Files
Paradise/code/modules/events/blob/theblob.dm
DGamerL 962e78a363 Makes borgs take damage from being flung into objects (#23000)
* we are so back

* Makes it compile

* Vendors, walls, windows and consoles done

* Blob and living mobs

* Magpulses are now based on traits

* Gives borgs the trait by action button

* Fixes modsuits

* Update code/game/objects/objs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/game/turfs/turf.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/modules/mob/living/living.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Fixes Thunk

* Actually fixes it

* I took an L (away from the trait)

* One proc now

* Update code/modules/clothing/shoes/magboots.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/clothing/shoes/magboots.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2023-12-13 15:22:02 +00:00

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//I will need to recode parts of this but I am way too tired atm
GLOBAL_LIST_EMPTY(blobs)
GLOBAL_LIST_EMPTY(blob_nodes)
/obj/structure/blob
name = "blob"
icon = 'icons/mob/blob.dmi'
light_range = 3
desc = "Some blob creature thingy"
density = FALSE
opacity = FALSE
anchored = TRUE
max_integrity = 30
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 70)
flags_2 = CRITICAL_ATOM_2
creates_cover = TRUE
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
/// If a threshold is reached, resulting in shifting variables
var/compromised_integrity = FALSE
var/mob/camera/blob/overmind
/obj/structure/blob/Initialize(mapload)
. = ..()
GLOB.blobs += src
setDir(pick(GLOB.cardinal))
check_integrity()
if(atmosblock)
air_update_turf(TRUE)
ConsumeTile()
/obj/structure/blob/Destroy()
if(atmosblock)
atmosblock = FALSE
air_update_turf(1)
GLOB.blobs -= src
overmind = null // let us not have gc issues
if(isturf(loc)) //Necessary because Expand() is screwed up 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/CanPathfindPass(obj/item/card/id/ID, dir, caller, no_id = FALSE)
. = 0
if(ismovable(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/check_integrity()
return
/obj/structure/blob/proc/update_state()
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
var/turf/T = get_turf(src)
chemical_attack(T)
if(obj_integrity < max_integrity)
obj_integrity = min(max_integrity, obj_integrity + 1)
check_integrity()
health_timestamp = world.time + 10 // 1 seconds
/obj/structure/blob/proc/chemical_attack(turf/T)
for(var/mob/living/L in T)
if(ROLE_BLOB in L.faction) //no friendly/dead fire
continue
if(!overmind)
continue
var/mob_protection = L.get_permeability_protection()
overmind.blob_reagent_datum.reaction_mob(L, REAGENT_TOUCH, 25, 1, mob_protection)
overmind.blob_reagent_datum.send_message(L)
L.blob_act(src)
/obj/structure/blob/proc/Pulse(pulse = 0, origin_dir = 0, a_color)//Todo: Fix spaceblob expand
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, overmind)//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(turf/T = null, prob = 1, a_color, _overmind = null, turf/double_target = null)
if(prob && !prob(obj_integrity))
return
if(isspaceturf(T) && 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 = TRUE
B.overmind = _overmind
if(T.Enter(B,src))//Attempt to move into the tile
B.density = initial(B.density)
B.loc = T
if(double_target)
if(!overmind.can_buy(5))
overmind.last_attack = world.time
return
B.expand(double_target, 0, overmind.blob_reagent_datum.color, overmind)
overmind.blob_core.chemical_attack(T)
overmind.last_attack = world.time
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
if(isliving(A) && !A.density && overmind) // Crawling mob / small mob? Extra damage.
var/mob/living/M = A
var/mob_protection = M.get_permeability_protection()
overmind.blob_reagent_datum.reaction_mob(M, REAGENT_TOUCH, 25, 1, mob_protection)
overmind.blob_reagent_datum.send_message(M)
A.blob_act(src)
return 1
/obj/structure/blob/proc/double_expand(turf/T = null, prob = 1, a_color, _overmind = null)
for(var/turf/adjacent in circlerange(T, 1))
if(adjacent in circlerange(src, 1))
expand(adjacent, 0, overmind.blob_reagent_datum.color, overmind, T)
overmind.blob_core.chemical_attack(adjacent)
color = overmind.blob_reagent_datum.color
return
/obj/structure/blob/Crossed(mob/living/L, oldloc)
..()
L.blob_act(src)
/obj/structure/blob/zap_act(power, zap_flags)
take_damage(power * 0.0025, BURN, ENERGY)
power -= power * 0.0025 //You don't get to do it for free
return ..() //You don't get to do it for free
/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
else
return 0
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(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)
check_integrity()
/obj/structure/blob/proc/change_to(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(a_color)
if(a_color)
color = a_color
/obj/structure/blob/examine(mob/user)
. = ..()
. += "It looks like it's made of [get_chem_name()]."
. += "It looks like this chemical does: [get_chem_desc()]"
/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/proc/get_chem_desc()
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.description
return "something unknown"
/obj/structure/blob/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
damage *= 0.25 // Lets not have sorium be too much of a blender / rapidly kill itself
return ..()
/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/check_integrity()
var/old_compromised_integrity = compromised_integrity
if(obj_integrity <= 15)
compromised_integrity = TRUE
else
compromised_integrity = FALSE
if(old_compromised_integrity != compromised_integrity)
update_state()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_ICON_STATE)
/obj/structure/blob/normal/update_state()
if(compromised_integrity)
brute_resist = 0.5
else
brute_resist = 0.25
/obj/structure/blob/normal/update_name()
. = ..()
if(compromised_integrity)
name = "fragile blob"
else
name = "[overmind ? "blob" : "dead blob"]"
/obj/structure/blob/normal/update_desc()
. = ..()
if(compromised_integrity)
desc = "A thin lattice of slightly twitching tendrils."
else
desc = "A thick wall of [overmind ? "writhing" : "lifeless"] tendrils."
/obj/structure/blob/normal/update_icon_state()
if(compromised_integrity)
icon_state = "blob_damaged"
else
icon_state = "blob"