candidates.Add(G)
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else
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candidates.Add(G)
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for(var/i = 0 to wave_size)
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if(!candidates.len) break
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var/mob/dead/observer/G = pick(candidates)
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var/mob/living/blob/B = new/mob/living/blob(src.loc)
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if(G.client)
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G.client.screen.len = null
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B.ghost_name = G.real_name
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G.client.mob = B
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del(G)
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