S l e e p, and split to Ater's request.

This commit is contained in:
Mechoid
2020-04-10 15:54:50 -07:00
parent 001d5b091f
commit 1520c2d190
22 changed files with 1005 additions and 1006 deletions

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@@ -174,10 +174,11 @@
walk_to(smoke, T) walk_to(smoke, T)
if(initial(smoke.opacity)) if(initial(smoke.opacity))
smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner spawn()
smoke.set_opacity(0) // lighting and view range updates sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
fadeOut(smoke) smoke.set_opacity(0) // lighting and view range updates
qdel(smoke) fadeOut(smoke)
qdel(smoke)
/datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1) /datum/effect/effect/system/smoke_spread/chem/spores/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location) var/obj/effect/effect/smoke/chem/spores = new /obj/effect/effect/smoke/chem(location)

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@@ -0,0 +1,45 @@
// A blob meant to be fought like a fire.
/datum/blob_type/blazing_oil
name = "blazing oil"
desc = "A strange, extremely vicious liquid that seems to burn endlessly."
ai_desc = "aggressive"
effect_desc = "Cannot be harmed by burning weapons, and ignites entities it attacks. It will also gradually heat up the area it is in. Water harms it greatly."
difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters don't work but extinguishers are fairly common. Might need fire/atmos suits.
color = "#B68D00"
complementary_color = "#BE5532"
spread_modifier = 0.5
ai_aggressiveness = 50
damage_type = BURN
burn_multiplier = 0 // Fire immunity
chunk_active_ability_cooldown = 4 MINUTES
attack_message = "The blazing oil splashes you with its burning oil"
attack_message_living = ", and you feel your skin char and melt"
attack_message_synth = ", and your external plating melts"
attack_verb = "splashes"
/datum/blob_type/blazing_oil/on_attack(obj/structure/blob/B, mob/living/victim)
victim.fire_act() // Burn them.
/datum/blob_type/blazing_oil/on_water(obj/structure/blob/B, amount)
spawn(1)
B.adjust_integrity(-(amount * 5))
/datum/blob_type/blazing_oil/on_pulse(var/obj/structure/blob/B)
var/turf/T = get_turf(B)
if(!T)
return
var/datum/gas_mixture/env = T.return_air()
if(env)
env.add_thermal_energy(10 * 1000)
/datum/blob_type/blazing_oil/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/T = get_turf(B)
if(!T)
return
var/datum/gas_mixture/env = T.return_air()
if(env)
env.add_thermal_energy(10 * 1000)
/datum/blob_type/blazing_oil/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
user.add_modifier(/datum/modifier/exothermic, 5 MINUTES)
return

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// Mostly a classic blob. No nodes, no other blob types.
/datum/blob_type/classic
name = "lethargic blob"
desc = "A mass that seems bound to its core."
ai_desc = "unambitious"
effect_desc = "Will not create any nodes. Has average strength and resistances."
difficulty = BLOB_DIFFICULTY_EASY // Behaves almost like oldblob, and as such is about as easy as oldblob.
color = "#AAFF00"
complementary_color = "#57787B"
can_build_nodes = FALSE
spread_modifier = 1.0
ai_aggressiveness = 0
/datum/blob_type/classic/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
var/turf/T = get_turf(B)
to_chat(user, "<span class='alien'>\The [B] produces a soothing ooze!</span>")
T.visible_message("<span class='alium'>\The [B] shudders at \the [user]'s touch, before disgorging a disgusting ooze.</span>")
for(var/turf/simulated/floor/F in view(2, T))
spawn()
var/obj/effect/effect/water/splash = new(T)
splash.create_reagents(15)
splash.reagents.add_reagent("blood", 10,list("blood_colour" = color))
splash.set_color()
splash.set_up(F, 2, 3)
var/obj/effect/decal/cleanable/chemcoating/blood = locate() in T
if(!istype(blood))
blood = new(T)
blood.reagents.add_reagent("blood", 10,list("blood_colour" = color))
blood.reagents.add_reagent("tricorlidaze", 5)
blood.update_icon()
return

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@@ -0,0 +1,59 @@
// A very cool blob, literally.
/datum/blob_type/cryogenic_goo
name = "cryogenic goo"
desc = "A mass of goo that freezes anything it touches."
ai_desc = "balanced"
effect_desc = "Lowers the temperature of the room passively, and will also greatly lower the temperature of anything it attacks."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#8BA6E9"
complementary_color = "#7D6EB4"
damage_type = BURN
damage_lower = 15
damage_upper = 25
brute_multiplier = 0.25
burn_multiplier = 1.2
spread_modifier = 0.5
ai_aggressiveness = 50
chunk_active_ability_cooldown = 4 MINUTES
attack_message = "The goo stabs you"
attack_message_living = ", and you feel an intense chill from within"
attack_message_synth = ", and your system reports lower internal temperatures"
attack_verb = "stabs"
/datum/blob_type/cryogenic_goo/on_attack(obj/structure/blob/B, mob/living/victim)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
var/protection = H.get_cold_protection(50)
if(protection < 1)
var/temp_change = 80 // Each hit can reduce temperature by up to 80 kelvin.
var/datum/species/baseline = GLOB.all_species["Human"]
var/temp_cap = baseline.cold_level_3 - 5 // Can't go lower than this.
var/cold_factor = abs(protection - 1)
temp_change *= cold_factor // If protection was at 0.5, then they only lose 40 kelvin.
H.bodytemperature = max(H.bodytemperature - temp_change, temp_cap)
else // Just do some extra burn for mobs who don't process bodytemp
victim.adjustFireLoss(20)
/datum/blob_type/cryogenic_goo/on_pulse(var/obj/structure/blob/B)
var/turf/simulated/T = get_turf(B)
if(!istype(T))
return
T.freeze_floor()
var/datum/gas_mixture/env = T.return_air()
if(env)
env.add_thermal_energy(-10 * 1000)
/datum/blob_type/cryogenic_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/simulated/T = get_turf(B)
if(!istype(T))
return
T.freeze_floor()
var/datum/gas_mixture/env = T.return_air()
if(env)
env.add_thermal_energy(-10 * 1000)
/datum/blob_type/cryogenic_goo/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
user.add_modifier(/datum/modifier/endothermic, 5 MINUTES)
return

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// A blob that drains energy from nearby mobs in order to fuel itself, and 'negates' some attacks extradimensionally.
/datum/blob_type/ectoplasmic_horror
name = "ectoplasmic horror"
desc = "A disgusting translucent slime that feels out of place."
ai_desc = "dodging"
effect_desc = "Drains energy from nearby life-forms in order to expand itself. Weak to all damage."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#72109eaa"
complementary_color = "#1a9de8"
damage_type = HALLOSS
damage_lower = 10
damage_upper = 30
armor_check = "energy"
brute_multiplier = 1.5
burn_multiplier = 1.5
spread_modifier = 0.9
ai_aggressiveness = 50
attack_message = "The horror strikes you"
attack_message_living = ", and you feel a wave of exhaustion"
attack_message_synth = ", and your systems begin to slow"
attack_verb = "strikes"
can_build_factories = TRUE
factory_type = /obj/structure/blob/factory/sluggish
spore_type = /mob/living/simple_mob/blob/spore/weak
var/list/active_beams = list()
/datum/blob_type/ectoplasmic_horror/on_pulse(var/obj/structure/blob/B)
if(B.type == /obj/structure/blob && (locate(/obj/structure/blob/node) in oview(2, get_turf(B))))
B.visible_message("<span class='alien'>The [name] quakes, before hardening.</span>")
new/obj/structure/blob/shield(get_turf(B), B.overmind)
qdel(B)
if(istype(B, /obj/structure/blob/factory))
listclearnulls(active_beams)
var/atom/movable/beam_origin = B
for(var/mob/living/L in oview(world.view, B))
if(L.stat == DEAD || L.faction == "blob")
continue
if(prob(5))
var/beamtarget_exists = FALSE
if(active_beams.len)
for(var/datum/beam/Beam in active_beams)
if(Beam.target == L)
beamtarget_exists = TRUE
break
if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
B.visible_message("<span class='danger'>\The [B] lashes out at \the [L]!</span>")
var/datum/beam/drain_beam = beam_origin.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
active_beams |= drain_beam
spawn(9 SECONDS)
if(B && drain_beam)
B.visible_message("<span class='alien'>\The [B] siphons energy from \the [L]</span>")
L.add_modifier(/datum/modifier/berserk_exhaustion, 60 SECONDS)
B.overmind.add_points(rand(10,30))
if(!QDELETED(drain_beam))
qdel(drain_beam)
/datum/blob_type/ectoplasmic_horror/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
if(prob(round(damage * 0.5)))
B.visible_message("<span class='alien'>\The [B] shimmers, distorting through some unseen dimension.</span>")
var/initial_alpha = B.alpha
spawn()
animate(B,alpha = initial_alpha, alpha = 10, time = 10)
animate(B,alpha = 10, alpha = initial_alpha, time = 10)
return 0
return ..()
/datum/blob_type/ectoplasmic_horror/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/mob/living/carrier = B.get_carrier()
if(!carrier)
return
var/list/nearby_mobs = list()
for(var/mob/living/L in oview(world.view, carrier))
if(L.stat != DEAD)
nearby_mobs |= L
if(nearby_mobs.len)
listclearnulls(active_beams)
for(var/mob/living/L in nearby_mobs)
if(L.stat == DEAD || L.faction == "blob")
continue
if(prob(5))
var/beamtarget_exists = FALSE
if(active_beams.len)
for(var/datum/beam/Beam in active_beams)
if(Beam.target == L)
beamtarget_exists = TRUE
break
if(!beamtarget_exists && GetAnomalySusceptibility(L) >= 0.5)
carrier.visible_message("<span class='danger'>\icon [B] \The [B] lashes out at \the [L]!</span>")
var/datum/beam/drain_beam = carrier.Beam(L, icon_state = "drain_life", time = 10 SECONDS)
active_beams |= drain_beam
spawn(9 SECONDS)
if(B && drain_beam)
carrier.visible_message("<span class='alien'>\The [B] siphons energy from \the [L]</span>")
L.add_modifier(/datum/modifier/berserk_exhaustion, 30 SECONDS)
var/total_heal = 0
if(carrier.getBruteLoss())
carrier.adjustBruteLoss(-5)
total_heal += 5
if(carrier.getFireLoss())
carrier.adjustFireLoss(-5)
total_heal += 5
if(carrier.getToxLoss())
carrier.adjustToxLoss(-5)
total_heal += 5
if(carrier.getOxyLoss())
carrier.adjustOxyLoss(-5)
total_heal += 5
if(carrier.getCloneLoss())
carrier.adjustCloneLoss(-5)
total_heal += 5
carrier.add_modifier(/datum/modifier/berserk_exhaustion, total_heal SECONDS)
if(!QDELETED(drain_beam))
qdel(drain_beam)

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// Makes robots cry. Really weak to brute damage.
/datum/blob_type/electromagnetic_web
name = "electromagnetic web"
desc = "A gooy mesh that generates an electromagnetic field. Electronics will likely be ruined if nearby."
ai_desc = "balanced"
effect_desc = "Causes an EMP on attack, and will EMP upon death. It is also more fragile than average, especially to brute force."
difficulty = BLOB_DIFFICULTY_MEDIUM // Rough for robots but otherwise fragile and can be fought at range like most blobs anyways.
color = "#83ECEC"
complementary_color = "#EC8383"
damage_type = BURN
damage_lower = 10
damage_upper = 20
brute_multiplier = 3
burn_multiplier = 2
ai_aggressiveness = 60
chunk_active_type = BLOB_CHUNK_CONSTANT
attack_message = "The web lashes you"
attack_message_living = ", and you hear a faint buzzing"
attack_message_synth = ", and your electronics get badly damaged"
attack_verb = "lashes"
/datum/blob_type/electromagnetic_web/on_death(obj/structure/blob/B)
empulse(B.loc, 0, 1, 2)
/datum/blob_type/electromagnetic_web/on_attack(obj/structure/blob/B, mob/living/victim)
victim.emp_act(2)
/datum/blob_type/electromagnetic_web/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/T = get_turf(B)
if(!T)
return
for(var/mob/living/L in view(2, T))
L.add_modifier(/datum/modifier/faraday, 30 SECONDS)

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// Electric blob that stuns.
/datum/blob_type/energized_jelly
name = "energized jelly"
desc = "A substance that seems to generate electricity."
ai_desc = "suppressive"
effect_desc = "When attacking an entity, it will shock them with a strong electric shock. Repeated attacks can stun the target."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#EFD65A"
complementary_color = "#00E5B1"
damage_type = BURN
damage_lower = 5
damage_upper = 10
brute_multiplier = 0.5
burn_multiplier = 0.5
spread_modifier = 0.35
ai_aggressiveness = 80
attack_message = "The jelly prods you"
attack_message_living = ", and your flesh burns as electricity arcs into you"
attack_message_synth = ", and your internal circuity is overloaded as electricity arcs into you"
attack_verb = "prods"
spore_projectile = /obj/item/projectile/beam/shock
/datum/blob_type/energized_jelly/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
victim.electrocute_act(10, src, 1, def_zone)
victim.stun_effect_act(0, 40, BP_TORSO, src)
/datum/blob_type/energized_jelly/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
for(var/mob/living/L in oview(world.view, get_turf(B)))
var/mob/living/carrier = B.get_carrier()
if(istype(carrier) && carrier == L)
continue
var/obj/item/projectile/P = new spore_projectile(get_turf(B))
carrier.visible_message("<span class='danger'>\The [B] discharges energy toward \the [L]!</span>")
P.launch_projectile(L, BP_TORSO, carrier)
return

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// A blob with area of effect attacks.
/datum/blob_type/explosive_lattice
name = "explosive lattice"
desc = "A very unstable lattice that looks quite explosive."
ai_desc = "aggressive"
effect_desc = "When attacking an entity, it will cause a small explosion, hitting things near the target. It is somewhat resilient, but weaker to brute damage."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#8B2500"
complementary_color = "#00668B"
damage_type = BURN
damage_lower = 25
damage_upper = 35
armor_check = "bomb"
armor_pen = 5 // This is so blob hits still hurt just slightly when wearing a bomb suit (100 bomb resist).
brute_multiplier = 0.75
burn_multiplier = 0.5
spread_modifier = 0.4
ai_aggressiveness = 75
attack_message = "The lattice blasts you"
attack_message_living = ", and your flesh burns from the blast wave"
attack_message_synth = ", and your plating burns from the blast wave"
attack_verb = "blasts"
var/exploding = FALSE
/datum/blob_type/explosive_lattice/on_attack(obj/structure/blob/B, mob/living/victim, def_zone) // This doesn't use actual bombs since they're too strong and it would hurt the blob.
if(exploding) // We're busy, don't infinite loop us.
return
exploding = TRUE
for(var/mob/living/L in range(get_turf(victim), 1)) // We don't use orange(), in case there is more than one mob on the target tile.
if(L == victim) // Already hit.
continue
if(L.faction == "blob") // No friendly fire
continue
L.blob_act()
// Visual effect.
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion/smokeless()
var/turf/T = get_turf(victim)
E.set_up(T)
E.start()
// Now for sounds.
playsound(T, "explosion", 75, 1) // Local sound.
for(var/mob/M in player_list) // For everyone else.
if(M.z == T.z && get_dist(M, T) > world.view && !M.ear_deaf && !istype(M.loc,/turf/space))
M << 'sound/effects/explosionfar.ogg'
exploding = FALSE
/datum/blob_type/explosive_lattice/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/T = get_turf(B)
if(!T)
return
for(var/mob/living/L in view(1, T))
L.add_modifier(/datum/modifier/blastshield, 30 SECONDS)

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// Slow, tanky blobtype which uses not spores, but hivebots, as its soldiers.
/datum/blob_type/fabrication_swarm
name = "iron tide"
desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous."
effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers."
ai_desc = "defensive"
difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great.
color = "#666666"
complementary_color = "#B7410E"
spread_modifier = 0.2
can_build_factories = TRUE
can_build_resources = TRUE
attack_message = "The tide tries to shove you away"
attack_message_living = ", and your skin itches"
attack_message_synth = ", and your external plating dulls"
attack_verb = "shoves"
armor_pen = 40
damage_lower = 10
damage_upper = 25
brute_multiplier = 0.25
burn_multiplier = 0.6
ai_aggressiveness = 50 //Really doesn't like you near it.
spore_type = /mob/living/simple_mob/mechanical/hivebot/swarm
/datum/blob_type/fabrication_swarm/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
if(istype(B, /obj/structure/blob/normal))
if(damage > 0)
var/reinforce_probability = min(damage, 70)
if(prob(reinforce_probability))
B.visible_message("<span class='danger'>The [name] quakes, before rapidly hardening!</span>")
new/obj/structure/blob/shield(get_turf(B), B.overmind)
qdel(B)
return ..()
/datum/blob_type/fabrication_swarm/on_emp(obj/structure/blob/B, severity)
B.adjust_integrity(-(30 / severity))
/datum/blob_type/fabrication_swarm/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/T = get_turf(B)
for(var/mob/living/L in view(world.view, T))
if(L.stat != DEAD && L.isSynthetic())
L.adjustBruteLoss(-1)
L.adjustFireLoss(-1)
return

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// Makes tons of weak spores whenever it spreads.
/datum/blob_type/fulminant_organism
name = "fulminant organism"
desc = "A self expanding mass of living biomaterial, that appears to produce entities to defend it, much like a living organism's immune system."
ai_desc = "swarming"
effect_desc = "Creates weak floating spores that attack enemies from specialized blobs, has a chance to also create a spore when \
it spreads onto a new tile, and has a chance to create a spore when a blob tile is destroyed. It is more fragile than average to all types of damage."
difficulty = BLOB_DIFFICULTY_HARD // Loads of spores that can overwhelm, and spreads quickly.
color = "#FF0000" // Red
complementary_color = "#FFCC00" // Orange-ish
damage_type = TOX
damage_lower = 10
damage_upper = 20
spread_modifier = 0.7
burn_multiplier = 1.5
brute_multiplier = 1.5
ai_aggressiveness = 30 // The spores do most of the fighting.
can_build_factories = TRUE
spore_type = /mob/living/simple_mob/blob/spore/weak
chunk_active_ability_cooldown = 60 SECONDS
/datum/blob_type/fulminant_organism/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
if(prob(10)) // 10% chance to make a weak spore when expanding.
var/mob/living/simple_mob/blob/spore/S = new spore_type(T)
if(istype(S))
S.overmind = O
O.blob_mobs.Add(S)
else
S.faction = "blob"
S.update_icons()
/datum/blob_type/fulminant_organism/on_death(obj/structure/blob/B)
if(prob(33)) // 33% chance to make a spore when dying.
var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
B.visible_message("<span class='danger'>\The [S] floats free from the [name]!</span>")
if(istype(S))
S.overmind = B.overmind
B.overmind.blob_mobs.Add(S)
else
S.faction = "blob"
S.update_icons()
/datum/blob_type/fulminant_organism/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
for(var/I = 1 to rand(3,4))
var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
S.faction = user.faction
S.blob_type = src
S.update_icons()
S.ai_holder.forget_everything()
S.add_modifier(/datum/modifier/doomed, 2 MINUTES)

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// Makes spores that spread the blob and infest dead people.
/datum/blob_type/fungal_bloom
name = "fungal bloom"
desc = "A massive network of rapidly expanding mycelium. Large spore-like particles can be seen spreading from it."
ai_desc = "swarming"
effect_desc = "Creates floating spores that attack enemies from specialized blobs, and will spread the blob if killed. The spores can also \
infest deceased biological humanoids. It is vulnerable to fire."
difficulty = BLOB_DIFFICULTY_MEDIUM // The spores are more of an annoyance but can be difficult to contain.
color = "#AAAAAA"
complementary_color = "#FFFFFF"
damage_type = TOX
damage_lower = 15
damage_upper = 25
spread_modifier = 0.3 // Lower, since spores will do a lot of the spreading.
burn_multiplier = 3
ai_aggressiveness = 40
can_build_factories = TRUE
spore_type = /mob/living/simple_mob/blob/spore/infesting
chunk_active_ability_cooldown = 2 MINUTES
/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_mob/blob/spore/S)
if(S.is_infesting)
return // Don't make blobs if they were on someone's head.
var/turf/T = get_turf(S)
var/obj/structure/blob/B = locate(/obj/structure/blob) in T
if(B) // Is there already a blob here? If so, just heal it.
B.adjust_integrity(10)
else
B = new /obj/structure/blob/normal(T, S.overmind) // Otherwise spread it.
B.visible_message("<span class='danger'>\A [B] forms on \the [T] as \the [S] bursts!</span>")
/datum/blob_type/fungal_bloom/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
var/mob/living/simple_mob/blob/spore/S = new spore_type(get_turf(B))
S.faction = user.faction
S.blob_type = src
S.update_icons()
S.ai_holder.forget_everything()

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// Super fast spreading, but weak to EMP.
/datum/blob_type/grey_goo
name = "grey tide"
desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time."
effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses."
ai_desc = "genocidal"
difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities.
color = "#888888"
complementary_color = "#CCCCCC"
spread_modifier = 1.0
slow_spread_with_size = FALSE
ai_aggressiveness = 80
can_build_resources = TRUE
attack_message = "The tide tries to swallow you"
attack_message_living = ", and you feel your skin dissolve"
attack_message_synth = ", and your external plating dissolves"
/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity)
B.adjust_integrity(-(20 / severity))
/datum/blob_type/grey_goo/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/turf/T = get_turf(B)
for(var/mob/living/L in view(world.view, T))
if(L.stat != DEAD)
L.adjustBruteLoss(-1)
L.adjustFireLoss(-1)
return

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// A blob that slips and drowns you.
/datum/blob_type/pressurized_slime
name = "pressurized slime"
desc = "A large mass that seems to leak slippery fluid everywhere."
ai_desc = "drowning"
effect_desc = "Wets the floor when expanding and when hit. Tries to drown its enemies when attacking. It forces itself past internals. Resistant to burn damage."
difficulty = BLOB_DIFFICULTY_HARD
color = "#AAAABB"
complementary_color = "#BBBBAA"
damage_type = OXY
damage_lower = 5
damage_upper = 15
armor_check = null
brute_multiplier = 0.6
burn_multiplier = 0.2
spread_modifier = 0.4
ai_aggressiveness = 75
attack_message = "The slime splashes into you"
attack_message_living = ", and you gasp for breath"
attack_message_synth = ", and the fluid wears down on your components"
attack_verb = "splashes"
/datum/blob_type/pressurized_slime/on_attack(obj/structure/blob/B, mob/living/victim, def_zone)
victim.water_act(5)
var/turf/simulated/T = get_turf(victim)
if(T)
T.wet_floor()
/datum/blob_type/pressurized_slime/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
wet_surroundings(B, damage)
return ..()
/datum/blob_type/pressurized_slime/on_pulse(var/obj/structure/blob/B)
var/turf/simulated/T = get_turf(B)
if(!istype(T))
return
T.wet_floor()
/datum/blob_type/pressurized_slime/on_death(obj/structure/blob/B)
B.visible_message("<span class='danger'>The blob ruptures, spraying the area with liquid!</span>")
wet_surroundings(B, 50)
/datum/blob_type/pressurized_slime/proc/wet_surroundings(var/obj/structure/blob/B, var/probability = 50)
for(var/turf/simulated/T in range(1, get_turf(B)))
if(prob(probability))
T.wet_floor()
for(var/atom/movable/AM in T)
AM.water_act(2)
/datum/blob_type/pressurized_slime/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
wet_surroundings(B, 10)
/datum/blob_type/pressurized_slime/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user) // Drenches you in water.
if(user)
user.ExtinguishMob()
user.fire_stacks = CLAMP(user.fire_stacks - 1, -25, 25)

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// A blob that irradiates everything.
/datum/blob_type/radioactive_ooze
name = "radioactive ooze"
desc = "A goopy mess that glows with an unhealthy aura."
ai_desc = "radical"
effect_desc = "Irradiates the surrounding area, and inflicts toxic attacks. Weak to brute damage."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#33CC33"
complementary_color = "#99FF66"
damage_type = TOX
damage_lower = 20
damage_upper = 30
armor_check = "rad"
brute_multiplier = 0.75
burn_multiplier = 0.2
spread_modifier = 0.8
ai_aggressiveness = 50
attack_message = "The ooze splashes you"
attack_message_living = ", and you feel warm"
attack_message_synth = ", and your internal systems are bombarded by ionizing radiation"
attack_verb = "splashes"
/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B)
SSradiation.radiate(B, 200)
/datum/blob_type/radioactive_ooze/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
SSradiation.radiate(B, rand(25,100))

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// A blob that produces noxious smoke-clouds and recycles its dying parts.
/datum/blob_type/ravenous_macrophage
name = "ravenous macrophage"
desc = "A disgusting gel that reeks of death."
ai_desc = "resourceful"
effect_desc = "Produces noxious fumes, and melts prey with acidic attacks. Weak to brute damage."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#639b3f"
complementary_color = "#d1ec3c"
damage_type = BIOACID
damage_lower = 20
damage_upper = 30
armor_check = "bio"
armor_pen = 50
brute_multiplier = 0.8
burn_multiplier = 0.3
spread_modifier = 0.8
ai_aggressiveness = 70
attack_message = "The macrophage splashes you"
attack_message_living = ", and you feel a horrible burning"
attack_message_synth = ", and your body begins to corrode"
attack_verb = "splashes"
/datum/blob_type/ravenous_macrophage/on_pulse(var/obj/structure/blob/B)
var/mob/living/L = locate() in range(world.view, B)
if(prob(1) && L.mind && !L.stat) // There's some active living thing nearby, produce offgas.
var/turf/T = get_turf(B)
var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
BS.attach(T)
BS.set_up(3, 0, T)
playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
BS.start()
/datum/blob_type/ravenous_macrophage/on_death(obj/structure/blob/B)
var/obj/structure/blob/other = locate() in oview(2, B)
if(other)
B.visible_message("<span class='danger'>The dying mass is rapidly consumed by the nearby [other]!</span>")
if(other.overmind)
other.overmind.add_points(rand(1,4))
/datum/blob_type/ravenous_macrophage/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/mob/living/L = locate() in range(world.view, B)
if(prob(5) && !L.stat) // There's some active living thing nearby, produce offgas.
B.visible_message("<span class='alien'>\icon [B] \The [B] disgorches a cloud of noxious gas!</span>")
var/turf/T = get_turf(B)
var/datum/effect/effect/system/smoke_spread/noxious/BS = new /datum/effect/effect/system/smoke_spread/noxious
BS.attach(T)
BS.set_up(3, 0, T)
playsound(T, 'sound/effects/smoke.ogg', 50, 1, -3)
BS.start()

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@@ -0,0 +1,59 @@
// Auto-retaliates against melee attacks. Weak to projectiles.
/datum/blob_type/reactive_spines
name = "reactive spines"
desc = "An ever-growing lifeform with a large amount of sharp, powerful looking spines. They look like they could pierce most armor."
ai_desc = "defensive"
effect_desc = "When attacked by a melee weapon, it will automatically retaliate, striking the attacker with an armor piercing attack. \
The blob itself is rather weak to all forms of attacks regardless, and lacks automatic realitation from ranged attacks."
difficulty = BLOB_DIFFICULTY_EASY // Potentially deadly to people not knowing the mechanics, but otherwise fairly tame, due to its slow spread and weakness.
color = "#9ACD32"
complementary_color = "#FFA500"
damage_type = BRUTE
damage_lower = 30
damage_upper = 40
armor_pen = 50 // Even with riot armor and tactical jumpsuit, you'd have 90 armor, reduced by 50, totaling 40. Getting hit for around 21 damage is still rough.
burn_multiplier = 2.0
brute_multiplier = 2.0
spread_modifier = 0.35 // Ranged projectiles tend to have a higher material cost, so ease up on the spreading.
ai_aggressiveness = 40
chunk_passive_ability_cooldown = 0.5 SECONDS
attack_message = "The blob stabs you"
attack_message_living = ", and you feel sharp spines pierce your flesh"
attack_message_synth = ", and your external plating is pierced by sharp spines"
attack_verb = "stabs"
spore_projectile = /obj/item/projectile/bullet/thorn
// Even if the melee attack is enough to one-shot this blob, it gets to retaliate at least once.
/datum/blob_type/reactive_spines/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
if(damage > 0 && attacker && get_dist(B, attacker) <= 1)
B.visible_message("<span class='danger'>The [name] retaliates, lashing out at \the [attacker]!</span>")
B.blob_attack_animation(attacker, B.overmind)
attacker.blob_act(B)
return ..()
// We're expecting 1 to be a target, 2 to be an old move loc, and 3 to be a new move loc.
/datum/blob_type/reactive_spines/chunk_unique(obj/item/weapon/blobcore_chunk/B, var/list/extra_data = null)
if(!LAZYLEN(extra_data))
return
var/atom/movable/A = extra_data[1]
if(istype(A, /mob/living) && world.time > (B.last_passive_use + B.passive_ability_cooldown) && B.should_tick)
B.last_passive_use = world.time
var/mob/living/L = A
var/mob/living/carrier = B.get_carrier()
if(!istype(carrier) || L.z != carrier.z || L == carrier || get_dist(L, carrier) > 3)
return
var/obj/item/projectile/P = new spore_projectile(get_turf(B))
carrier.visible_message("<span class='danger'>\The [B] fires a spine at \the [L]!</span>")
P.launch_projectile(L, BP_TORSO, carrier)
return
/datum/blob_type/reactive_spines/chunk_setup(obj/item/weapon/blobcore_chunk/B)
GLOB.moved_event.register_global(B, /obj/item/weapon/blobcore_chunk/proc/call_chunk_unique)
return

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// Blob that fires biological mortar shells from its factories.
/datum/blob_type/roiling_mold
name = "roiling mold"
desc = "A bubbling, creeping mold."
ai_desc = "bombarding"
effect_desc = "Bombards nearby organisms with toxic spores. Weak to all damage."
difficulty = BLOB_DIFFICULTY_MEDIUM
color = "#571509"
complementary_color = "#ec4940"
damage_type = BRUTE
damage_lower = 5
damage_upper = 20
armor_check = "melee"
brute_multiplier = 1.2
burn_multiplier = 1.2
spread_modifier = 0.8
can_build_factories = TRUE
ai_aggressiveness = 50
attack_message = "The mold whips you"
attack_message_living = ", and you feel a searing pain"
attack_message_synth = ", and your shell buckles"
attack_verb = "lashes"
spore_projectile = /obj/item/projectile/arc/spore
/datum/blob_type/roiling_mold/proc/find_target(var/obj/structure/blob/B, var/tries = 0, var/list/previous_targets = null)
if(tries > 3)
return
var/mob/living/L = locate() in (view(world.view + 3, get_turf(B)) - view(2,get_turf(B)) - previous_targets) // No adjacent mobs.
if(!check_trajectory(L, B, PASSTABLE))
if(!LAZYLEN(previous_targets))
previous_targets = list()
previous_targets |= L
L = find_target(B, tries + 1, previous_targets)
return L
/datum/blob_type/roiling_mold/on_pulse(var/obj/structure/blob/B)
var/mob/living/L = find_target(B)
if(!istype(L))
return
if(istype(B, /obj/structure/blob/factory) && L.stat != DEAD && prob(ai_aggressiveness) && L.faction != "blob")
var/obj/item/projectile/arc/spore/P = new(get_turf(B))
P.launch_projectile(L, BP_TORSO, B)
/datum/blob_type/roiling_mold/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
for(var/mob/living/L in oview(world.view, get_turf(B)))
if(istype(user) && user == L)
continue
if(!check_trajectory(L, B, PASSTABLE)) // Can't fire at things on the other side of walls / windows.
continue
var/obj/item/projectile/P = new spore_projectile(get_turf(B))
user.visible_message("<span class='danger'>\icon [B] \The [B] discharges energy toward \the [L]!</span>")
P.launch_projectile(L, BP_TORSO, user)
return

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@@ -0,0 +1,40 @@
/datum/blob_type/shifting_fragments
name = "shifting fragments"
desc = "A collection of fragments that seem to shuffle around constantly."
ai_desc = "evasive"
effect_desc = "Swaps places with nearby blobs when hit or when expanding."
difficulty = BLOB_DIFFICULTY_EASY
color = "#C8963C"
complementary_color = "#3C6EC8"
damage_type = BRUTE
damage_lower = 20
damage_upper = 30
brute_multiplier = 0.5
burn_multiplier = 0.5
spread_modifier = 0.5
ai_aggressiveness = 30
chunk_active_ability_cooldown = 3 MINUTES
attack_message = "A fragment strikes you"
attack_verb = "strikes"
/datum/blob_type/shifting_fragments/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
if(damage > 0 && prob(60))
var/list/available_blobs = list()
for(var/obj/structure/blob/OB in orange(1, B))
if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind == B.overmind)
available_blobs += OB
if(available_blobs.len)
var/obj/structure/blob/targeted = pick(available_blobs)
var/turf/T = get_turf(targeted)
targeted.forceMove(get_turf(B))
B.forceMove(T) // Swap places.
return ..()
/datum/blob_type/shifting_fragments/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25)))
new_B.forceMove(get_turf(B))
B.forceMove(T)
/datum/blob_type/shifting_fragments/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
user.add_modifier(/datum/modifier/sprinting, 2 MINUTES)
return

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@@ -0,0 +1,73 @@
// Spreads damage to nearby blobs, and attacks with the force of all nearby blobs.
/datum/blob_type/synchronous_mesh
name = "synchronous mesh"
desc = "A mesh that seems strongly interconnected to itself. It moves slowly, but with purpose."
ai_desc = "defensive"
effect_desc = "When damaged, spreads the damage to nearby blobs. When attacking, damage is increased based on how many blobs are near the target. It is resistant to burn damage."
difficulty = BLOB_DIFFICULTY_EASY // Mostly a tank and spank.
color = "#65ADA2"
complementary_color = "#AD6570"
damage_type = BRUTE
damage_lower = 10
damage_upper = 15
brute_multiplier = 0.5
burn_multiplier = 0.2 // Emitters do so much damage that this will likely not matter too much.
spread_modifier = 0.3 // Since the blob spreads damage, it takes awhile to actually kill, so spread is reduced.
ai_aggressiveness = 60
attack_message = "The mesh synchronously strikes you"
attack_verb = "synchronously strikes"
var/synchronously_attacking = FALSE
/datum/blob_type/synchronous_mesh/on_attack(obj/structure/blob/B, mob/living/victim)
if(synchronously_attacking)
return
synchronously_attacking = TRUE // To avoid infinite loops.
for(var/obj/structure/blob/C in orange(1, victim))
if(victim) // Some things delete themselves when dead...
C.blob_attack_animation(victim)
victim.blob_act(C)
synchronously_attacking = FALSE
/datum/blob_type/synchronous_mesh/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
var/list/blobs_to_hurt = list() // Maximum split is 9, reducing the damage each blob takes to 11.1% but doing that damage to 9 blobs.
for(var/obj/structure/blob/C in range(1, B))
if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && (C.overmind == B.overmind) ) //if it doesn't have the same 'ownership' or is a core or node, don't split damage to it
blobs_to_hurt += C
for(var/thing in blobs_to_hurt)
var/obj/structure/blob/C = thing
if(C == B)
continue // We'll damage this later.
C.adjust_integrity(-(damage / blobs_to_hurt.len))
return damage / max(blobs_to_hurt.len, 1) // To hurt the blob that got hit.
/datum/blob_type/synchronous_mesh/on_chunk_tick(obj/item/weapon/blobcore_chunk/B)
var/mob/living/carrier = B.get_carrier()
if(!carrier)
return
var/list/nearby_mobs = list()
for(var/mob/living/L in oview(world.view, carrier))
if(L.stat != DEAD)
nearby_mobs |= L
if(nearby_mobs.len)
for(var/mob/living/victim in nearby_mobs)
var/need_beam = FALSE
if(carrier.getBruteLoss())
need_beam = TRUE
victim.adjustBruteLoss(3 / nearby_mobs.len)
carrier.adjustBruteLoss(-3 / nearby_mobs.len)
if(carrier.getFireLoss())
need_beam = TRUE
victim.adjustFireLoss(3 / nearby_mobs.len)
carrier.adjustFireLoss(-3 / nearby_mobs.len)
if(need_beam)
carrier.visible_message("<span class='alien'>\icon [B] \The [B] sends noxious spores toward \the [victim]!</span>")
carrier.Beam(victim, icon_state = "lichbeam", time = 2 SECONDS)

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@@ -0,0 +1,55 @@
// A blob that steals your weapon.
/datum/blob_type/volatile_alluvium
name = "volatile alluvium"
desc = "A churning, earthy mass that moves in waves."
ai_desc = "earthen"
effect_desc = "Moves slowly, producing weak ranged spores to defend itself, and inflicts brute attacks. Attempts to disarm nearby attackers. Weak to water."
difficulty = BLOB_DIFFICULTY_HARD //Slow-starting, but can be overwhelming if left alone.
color = "#6B481E"
complementary_color = "#7F471F"
damage_lower = 10
damage_upper = 20
armor_pen = 40
brute_multiplier = 0.7
burn_multiplier = 0.5
spread_modifier = 0.5
ai_aggressiveness = 50
attack_message = "The alluvium crashes against you"
attack_verb = "crashes against"
can_build_factories = TRUE
can_build_resources = TRUE
spore_type = /mob/living/simple_mob/blob/spore/weak
ranged_spores = TRUE
spore_range = 3
spore_projectile = /obj/item/projectile/energy/blob/splattering
spore_accuracy = 15
spore_dispersion = 45
factory_type = /obj/structure/blob/factory/sluggish
resource_type = /obj/structure/blob/resource/sluggish
chunk_active_ability_cooldown = 2 MINUTES
/datum/blob_type/volatile_alluvium/on_received_damage(var/obj/structure/blob/B, damage, damage_type, mob/living/attacker)
if(damage > 0 && attacker && get_dist(B, attacker) <= 2 && prob(min(damage, 70)) && istype(attacker, /mob/living/carbon/human)) // Melee weapons of any type carried by a human will have a high chance of being stolen.
var/mob/living/carbon/human/H = attacker
var/obj/item/I = H.get_active_hand()
H.drop_item()
if(I)
if((I.sharp || I.edge) && !istype(I, /obj/item/weapon/gun))
I.forceMove(get_turf(B)) // Disarmed entirely.
B.visible_message("<span class='danger'>The [name] heaves, \the [attacker]'s weapon becoming stuck in the churning mass!</span>")
else
I.throw_at(B, 2, 4) // Just yoinked.
B.visible_message("<span class='danger'>The [name] heaves, pulling \the [attacker]'s weapon from their hands!</span>")
B.blob_attack_animation(attacker, B.overmind)
return ..()
/datum/blob_type/volatile_alluvium/on_water(obj/structure/blob/B, amount)
spawn(1)
var/damage = amount * 4
B.adjust_integrity(-(damage))
if(B && prob(damage))
B.visible_message("<span class='danger'>The [name] begins to crumble!</span>")
/datum/blob_type/volatile_alluvium/on_chunk_use(obj/item/weapon/blobcore_chunk/B, mob/living/user)
if(user)
user.add_modifier(/datum/modifier/fortify, 60 SECONDS)

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@@ -1452,6 +1452,25 @@
#include "code\modules\blob2\overmind\overmind.dm" #include "code\modules\blob2\overmind\overmind.dm"
#include "code\modules\blob2\overmind\powers.dm" #include "code\modules\blob2\overmind\powers.dm"
#include "code\modules\blob2\overmind\types.dm" #include "code\modules\blob2\overmind\types.dm"
#include "code\modules\blob2\overmind\types\blazing_oil.dm"
#include "code\modules\blob2\overmind\types\classic.dm"
#include "code\modules\blob2\overmind\types\cryogenic_goo.dm"
#include "code\modules\blob2\overmind\types\ectoplasmic_horror.dm"
#include "code\modules\blob2\overmind\types\electromagnetic_web.dm"
#include "code\modules\blob2\overmind\types\energized_jelly.dm"
#include "code\modules\blob2\overmind\types\explosive_lattice.dm"
#include "code\modules\blob2\overmind\types\fabrication_swarm.dm"
#include "code\modules\blob2\overmind\types\fulminant_organism.dm"
#include "code\modules\blob2\overmind\types\fungal_bloom.dm"
#include "code\modules\blob2\overmind\types\grey_goo.dm"
#include "code\modules\blob2\overmind\types\pressurized_slime.dm"
#include "code\modules\blob2\overmind\types\radioactive_ooze.dm"
#include "code\modules\blob2\overmind\types\ravenous_macrophage.dm"
#include "code\modules\blob2\overmind\types\reactive_spines.dm"
#include "code\modules\blob2\overmind\types\roiling_mold.dm"
#include "code\modules\blob2\overmind\types\shifting_fragments.dm"
#include "code\modules\blob2\overmind\types\synchronous_mesh.dm"
#include "code\modules\blob2\overmind\types\volatile_alluvium.dm"
#include "code\modules\busy_space\air_traffic.dm" #include "code\modules\busy_space\air_traffic.dm"
#include "code\modules\busy_space\loremaster.dm" #include "code\modules\busy_space\loremaster.dm"
#include "code\modules\busy_space\organizations.dm" #include "code\modules\busy_space\organizations.dm"