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Works on New Blob
This commit is contained in:
97
code/modules/blob2/overmind/overmind.dm
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97
code/modules/blob2/overmind/overmind.dm
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@@ -0,0 +1,97 @@
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var/list/overminds = list()
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/mob/observer/blob
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name = "Blob Overmind"
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real_name = "Blob Overmind"
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desc = "The overmind. It controls the blob."
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icon = 'icons/mob/blob.dmi'
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icon_state = "marker"
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mouse_opacity = 1
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see_in_dark = 8
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invisibility = INVISIBILITY_OBSERVER
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layer = FLY_LAYER + 0.1
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faction = "blob"
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var/obj/structure/blob/core/blob_core = null // The blob overmind's core
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var/blob_points = 0
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var/max_blob_points = 200
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var/last_attack = 0
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var/datum/blob_type/blob_type = null
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var/list/blob_mobs = list()
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var/list/resource_blobs = list()
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var/placed = 0
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var/base_point_rate = 2 //for blob core placement
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var/ai_controlled = TRUE
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var/auto_pilot = FALSE // If true, and if a client is attached, the AI routine will continue running.
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/mob/observer/blob/New(var/newloc, pre_placed = 0, starting_points = 60, desired_blob_type = null)
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blob_points = starting_points
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if(pre_placed) //we already have a core!
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placed = 1
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overminds += src
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var/new_name = "[initial(name)] ([rand(1, 999)])"
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name = new_name
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real_name = new_name
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if(desired_blob_type)
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blob_type = new desired_blob_type()
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else
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var/datum/blob_type/BT = pick(subtypesof(/datum/blob_type))
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blob_type = new BT()
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color = blob_type.complementary_color
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if(blob_core)
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blob_core.update_icon()
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level_seven_blob_announcement(blob_core)
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..(newloc)
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/mob/observer/blob/Destroy()
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for(var/BL in blobs)
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var/obj/structure/blob/B = BL
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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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for(var/BLO in blob_mobs)
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var/mob/living/simple_animal/hostile/blob/BM = BLO
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if(BM)
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BM.overmind = null
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BM.update_icons()
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overminds -= src
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return ..()
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/mob/observer/blob/Stat()
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..()
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if(statpanel("Status"))
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if(blob_core)
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stat(null, "Core Health: [blob_core.integrity]")
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stat(null, "Power Stored: [blob_points]/[max_blob_points]")
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stat(null, "Total Blobs: [blobs.len]")
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/mob/observer/blob/Move(NewLoc, Dir = 0)
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if(placed)
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var/obj/structure/blob/B = locate() in range("3x3", NewLoc)
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if(B)
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forceMove(NewLoc)
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return TRUE
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else
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return FALSE
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else
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var/area/A = get_area(NewLoc)
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if(istype(NewLoc, /turf/space) || istype(A, /area/shuttle)) //if unplaced, can't go on shuttles or space tiles
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return FALSE
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forceMove(NewLoc)
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return TRUE
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/mob/observer/blob/proc/add_points(points)
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blob_points = between(0, blob_points + points, max_blob_points)
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/mob/observer/blob/Life()
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if(ai_controlled && (!client || auto_pilot))
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if(prob(blob_type.ai_aggressiveness))
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auto_attack()
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if(blob_points >= 100)
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if(!auto_factory() && !auto_resource())
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auto_node()
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229
code/modules/blob2/overmind/powers.dm
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229
code/modules/blob2/overmind/powers.dm
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@@ -0,0 +1,229 @@
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/mob/observer/blob/proc/can_buy(cost = 15)
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if(blob_points < cost)
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to_chat(src, "<span class='warning'>You cannot afford this, you need at least [cost] resources!</span>")
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return FALSE
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add_points(-cost)
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return TRUE
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/mob/observer/blob/verb/transport_core()
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set category = "Blob"
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set name = "Jump to Core"
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set desc = "Move your camera to your core."
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if(blob_core)
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forceMove(blob_core.loc)
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/mob/observer/blob/proc/createSpecial(price, blobType, nearEquals, needsNode, turf/T)
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if(!T)
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T = get_turf(src)
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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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to_chat(src, "<span class='warning'>There is no blob here!</span>")
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return
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if(!istype(B, /obj/structure/blob/normal))
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to_chat(src, "<span class='warning'>Unable to use this blob, find a normal one.</span>")
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return
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if(nearEquals)
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for(var/obj/structure/blob/L in orange(nearEquals, T))
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if(L.type == blobType)
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to_chat(src, "<span class='warning'>There is a similar blob nearby, move more than [nearEquals] tiles away from it!</span>")
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return
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if(!can_buy(price))
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return
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var/obj/structure/blob/N = B.change_to(blobType, src)
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return N
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/mob/observer/blob/verb/create_shield_power()
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set category = "Blob"
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set name = "Create Shield Blob (15)"
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set desc = "Create a shield blob, which is hard to kill."
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create_shield()
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/mob/observer/blob/proc/create_shield(turf/T)
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createSpecial(15, /obj/structure/blob/shield, 0, 0, T)
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/mob/observer/blob/verb/create_resource()
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set category = "Blob"
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set name = "Create Resource Blob (40)"
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set desc = "Create a resource tower which will generate resources for you."
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if(!blob_type.can_build_resources)
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return FALSE
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createSpecial(40, /obj/structure/blob/resource, 4, 1)
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/mob/observer/blob/verb/auto_resource()
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set category = "Blob"
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set name = "Auto Resource Blob (40)"
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set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance."
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if(!blob_type.can_build_resources)
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return FALSE
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var/obj/structure/blob/B = null
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var/list/potential_blobs = blobs.Copy()
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while(potential_blobs.len)
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var/obj/structure/blob/temp = pick(potential_blobs)
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if(!(locate(/obj/structure/blob/node) in range(temp, BLOB_NODE_PULSE_RANGE) ) && !(locate(/obj/structure/blob/core) in range(temp, BLOB_CORE_PULSE_RANGE) ))
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potential_blobs -= temp // Can't be pulsed.
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else if(locate(/obj/structure/blob/resource) in range(temp, 4) )
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potential_blobs -= temp // Too close to another resource blob.
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else if(locate(/obj/structure/blob/core) in range(temp, 1) )
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potential_blobs -= temp // Don't take up the core's shield spot.
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else if(!istype(temp, /obj/structure/blob/normal))
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potential_blobs -= temp // Not a normal blob.
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else
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B = temp
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break
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CHECK_TICK // Iterating over a list containing hundreds of blobs can get taxing.
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if(B)
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forceMove(B.loc)
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return createSpecial(40, /obj/structure/blob/resource, 4, 1, B.loc)
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/mob/observer/blob/verb/create_factory()
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set category = "Blob"
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set name = "Create Factory Blob (60)"
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set desc = "Create a spore tower that will spawn spores to harass your enemies."
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if(!blob_type.can_build_factories)
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return FALSE
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createSpecial(60, /obj/structure/blob/factory, 7, 1)
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/mob/observer/blob/verb/auto_factory()
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set category = "Blob"
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set name = "Auto Factory Blob (60)"
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set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance."
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if(!blob_type.can_build_factories)
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return FALSE
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var/obj/structure/blob/B = null
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var/list/potential_blobs = blobs.Copy()
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while(potential_blobs.len)
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var/obj/structure/blob/temp = pick(potential_blobs)
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if(!(locate(/obj/structure/blob/node) in range(temp, BLOB_NODE_PULSE_RANGE) ) && !(locate(/obj/structure/blob/core) in range(temp, BLOB_CORE_PULSE_RANGE) ))
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potential_blobs -= temp // Can't be pulsed.
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else if(locate(/obj/structure/blob/factory) in range(temp, 7) )
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potential_blobs -= temp // Too close to another factory blob.
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else if(locate(/obj/structure/blob/core) in range(temp, 1) )
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potential_blobs -= temp // Don't take up the core's shield spot.
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else if(!istype(temp, /obj/structure/blob/normal))
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potential_blobs -= temp // Not a normal blob.
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else
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B = temp
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break
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CHECK_TICK
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if(B)
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forceMove(B.loc)
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return createSpecial(60, /obj/structure/blob/factory, 7, 1, B.loc)
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/mob/observer/blob/verb/create_node()
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set category = "Blob"
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set name = "Create Node Blob (100)"
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set desc = "Create a node, which will expand blobs around it, and power nearby factory and resource blobs."
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if(!blob_type.can_build_nodes)
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return FALSE
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createSpecial(100, /obj/structure/blob/node, 5, 0)
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/mob/observer/blob/verb/auto_node()
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set category = "Blob"
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set name = "Auto Node Blob (100)"
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set desc = "Automatically places a node blob at a sufficent distance."
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if(!blob_type.can_build_nodes)
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return FALSE
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var/obj/structure/blob/B = null
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var/list/potential_blobs = blobs.Copy()
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while(potential_blobs.len)
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var/obj/structure/blob/temp = pick(potential_blobs)
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if(locate(/obj/structure/blob/node) in range(temp, 5) )
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potential_blobs -= temp
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else if(locate(/obj/structure/blob/core) in range(temp, 5) )
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potential_blobs -= temp
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else if(!istype(temp, /obj/structure/blob/normal))
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potential_blobs -= temp
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else
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B = temp
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break
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CHECK_TICK
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if(B)
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forceMove(B.loc)
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return createSpecial(100, /obj/structure/blob/node, 5, 0, B.loc)
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/mob/observer/blob/verb/expand_blob_power()
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set category = "Blob"
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set name = "Expand/Attack Blob (4)"
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set desc = "Attempts to create a new blob in this tile. If the tile isn't clear, instead attacks it, damaging mobs and objects."
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var/turf/T = get_turf(src)
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expand_blob(T)
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/mob/observer/blob/proc/expand_blob(turf/T)
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var/obj/structure/blob/B = null
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var/turf/other_T = null
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for(var/direction in cardinal)
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other_T = get_step(T, direction)
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if(other_T)
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B = locate(/obj/structure/blob) in other_T
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if(B)
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break
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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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return
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if(!can_buy(4))
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return
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B.expand(T)
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/mob/observer/blob/verb/auto_attack()
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set category = "Blob"
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set name = "Auto Attack (4)"
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set desc = "Automatically tries to kill whatever's attacking you."
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transport_core() // In-case the overmind wandered off somewhere else.
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var/list/potential_targets = list()
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for(var/mob/living/L in view(src))
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if(L.stat == DEAD)
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continue // Already dying or dead.
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if(L.faction == "blob")
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continue // No friendly fire.
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if(locate(/obj/structure/blob) in L.loc)
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continue // Already has a blob over them.
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var/obj/structure/blob/B = null
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for(var/direction in cardinal)
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var/turf/T = get_step(L, direction)
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B = locate(/obj/structure/blob) in T
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if(B)
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break
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if(!B)
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continue
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potential_targets += L
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if(potential_targets.len)
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var/mob/living/victim = pick(potential_targets)
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var/turf/T = get_turf(victim)
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expand_blob(T)
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545
code/modules/blob2/overmind/types.dm
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545
code/modules/blob2/overmind/types.dm
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@@ -0,0 +1,545 @@
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// There are different kinds of blobs, with different colors, properties, weaknesses, etc. This datum tells the blob objects what kind they are, without a million typepaths.
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/datum/blob_type
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var/name = "base blob"
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var/desc = "This shouldn't exist." // Shown on examine.
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var/effect_desc = "This does nothing special." // For examine panel.
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var/ai_desc = "default" // Shown when examining the overmind.
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var/difficulty = BLOB_DIFFICULTY_EASY // A rough guess on how hard a blob is to kill.
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// When a harder blob spawns by event, the crew is given more information than usual from the announcement.
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var/color = "#FFFFFF" // The actual blob's color.
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var/complementary_color = "#000000" //a color that's complementary to the normal blob color. Blob mobs are colored in this.
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var/attack_message = "The blob attacks you" // Base message the mob gets when blob_act() gets called on them by the blob. An exclaimation point is added to the end.
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var/attack_message_living = null // Appended to attack_message, if the target fails isSynthetic() check.
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var/attack_message_synth = null // Ditto, but if they pass isSynthetic().
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var/attack_verb = "attacks" // Used for the visible_message(), as the above is shown to the mob getting hit directly.
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// Format is '\The [blob name] [attack_verb] [victim]!' E.g. 'The explosive lattice blasts John Doe!'
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var/damage_type = BRUTE // What kind of damage to do to living mobs via blob_act()
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var/armor_check = "melee" // What armor to check for when blob_act()-ing living mobs.
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var/armor_pen = 0 // How much armor to penetrate(ignore) when attacking via blob_act().
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var/damage_lower = 30 // Lower bound for amount of damage to do for attacks.
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var/damage_upper = 40 // Upper bound.
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var/brute_multiplier = 0.5 // Adjust to make blobs stonger or weaker against brute damage.
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var/burn_multiplier = 1.0 // Ditto, for burns.
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var/spread_modifier = 0.5 // A multipler on how fast the blob should naturally spread from the core and nodes.
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var/slow_spread_with_size = TRUE // Blobs that get really huge will slow down in expansion.
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var/ai_aggressiveness = 10 // Probability of the blob AI attempting to attack someone next to the blob, independant of the attacks from node/core pulsing.
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var/can_build_factories = FALSE // Forbids this blob type from building factories. Set to true to enable.
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var/can_build_resources = FALSE // Ditto, for resource blobs.
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var/can_build_nodes = TRUE // Ditto, for nodes.
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var/spore_type = /mob/living/simple_animal/hostile/blob/spore
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// Called when a blob receives damage. This needs to return the final damage or blobs will be immortal.
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/datum/blob_type/proc/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
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return damage
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// Called when a blob dies due to integrity depletion. Not called if deleted by other means.
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/datum/blob_type/proc/on_death(var/obj/structure/blob/B)
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return
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// Called when a blob expands onto another tile.
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/datum/blob_type/proc/on_expand(var/obj/structure/blob/B, var/obj/structure/blob/new_B, var/turf/T, var/mob/observer/blob/O)
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return
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// Called when blob_act() is called on a living mob.
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/datum/blob_type/proc/on_attack(var/obj/structure/blob/B, var/mob/living/victim, var/def_zone)
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return
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// Called when the blob is pulsed by a node or the core.
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/datum/blob_type/proc/on_pulse(var/obj/structure/blob/B)
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return
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// Called when hit by EMP.
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/datum/blob_type/proc/on_emp(obj/structure/blob/B, severity)
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return
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// Called when hit by water.
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/datum/blob_type/proc/on_water(obj/structure/blob/B, amount)
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return
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// Spore things
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/datum/blob_type/proc/on_spore_death(mob/living/simple_animal/hostile/blob/spore/S)
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return
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// Subtypes
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||||
// Super fast spreading, but weak to EMP.
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/datum/blob_type/grey_goo
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name = "grey tide"
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desc = "A swarm of self replicating nanomachines. Extremely illegal and dangerous, the EIO was meant to prevent this from showing up a second time."
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effect_desc = "Spreads much faster than average, but is harmed greatly by electromagnetic pulses."
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ai_desc = "genocidal"
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difficulty = BLOB_DIFFICULTY_SUPERHARD // Fastest spread of them all and has snowballing capabilities.
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color = "#888888"
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complementary_color = "#CCCCCC"
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spread_modifier = 1.0
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||||
slow_spread_with_size = FALSE
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ai_aggressiveness = 80
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can_build_resources = TRUE
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attack_message = "The tide tries to shallow you"
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attack_message_living = ", and you feel your skin dissolve"
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||||
attack_message_synth = ", and your external plating dissolves"
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||||
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/datum/blob_type/grey_goo/on_emp(obj/structure/blob/B, severity)
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B.adjust_integrity(-(20 / severity))
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||||
|
||||
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||||
// A blob meant to be fought like a fire.
|
||||
/datum/blob_type/blazing_oil
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||||
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
|
||||
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)
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
|
||||
// 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
|
||||
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)
|
||||
|
||||
|
||||
// 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_animal/hostile/blob/spore/infesting
|
||||
|
||||
/datum/blob_type/fungal_bloom/on_spore_death(mob/living/simple_animal/hostile/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>")
|
||||
|
||||
// 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_animal/hostile/blob/spore/weak
|
||||
|
||||
/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_animal/hostile/blob/S = new spore_type(T)
|
||||
S.overmind = O
|
||||
S.update_icons()
|
||||
O.blob_mobs.Add(S)
|
||||
|
||||
/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_animal/hostile/blob/S = new spore_type(get_turf(B))
|
||||
B.visible_message("<span class='danger'>A spore floats free from the [name]!</span>")
|
||||
S.overmind = B.overmind
|
||||
S.update_icons()
|
||||
B.overmind.blob_mobs.Add(S)
|
||||
|
||||
|
||||
// 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
|
||||
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"
|
||||
|
||||
// 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)
|
||||
..()
|
||||
|
||||
|
||||
// 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/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
|
||||
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)
|
||||
|
||||
// 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
|
||||
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 = 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)
|
||||
|
||||
// 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"
|
||||
|
||||
/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)
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
|
||||
// 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, B))
|
||||
if(prob(probability))
|
||||
T.wet_floor()
|
||||
for(var/atom/movable/AM in T)
|
||||
AM.water_act(2)
|
||||
|
||||
|
||||
// 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)
|
||||
radiation_repository.radiate(B, 200)
|
||||
Reference in New Issue
Block a user