mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 15:21:29 +00:00
191 lines
5.5 KiB
Plaintext
191 lines
5.5 KiB
Plaintext
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////////////////
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// BASE TYPE //
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////////////////
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//Do not spawn
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/mob/living/simple_animal/hostile/blob
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icon = 'icons/mob/blob.dmi'
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pass_flags = PASSBLOB
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faction = list("blob")
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minbodytemp = 0
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maxbodytemp = 360
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universal_speak = 1 //So mobs can understand them when a blob uses Blob Broadcast
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sentience_type = SENTIENCE_OTHER
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gold_core_spawnable = CHEM_MOB_SPAWN_INVALID
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var/mob/camera/blob/overmind = null
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/mob/living/simple_animal/hostile/blob/proc/adjustcolors(var/a_color)
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if(a_color)
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color = a_color
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/mob/living/simple_animal/hostile/blob/blob_act()
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return
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////////////////
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// BLOB SPORE //
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////////////////
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/mob/living/simple_animal/hostile/blob/blobspore
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name = "blob"
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desc = "Some blob thing."
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icon_state = "blobpod"
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icon_living = "blobpod"
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health = 40
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maxHealth = 40
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melee_damage_lower = 2
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melee_damage_upper = 4
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obj_damage = 20
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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attacktext = "hits"
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attack_sound = 'sound/weapons/genhit1.ogg'
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speak_emote = list("pulses")
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var/obj/structure/blob/factory/factory = null
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var/list/human_overlays = list()
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var/is_zombie = 0
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gold_core_spawnable = CHEM_MOB_SPAWN_HOSTILE
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pressure_resistance = 100 //100 kPa difference required to push
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throw_pressure_limit = 120 //120 kPa difference required to throw
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/mob/living/simple_animal/hostile/blob/blobspore/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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..()
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adjustBruteLoss(Clamp(0.01 * exposed_temperature, 1, 5))
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/mob/living/simple_animal/hostile/blob/blobspore/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover, /obj/structure/blob))
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return 1
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return ..()
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/mob/living/simple_animal/hostile/blob/blobspore/New(loc, var/obj/structure/blob/factory/linked_node)
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if(istype(linked_node))
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factory = linked_node
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factory.spores += src
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..()
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/mob/living/simple_animal/hostile/blob/blobspore/Life(seconds, times_fired)
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if(!is_zombie && isturf(src.loc))
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for(var/mob/living/carbon/human/H in oview(src,1)) //Only for corpse right next to/on same tile
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if(H.stat == DEAD)
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Zombify(H)
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break
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..()
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/mob/living/simple_animal/hostile/blob/blobspore/proc/Zombify(var/mob/living/carbon/human/H)
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var/obj/item/organ/external/head/head_organ = H.get_organ("head")
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is_zombie = 1
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if(H.wear_suit)
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var/obj/item/clothing/suit/armor/A = H.wear_suit
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if(A.armor && A.armor["melee"])
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maxHealth += A.armor["melee"] //That zombie's got armor, I want armor!
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maxHealth += 40
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health = maxHealth
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name = "blob zombie"
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desc = "A shambling corpse animated by the blob."
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melee_damage_lower = 10
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melee_damage_upper = 15
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icon = H.icon
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speak_emote = list("groans")
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icon_state = "zombie2_s"
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head_organ.h_style = null
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H.update_hair()
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human_overlays = H.overlays
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update_icons()
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H.loc = src
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pressure_resistance = 20 //5 kPa difference required to push lowered
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throw_pressure_limit = 30 //15 kPa difference required to throw lowered
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loc.visible_message("<span class='warning'>The corpse of [H.name] suddenly rises!</span>")
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/mob/living/simple_animal/hostile/blob/blobspore/death(gibbed)
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// Only execute the below if we successfuly died
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. = ..()
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if(!.)
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return FALSE
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// On death, create a small smoke of harmful gas (s-Acid)
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var/datum/effect_system/smoke_spread/chem/S = new
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var/turf/location = get_turf(src)
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// Create the reagents to put into the air
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create_reagents(8)
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if(overmind && overmind.blob_reagent_datum)
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reagents.add_reagent(overmind.blob_reagent_datum.id, 8)
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else
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reagents.add_reagent("spore", 8)
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// Setup up the smoke spreader and start it.
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S.set_up(reagents, location, TRUE)
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S.start()
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qdel(src)
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/mob/living/simple_animal/hostile/blob/blobspore/Destroy()
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if(factory)
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factory.spores -= src
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factory = null
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if(contents)
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for(var/mob/M in contents)
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M.loc = get_turf(src)
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return ..()
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/mob/living/simple_animal/hostile/blob/blobspore/update_icons()
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..()
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if(overmind && overmind.blob_reagent_datum)
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adjustcolors(overmind.blob_reagent_datum.complementary_color)
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else
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adjustcolors(overmind.blob_reagent_datum.complementary_color) //to ensure zombie/other overlays update
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/mob/living/simple_animal/hostile/blob/blobspore/adjustcolors(var/a_color)
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color = a_color
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if(is_zombie)
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overlays.Cut()
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overlays = human_overlays
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var/image/I = image('icons/mob/blob.dmi', icon_state = "blob_head")
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I.color = overmind.blob_reagent_datum.complementary_color
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color = initial(overmind.blob_reagent_datum.complementary_color)//looks better.
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overlays += I
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/////////////////
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// BLOBBERNAUT //
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/////////////////
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/mob/living/simple_animal/hostile/blob/blobbernaut
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name = "blobbernaut"
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desc = "Some HUGE blob thing."
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icon_state = "blobbernaut"
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icon_living = "blobbernaut"
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icon_dead = "blobbernaut_dead"
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health = 240
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maxHealth = 240
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melee_damage_lower = 20
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melee_damage_upper = 20
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obj_damage = 60
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attacktext = "hits"
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attack_sound = 'sound/effects/blobattack.ogg'
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speak_emote = list("gurgles")
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minbodytemp = 0
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maxbodytemp = 360
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force_threshold = 10
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mob_size = MOB_SIZE_LARGE
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environment_smash = ENVIRONMENT_SMASH_RWALLS
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gold_core_spawnable = CHEM_MOB_SPAWN_HOSTILE
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pressure_resistance = 100 //100 kPa difference required to push
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throw_pressure_limit = 120 //120 kPa difference required to throw
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/mob/living/simple_animal/hostile/blob/blobbernaut/blob_act()
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return
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/mob/living/simple_animal/hostile/blob/blobbernaut/death(gibbed)
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// Only execute the below if we successfully died
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. = ..()
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if(!.)
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return FALSE
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flick("blobbernaut_death", src)
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