//I will need to recode parts of this but I am way too tired atm /obj/structure/blob name = "blob" icon = 'icons/mob/blob.dmi' light_range = 3 desc = "Some blob creature thingy" density = 0 opacity = 0 anchored = 1 max_integrity = 30 armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) 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. var/health_timestamp = 0 var/brute_resist = 0.5 //multiplies brute damage by this var/fire_resist = 1 //multiplies burn damage by this var/atmosblock = FALSE //if the blob blocks atmos and heat spread var/mob/camera/blob/overmind /obj/structure/blob/New(loc) ..() GLOB.blobs += src setDir(pick(GLOB.cardinal)) update_icon() if(atmosblock) air_update_turf(1) ConsumeTile() /obj/structure/blob/Destroy() if(atmosblock) atmosblock = FALSE air_update_turf(1) GLOB.blobs -= src if(isturf(loc)) //Necessary because Expand() is retarded and spawns a blob and then deletes it playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) return ..() /obj/structure/blob/BlockSuperconductivity() return atmosblock /obj/structure/blob/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover) && mover.checkpass(PASSBLOB)) return 1 return 0 /obj/structure/blob/CanAtmosPass(turf/T) return !atmosblock /obj/structure/blob/CanAStarPass(ID, dir, caller) . = 0 if(ismovableatom(caller)) var/atom/movable/mover = caller . = . || mover.checkpass(PASSBLOB) /obj/structure/blob/process() Life() return /obj/structure/blob/blob_act(obj/structure/blob/B) return /obj/structure/blob/proc/Life() return /obj/structure/blob/proc/RegenHealth() // All blobs heal over time when pulsed, but it has a cool down if(health_timestamp > world.time) return 0 if(obj_integrity < max_integrity) obj_integrity = min(max_integrity, obj_integrity + 1) update_icon() health_timestamp = world.time + 10 // 1 seconds /obj/structure/blob/proc/Pulse(var/pulse = 0, var/origin_dir = 0, var/a_color)//Todo: Fix spaceblob expand set background = BACKGROUND_ENABLED RegenHealth() if(run_action())//If we can do something here then we dont need to pulse more return if(pulse > 30) 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/structure/blob/B = (locate(/obj/structure/blob) in T) if(!B) expand(T,1,a_color)//No blob here so try and expand return B.adjustcolors(a_color) B.Pulse((pulse+1),get_dir(src.loc,T), a_color) return return /obj/structure/blob/proc/run_action() return 0 /obj/structure/blob/proc/ConsumeTile() for(var/atom/A in loc) A.blob_act(src) if(iswallturf(loc)) loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it /obj/structure/blob/proc/expand(var/turf/T = null, var/prob = 1, var/a_color) if(prob && !prob(obj_integrity)) return if(istype(T, /turf/space) && prob(75)) return 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/structure/blob) in T)) break else T = null if(!T) return 0 var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(obj_integrity, 30)) B.color = a_color B.density = 1 if(T.Enter(B,src))//Attempt to move into the tile B.density = initial(B.density) B.loc = T else T.blob_act()//If we cant move in hit the turf B.loc = null //So we don't play the splat sound, see Destroy() qdel(B) for(var/atom/A in T)//Hit everything in the turf A.blob_act(src) return 1 /obj/structure/blob/Crossed(var/mob/living/L, oldloc) ..() L.blob_act(src) /obj/structure/blob/tesla_act(power) ..() take_damage(power / 400, BURN, "energy") /obj/structure/blob/hulk_damage() return 15 /obj/structure/blob/attack_animal(mob/living/simple_animal/M) if(ROLE_BLOB in M.faction) //sorry, but you can't kill the blob as a blobbernaut return ..() /obj/structure/blob/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src.loc, 'sound/effects/attackblob.ogg', 50, TRUE) else playsound(src, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE) /obj/structure/blob/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) switch(damage_type) if(BRUTE) damage_amount *= brute_resist if(BURN) damage_amount *= fire_resist if(CLONE) else return 0 var/armor_protection = 0 if(damage_flag) armor_protection = armor[damage_flag] damage_amount = round(damage_amount * (100 - armor_protection)*0.01, 0.1) if(overmind && damage_flag) damage_amount = overmind.blob_reagent_datum.damage_reaction(src, damage_amount, damage_type, damage_flag) return damage_amount /obj/structure/blob/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir) . = ..() if(. && obj_integrity > 0) update_icon() /obj/structure/blob/proc/change_to(var/type) if(!ispath(type)) error("[type] is an invalid type for the blob.") var/obj/structure/blob/B = new type(src.loc) if(!istype(type, /obj/structure/blob/core) || !istype(type, /obj/structure/blob/node)) B.color = color else B.adjustcolors(color) qdel(src) /obj/structure/blob/proc/adjustcolors(var/a_color) if(a_color) color = a_color return /obj/structure/blob/examine(mob/user) . = ..() . += "It looks like it's made of [get_chem_name()]." /obj/structure/blob/proc/get_chem_name() for(var/mob/camera/blob/B in GLOB.mob_list) if(lowertext(B.blob_reagent_datum.color) == lowertext(src.color)) // Goddamit why we use strings for these return B.blob_reagent_datum.name return "unknown" /obj/structure/blob/normal icon_state = "blob" light_range = 0 obj_integrity = 21 //doesn't start at full health max_integrity = 25 brute_resist = 0.25 /obj/structure/blob/normal/update_icon() ..() if(obj_integrity <= 15) icon_state = "blob_damaged" name = "fragile blob" desc = "A thin lattice of slightly twitching tendrils." brute_resist = 0.5 else if(overmind) icon_state = "blob" name = "blob" desc = "A thick wall of writhing tendrils." brute_resist = 0.25 else icon_state = "blob" name = "dead blob" desc = "A thick wall of lifeless tendrils." brute_resist = 0.25