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https://github.com/PolarisSS13/Polaris.git
synced 2025-12-25 09:31:30 +00:00
Blob Maintenance: Stairs are Hard (#9146)
* Fix: Blobs respect gravity if not otherwise prevented. Tweak: Blobs do not directly interact with stairs Tweak: Blobs, when expanding against a stair's middle structure, can grow up Z-levels if the turf allows. Tweak: Blobs, if controlled by a player, may grow upward or downward, if the turfs allow. Fix: Blob Overmind is no longer affected by gravity. * Fringe case deleted blobs are null-loc'd for GC so they are not stuck in-map. Railing checks properly function.
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@@ -64,6 +64,15 @@
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new /obj/item/stack/rods(get_turf(src))
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qdel(src)
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/obj/structure/railing/blob_act(var/obj/structure/blob/B)
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. = ..()
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if(B?.overmind?.blob_type)
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take_damage(rand(B.overmind.blob_type.damage_lower, B.overmind.blob_type.damage_upper))
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return
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take_damage(rand(10,30))
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/obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1)
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check = 0
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//if (!anchored) return
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@@ -86,6 +86,10 @@ GLOBAL_LIST_EMPTY(all_blobs)
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overmind.blob_type.on_emp(src, severity)
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/obj/structure/blob/proc/pulsed()
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if(QDELETED(src))
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loc = null
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overmind = null
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return
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if(pulse_timestamp <= world.time)
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consume_tile()
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if(heal_timestamp <= world.time)
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@@ -96,6 +100,7 @@ GLOBAL_LIST_EMPTY(all_blobs)
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if(overmind)
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faction = overmind.blob_type.faction
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overmind.blob_type.on_pulse(src)
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fall() // Make sure to obey gravity.
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return TRUE //we did it, we were pulsed!
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return FALSE //oh no we failed
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@@ -169,6 +174,11 @@ GLOBAL_LIST_EMPTY(all_blobs)
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make_blob = FALSE
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T.blob_act(src) //hit the turf if it is
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if((locate(/obj/structure/stairs/middle) in T) && (locate(/obj/structure/stairs/bottom) in get_turf(src))) // If we're growing against stairs, check for an open space above to grow 'up' the stairs.
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var/turf/TAbove = GetAbove(src)
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if(TAbove.CanZPass(src, UP)) // Can we pass through the turf above us to enter the tile? If so, swap T to that, we're going upstairs.
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T = TAbove
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for(var/atom/A in T)
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if(!A.CanPass(src, T)) //is anything in the turf impassable
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make_blob = FALSE
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@@ -192,6 +202,21 @@ GLOBAL_LIST_EMPTY(all_blobs)
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else
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blob_attack_animation(T, controller) //if we can't, animate that we attacked
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/obj/structure/blob/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE)
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..()
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playsound(src, 'sound/effects/splat.ogg', 50, 1)
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consume_tile()
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/obj/structure/blob/can_fall() // Despite popular belief, the blob's belief in its ability to fly doesn't matter. (Unless something else is holding it up)
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if(overmind)
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for(var/direction in cardinal)
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var/turf/other_T = get_step(get_turf(src), direction)
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if(other_T)
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var/obj/structure/blob/B = locate(/obj/structure/blob/shield) in other_T
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if(B && B.overmind)
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return FALSE
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return TRUE
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/obj/structure/blob/proc/do_slide_animation(var/obj/structure/blob/B, var/turf/T, var/expand_reaction)
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set waitfor = FALSE
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sleep(1) // To have the slide animation work.
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@@ -201,6 +226,9 @@ GLOBAL_LIST_EMPTY(all_blobs)
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B.density = initial(B.density)
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B.forceMove(T)
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B.update_icon()
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B.fall()
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if(B.overmind && expand_reaction)
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B.overmind.blob_type.on_expand(src, B, T, B.overmind)
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@@ -417,6 +445,7 @@ GLOBAL_LIST_EMPTY(all_blobs)
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qdel(src)
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else
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update_icon()
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fall()
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/obj/effect/temporary_effect/blob_attack
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name = "blob"
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@@ -144,7 +144,7 @@ var/global/list/blob_cores = list()
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// overmind.update_health_hud()
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pulse_area(overmind, 15, BLOB_CORE_PULSE_RANGE, BLOB_CORE_EXPAND_RANGE)
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for(var/obj/structure/blob/normal/B in range(1, src))
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if(prob(5))
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if(B.overmind == overmind && prob(5))
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B.change_to(/obj/structure/blob/shield/core, overmind)
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overmind.blob_type.on_core_process(src)
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@@ -62,6 +62,7 @@ var/global/list/overminds = list()
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if(B && B.overmind == src)
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B.overmind = null
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B.update_icon() //reset anything that was ours
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B.fall() // No longer held up by whatever blob horror the core had going on (if any), fall like a really gross rock.
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for(var/BLO in blob_mobs)
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var/mob/living/simple_mob/blob/spore/BM = BLO
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@@ -165,3 +166,6 @@ var/global/list/overminds = list()
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log_say(message, src)
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return 1
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/mob/observer/blob/can_fall()
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return FALSE
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@@ -199,8 +199,24 @@
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if(B && B.overmind == src)
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break
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// Only player-blobs can currently move up or down at will. AI-blobs can only fall downward.
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if(!B) // No cardinals, check if it can creep down from above or build up from below.
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var/list/T_ZChecks = list()
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T_ZChecks["UP"] = GetAbove(T)
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T_ZChecks["DOWN"]= GetBelow(T)
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for(var/zdir in T_ZChecks)
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var/turf/T_check = T_ZChecks[zdir]
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if(!T_check)
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continue
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B = locate(/obj/structure/blob) in T_check
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if(B && T.CanZPass(B, (zdir == "UP") ? DOWN : UP)) // Can the blob [B] from [zdir] pass into the target turf by moving in the opposite direction. IE, A blob above enter by moving downward, or reverse.
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break
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B = null // If both checks fail, B must be nulled for the next check.
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if(!B)
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to_chat(src, "<span class='warning'>There is no blob cardinally adjacent to the target tile!</span>")
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to_chat(src, "<span class='warning'>There is no blob cardinally or vertically adjacent to the target tile!</span>")
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return
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if(!can_buy(4))
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@@ -161,6 +161,9 @@
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if(AM.has_buckled_mobs()) // Similarly, the rider entering the turf will bring along whatever they're buckled to
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return
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if(istype(AM, /obj/structure/blob)) // Blobs can't go down stairs normally. They kind of.. roll down them, when spreading. (See: They just fall.)
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return
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var/list/atom/movable/pulling = list() // Will also include grabbed mobs
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if(isliving(AM))
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var/mob/living/L = AM
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@@ -203,6 +206,9 @@
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if(isobserver(AM)) // Ghosts have their own methods for going up and down
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return
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if(istype(AM, /obj/structure/blob)) // Blobs can't go down stairs normally. They kind of.. roll down them, when spreading. (See: They just fall.)
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return
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if(isliving(AM))
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var/mob/living/L = AM
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@@ -417,6 +423,9 @@
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if(AM.has_buckled_mobs()) // Similarly, the rider entering the turf will bring along whatever they're buckled to
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return
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if(istype(AM, /obj/structure/blob)) // Blobs can't go down stairs normally. They kind of.. roll down them, when spreading. (See: They just fall.)
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return
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var/list/atom/movable/pulling = list() // Will also include grabbed mobs
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if(isliving(AM))
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var/mob/living/L = AM
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@@ -457,6 +466,9 @@
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if(isobserver(AM)) // Ghosts have their own methods for going up and down
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return
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if(istype(AM, /obj/structure/blob)) // Blobs can't go down stairs normally. They kind of.. roll down them, when spreading. (See: They just fall.)
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return
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if(isliving(AM))
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var/mob/living/L = AM
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