mirror of
https://github.com/ParadiseSS13/Paradise.git
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240 lines
6.5 KiB
Plaintext
240 lines
6.5 KiB
Plaintext
//I will need to recode parts of this but I am way too tired atm
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/obj/structure/blob
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name = "blob"
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icon = 'icons/mob/blob.dmi'
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light_range = 3
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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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max_integrity = 30
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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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.
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var/health_timestamp = 0
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var/brute_resist = 0.5 //multiplies brute damage by this
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var/fire_resist = 1 //multiplies burn damage by this
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var/atmosblock = FALSE //if the blob blocks atmos and heat spread
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var/mob/camera/blob/overmind
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/obj/structure/blob/New(loc)
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..()
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GLOB.blobs += src
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setDir(pick(GLOB.cardinal))
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update_icon()
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if(atmosblock)
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air_update_turf(1)
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ConsumeTile()
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/obj/structure/blob/Destroy()
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if(atmosblock)
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atmosblock = FALSE
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air_update_turf(1)
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GLOB.blobs -= src
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if(isturf(loc)) //Necessary because Expand() is screwed up and spawns a blob and then deletes it
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playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
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return ..()
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/obj/structure/blob/BlockSuperconductivity()
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return atmosblock
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/obj/structure/blob/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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return 1
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if(istype(mover) && mover.checkpass(PASSBLOB))
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return 1
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return 0
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/obj/structure/blob/CanAtmosPass(turf/T)
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return !atmosblock
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/obj/structure/blob/CanAStarPass(ID, dir, caller)
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. = 0
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if(ismovable(caller))
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var/atom/movable/mover = caller
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. = . || mover.checkpass(PASSBLOB)
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/obj/structure/blob/process()
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Life()
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return
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/obj/structure/blob/blob_act(obj/structure/blob/B)
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return
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/obj/structure/blob/proc/Life()
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return
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/obj/structure/blob/proc/RegenHealth()
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// All blobs heal over time when pulsed, but it has a cool down
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if(health_timestamp > world.time)
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return 0
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if(obj_integrity < max_integrity)
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obj_integrity = min(max_integrity, obj_integrity + 1)
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update_icon()
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health_timestamp = world.time + 10 // 1 seconds
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/obj/structure/blob/proc/Pulse(var/pulse = 0, var/origin_dir = 0, var/a_color)//Todo: Fix spaceblob expand
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RegenHealth()
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if(run_action())//If we can do something here then we dont need to pulse more
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return
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if(pulse > 30)
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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/structure/blob/B = (locate(/obj/structure/blob) in T)
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if(!B)
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expand(T,1,a_color)//No blob here so try and expand
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return
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B.adjustcolors(a_color)
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B.Pulse((pulse+1),get_dir(src.loc,T), a_color)
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return
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return
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/obj/structure/blob/proc/run_action()
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return 0
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/obj/structure/blob/proc/ConsumeTile()
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for(var/atom/A in loc)
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A.blob_act(src)
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if(iswallturf(loc))
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loc.blob_act(src) //don't ask how a wall got on top of the core, just eat it
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/obj/structure/blob/proc/expand(var/turf/T = null, var/prob = 1, var/a_color)
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if(prob && !prob(obj_integrity))
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return
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if(istype(T, /turf/space) && prob(75)) return
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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/structure/blob) in T)) break
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else T = null
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if(!T) return 0
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var/obj/structure/blob/normal/B = new /obj/structure/blob/normal(src.loc, min(obj_integrity, 30))
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B.color = a_color
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B.density = 1
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if(T.Enter(B,src))//Attempt to move into the tile
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B.density = initial(B.density)
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B.loc = T
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else
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T.blob_act()//If we cant move in hit the turf
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B.loc = null //So we don't play the splat sound, see Destroy()
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qdel(B)
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for(var/atom/A in T)//Hit everything in the turf
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A.blob_act(src)
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return 1
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/obj/structure/blob/Crossed(var/mob/living/L, oldloc)
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..()
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L.blob_act(src)
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/obj/structure/blob/tesla_act(power)
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..()
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take_damage(power / 400, BURN, "energy")
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/obj/structure/blob/hulk_damage()
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return 15
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/obj/structure/blob/attack_animal(mob/living/simple_animal/M)
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if(ROLE_BLOB in M.faction) //sorry, but you can't kill the blob as a blobbernaut
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return
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..()
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/obj/structure/blob/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/blob/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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switch(damage_type)
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if(BRUTE)
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damage_amount *= brute_resist
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if(BURN)
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damage_amount *= fire_resist
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if(CLONE)
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else
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return 0
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var/armor_protection = 0
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if(damage_flag)
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armor_protection = armor.getRating(damage_flag)
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damage_amount = round(damage_amount * (100 - armor_protection)*0.01, 0.1)
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if(overmind && damage_flag)
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damage_amount = overmind.blob_reagent_datum.damage_reaction(src, damage_amount, damage_type, damage_flag)
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return damage_amount
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/obj/structure/blob/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(. && obj_integrity > 0)
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update_icon()
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/obj/structure/blob/proc/change_to(var/type)
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if(!ispath(type))
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error("[type] is an invalid type for the blob.")
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var/obj/structure/blob/B = new type(src.loc)
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if(!istype(type, /obj/structure/blob/core) || !istype(type, /obj/structure/blob/node))
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B.color = color
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else
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B.adjustcolors(color)
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qdel(src)
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/obj/structure/blob/proc/adjustcolors(var/a_color)
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if(a_color)
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color = a_color
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return
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/obj/structure/blob/examine(mob/user)
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. = ..()
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. += "It looks like it's made of [get_chem_name()]."
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/obj/structure/blob/proc/get_chem_name()
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for(var/mob/camera/blob/B in GLOB.mob_list)
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if(lowertext(B.blob_reagent_datum.color) == lowertext(src.color)) // Goddamit why we use strings for these
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return B.blob_reagent_datum.name
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return "unknown"
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/obj/structure/blob/normal
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icon_state = "blob"
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light_range = 0
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obj_integrity = 21 //doesn't start at full health
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max_integrity = 25
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brute_resist = 0.25
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/obj/structure/blob/normal/update_icon()
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..()
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if(obj_integrity <= 15)
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icon_state = "blob_damaged"
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name = "fragile blob"
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desc = "A thin lattice of slightly twitching tendrils."
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brute_resist = 0.5
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else if(overmind)
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icon_state = "blob"
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name = "blob"
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desc = "A thick wall of writhing tendrils."
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brute_resist = 0.25
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else
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icon_state = "blob"
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name = "dead blob"
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desc = "A thick wall of lifeless tendrils."
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brute_resist = 0.25
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