/obj/structure/blob/core name = "blob core" icon = 'icons/mob/blob.dmi' icon_state = "blank_blob" health = 200 fire_resist = 2 var/mob/camera/blob/overmind = null // the blob core's overmind var/overmind_get_delay = 0 // we don't want to constantly try to find an overmind, do it every 5 minutes var/resource_delay = 0 var/point_rate = 2 var/is_offspring = null var/selecting = 0 /obj/structure/blob/core/New(loc, var/h = 200, var/client/new_overmind = null, var/new_rate = 2, offspring) blob_cores += src processing_objects.Add(src) poi_list |= src adjustcolors(color) //so it atleast appears if(!overmind) create_overmind(new_overmind) if(overmind) adjustcolors(overmind.blob_reagent_datum.color) if(offspring) is_offspring = 1 point_rate = new_rate ..(loc, h) /obj/structure/blob/core/adjustcolors(var/a_color) overlays.Cut() color = null var/image/I = new('icons/mob/blob.dmi', "blob") I.color = a_color overlays += I var/image/C = new('icons/mob/blob.dmi', "blob_core_overlay") overlays += C /obj/structure/blob/core/Destroy() blob_cores -= src if(overmind) overmind.blob_core = null overmind = null processing_objects.Remove(src) poi_list.Remove(src) return ..() /obj/structure/blob/core/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) return /obj/structure/blob/core/update_icon() if(health <= 0) qdel(src) return // update_icon is called when health changes so... call update_health in the overmind if(overmind) overmind.update_health() return /obj/structure/blob/core/RegenHealth() return // Don't regen, we handle it in Life() /obj/structure/blob/core/Life(seconds, times_fired) if(!overmind) create_overmind() else if(resource_delay <= world.time) resource_delay = world.time + 10 // 1 second overmind.add_points(point_rate) health = min(initial(health), health + 1) if(overmind) overmind.update_health() if(overmind) for(var/i = 1; i < 8; i += i) Pulse(0, i, overmind.blob_reagent_datum.color) else for(var/i = 1; i < 8; i += i) Pulse(0, i, color) for(var/b_dir in alldirs) if(!prob(5)) continue var/obj/structure/blob/normal/B = locate() in get_step(src, b_dir) if(B) B.change_to(/obj/structure/blob/shield) if(B && overmind) B.color = overmind.blob_reagent_datum.color else B.color = color color = null ..() /obj/structure/blob/core/proc/create_overmind(var/client/new_overmind, var/override_delay) if(overmind_get_delay > world.time && !override_delay) return overmind_get_delay = world.time + 3000 // 5 minutes if(overmind) qdel(overmind) var/mob/C = null var/list/candidates = list() spawn() if(!new_overmind) candidates = pollCandidates("Do you want to play as a blob?", ROLE_BLOB, 1) if(candidates.len) C = pick(candidates) else C = new_overmind if(C) var/mob/camera/blob/B = new(src.loc) B.key = C.key B.blob_core = src src.overmind = B color = overmind.blob_reagent_datum.color if(B.mind && !B.mind.special_role) B.mind.special_role = SPECIAL_ROLE_BLOB_OVERMIND spawn(0) if(is_offspring) B.verbs -= /mob/camera/blob/verb/split_consciousness