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https://github.com/CHOMPStation2/CHOMPStation2.git
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Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code. Effects contains objects which are either landmarks, triggers, spawners or decal. Screenshot: http://www.kamletos.si/new%20object%20tree.PNG I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
360 lines
7.8 KiB
Plaintext
360 lines
7.8 KiB
Plaintext
//I will need to recode parts of this but I am way too tired atm
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/obj/effects/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 = 0
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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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active_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(active)
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active_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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active_blobs -= src
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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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active_blobs -= 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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active_blobs -= 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/effects/blob/B = (locate(/obj/effects/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()//For things like the
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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/effects/critter/blob(src.loc)
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return 1
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if("Core")
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spawn(0)//Needs to be changed
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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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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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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/effects/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/effects/blob/B = new /obj/effects/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 <= 10)
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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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for(var/i = 1, i<= Proj.mobdamage.len, i++)
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switch(i)
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if(1)
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var/d = Proj.mobdamage[BRUTE]
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health -= (d / max(src.brute_resist,1))
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if(2)
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var/d = Proj.mobdamage[BURN]
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health -= (d / max(src.fire_resist,1))
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//health -= Proj.damage
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..()
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update()
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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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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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active_blobs += src
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src.update()
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return 1
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/datum/station_state/proc/count()
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for(var/turf/T in world)
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if(T.z != 1)
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continue
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if(istype(T,/turf/simulated/floor))
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if(!(T:burnt))
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src.floor+=2
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else
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src.floor++
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else if(istype(T, /turf/simulated/floor/engine))
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src.floor+=2
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else if(istype(T, /turf/simulated/wall))
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if(T:intact)
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src.wall+=2
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else
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src.wall++
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else if(istype(T, /turf/simulated/wall/r_wall))
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if(T:intact)
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src.r_wall+=2
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else
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src.r_wall++
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for(var/obj/O in world)
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if(O.z != 1)
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continue
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if(istype(O, /obj/station_objects/window))
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src.window++
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else if(istype(O, /obj/station_objects/grille))
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if(!O:destroyed)
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src.grille++
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else if(istype(O, /obj/machinery/door))
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src.door++
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else if(istype(O, /obj/machinery))
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src.mach++
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/datum/station_state/proc/score(var/datum/station_state/result)
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var/r1a = min( result.floor / max(floor,1), 1.0)
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var/r1b = min(result.r_wall/ max(r_wall,1), 1.0)
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var/r1c = min(result.wall / max(wall,1), 1.0)
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var/r2a = min(result.window / max(window,1), 1.0)
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var/r2b = min(result.door / max(door,1), 1.0)
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var/r2c = min(result.grille / max(grille,1), 1.0)
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var/r3 = min(result.mach / max(mach,1), 1.0)
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//diary << "Blob scores:[r1b] [r1c] / [r2a] [r2b] [r2c] / [r3] [r1a]"
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return (4*(r1b+r1c) + 2*(r2a+r2b+r2c) + r3+r1a)/16.0
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//////////////////////////////****IDLE BLOB***/////////////////////////////////////
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/obj/effects/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/effects/blob/B = new /obj/effects/blob( src.loc )
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spawn(30)
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B.Life()
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..()
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/obj/effects/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/effects/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/effects/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() |