Merge pull request #5573 from Mechoid/Blob2_Revenge_Of_The_Blob

More Blob modularity / Event-Manager compatability, Nests.
This commit is contained in:
Atermonera
2018-09-18 11:11:51 -07:00
committed by GitHub
15 changed files with 349 additions and 50 deletions

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@@ -51,6 +51,15 @@ var/list/blobs = list()
return TRUE
if(istype(mover) && mover.checkpass(PASSBLOB))
return TRUE
else if(istype(mover, /mob/living))
var/mob/living/L = mover
if(L.faction == "blob")
return TRUE
else if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer && P.firer.faction == "blob")
return TRUE
return FALSE
else
return FALSE
// return ..()
@@ -248,6 +257,9 @@ var/list/blobs = list()
if(!P)
return
if(P.firer && P.firer.faction == "blob")
return
var/damage = P.get_structure_damage() // So tasers don't hurt the blob.
if(!damage)
return

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@@ -38,6 +38,9 @@ var/list/blob_cores = list()
/obj/structure/blob/core/grey_goo
desired_blob_type = /datum/blob_type/grey_goo
/obj/structure/blob/core/fabrication_swarm
desired_blob_type = /datum/blob_type/fabrication_swarm
/obj/structure/blob/core/electromagnetic_web
desired_blob_type = /datum/blob_type/electromagnetic_web
@@ -71,6 +74,9 @@ var/list/blob_cores = list()
/obj/structure/blob/core/radioactive_ooze
desired_blob_type = /datum/blob_type/radioactive_ooze
/obj/structure/blob/core/volatile_alluvium
desired_blob_type = /datum/blob_type/volatile_alluvium
/obj/structure/blob/core/classic
desired_blob_type = /datum/blob_type/classic

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@@ -16,8 +16,10 @@
/obj/structure/blob/factory/Destroy()
for(var/mob/living/simple_animal/hostile/blob/spore/spore in spores)
if(spore.factory == src)
if(istype(spore) && spore.factory == src)
spore.factory = null
else
spore.nest = null
spores = null
return ..()
@@ -32,6 +34,21 @@
var/mob/living/simple_animal/hostile/blob/spore/S = null
if(overmind)
S = new overmind.blob_type.spore_type(src.loc, src)
S.overmind = overmind
S.faction = "blob"
if(istype(S))
S.overmind = overmind
overmind.blob_mobs.Add(S)
if(overmind.blob_type.ranged_spores)
S.ranged = TRUE
S.projectiletype = overmind.blob_type.spore_projectile
S.projectilesound = overmind.blob_type.spore_firesound
S.shoot_range = overmind.blob_type.spore_range
else //Other mobs don't add themselves in New. Ew.
S.nest = src
spores += S
S.update_icons()
overmind.blob_mobs.Add(S)
/obj/structure/blob/factory/sluggish // Capable of producing MORE spores, but quite a bit slower than normal.
name = "sluggish factory blob"
max_spores = 4
spore_cooldown = 16 SECONDS

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@@ -7,6 +7,7 @@
max_integrity = 40
point_return = 15
var/resource_delay = 0
var/resource_cooldown = 4 SECONDS
/obj/structure/blob/resource/New(var/newloc, var/new_overmind)
..(newloc, new_overmind)
@@ -25,6 +26,12 @@
flick("blob_resource_glow", src)
if(overmind)
overmind.add_points(1)
resource_delay = world.time + 4 SECONDS + (overmind.resource_blobs.len * 2.5) //4 seconds plus a quarter second for each resource blob the overmind has
resource_delay = world.time + resource_cooldown + (overmind.resource_blobs.len * 2.5) //4 seconds plus a quarter second for each resource blob the overmind has
else
resource_delay = world.time + 4 SECONDS
resource_delay = world.time + resource_cooldown
/obj/structure/blob/resource/sluggish // Tankier, but really slow.
name = "sluggish resource blob"
desc = "A thin spire of occasionally convulsing tendrils."
max_integrity = 80
resource_cooldown = 8 SECONDS

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@@ -94,4 +94,4 @@ var/list/overminds = list()
if(blob_points >= 100)
if(!auto_factory() && !auto_resource())
auto_node()
auto_node()

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@@ -45,7 +45,7 @@
create_shield()
/mob/observer/blob/proc/create_shield(turf/T)
createSpecial(15, /obj/structure/blob/shield, 0, 0, T)
createSpecial(15, blob_type.shield_type, 0, 0, T)
/mob/observer/blob/verb/create_resource()
set category = "Blob"
@@ -55,7 +55,7 @@
if(!blob_type.can_build_resources)
return FALSE
createSpecial(40, /obj/structure/blob/resource, 4, 1)
createSpecial(40, blob_type.resource_type, 4, 1)
/mob/observer/blob/verb/auto_resource()
set category = "Blob"
@@ -85,7 +85,7 @@
if(B)
forceMove(B.loc)
return createSpecial(40, /obj/structure/blob/resource, 4, 1, B.loc)
return createSpecial(40, blob_type.resource_type, 4, 1, B.loc)
/mob/observer/blob/verb/create_factory()
@@ -96,7 +96,7 @@
if(!blob_type.can_build_factories)
return FALSE
createSpecial(60, /obj/structure/blob/factory, 7, 1)
createSpecial(60, blob_type.factory_type, 7, 1)
/mob/observer/blob/verb/auto_factory()
set category = "Blob"
@@ -126,7 +126,7 @@
if(B)
forceMove(B.loc)
return createSpecial(60, /obj/structure/blob/factory, 7, 1, B.loc)
return createSpecial(60, blob_type.factory_type, 7, 1, B.loc)
@@ -138,7 +138,7 @@
if(!blob_type.can_build_nodes)
return FALSE
createSpecial(100, /obj/structure/blob/node, 5, 0)
createSpecial(100, blob_type.node_type, 5, 0)
/mob/observer/blob/verb/auto_node()
set category = "Blob"
@@ -166,7 +166,7 @@
if(B)
forceMove(B.loc)
return createSpecial(100, /obj/structure/blob/node, 5, 0, B.loc)
return createSpecial(100, blob_type.node_type, 5, 0, B.loc)

View File

@@ -33,6 +33,15 @@
var/can_build_nodes = TRUE // Ditto, for nodes.
var/spore_type = /mob/living/simple_animal/hostile/blob/spore
var/ranged_spores = FALSE // For proper spores of the type above.
var/spore_firesound = 'sound/effects/slime_squish.ogg'
var/spore_range = 7 // The range the spore can fire.
var/spore_projectile = /obj/item/projectile/energy/blob
var/factory_type = /obj/structure/blob/factory
var/resource_type = /obj/structure/blob/resource
var/node_type = /obj/structure/blob/node
var/shield_type = /obj/structure/blob/shield
// Called when a blob receives damage. This needs to return the final damage or blobs will be immortal.
/datum/blob_type/proc/on_received_damage(var/obj/structure/blob/B, damage, damage_type)
@@ -82,13 +91,49 @@
slow_spread_with_size = FALSE
ai_aggressiveness = 80
can_build_resources = TRUE
attack_message = "The tide tries to shallow you"
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))
// 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_animal/hostile/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))
// A blob meant to be fought like a fire.
/datum/blob_type/blazing_oil
@@ -218,17 +263,23 @@
/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
if(istype(S))
S.overmind = O
O.blob_mobs.Add(S)
else
S.faction = "blob"
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
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()
B.overmind.blob_mobs.Add(S)
// Auto-retaliates against melee attacks. Weak to projectiles.
@@ -542,4 +593,52 @@
attack_verb = "splashes"
/datum/blob_type/radioactive_ooze/on_pulse(var/obj/structure/blob/B)
radiation_repository.radiate(B, 200)
radiation_repository.radiate(B, 200)
/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_animal/hostile/blob/spore/weak
ranged_spores = TRUE
spore_range = 3
spore_projectile = /obj/item/projectile/energy/blob/splattering
factory_type = /obj/structure/blob/factory/sluggish
resource_type = /obj/structure/blob/resource/sluggish
/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 * 2
B.adjust_integrity(-(damage))
if(B && prob(damage))
B.visible_message("<span class='danger'>The [name] begins to crumble!</span>")

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@@ -1,3 +1,11 @@
/mob/living/death()
clear_fullscreens()
. = ..()
if(nest) //Ew.
if(istype(nest, /obj/structure/prop/nest))
var/obj/structure/prop/nest/N = nest
N.remove_creature(src)
if(istype(nest, /obj/structure/blob/factory))
var/obj/structure/blob/factory/F = nest
F.spores -= src
nest = null
. = ..()

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@@ -19,6 +19,14 @@
/mob/living/Destroy()
dsoverlay.loc = null //I'll take my coat with me
dsoverlay = null
if(nest) //Ew.
if(istype(nest, /obj/structure/prop/nest))
var/obj/structure/prop/nest/N = nest
N.remove_creature(src)
if(istype(nest, /obj/structure/blob/factory))
var/obj/structure/blob/factory/F = nest
F.spores -= src
nest = null
if(buckled)
buckled.unbuckle_mob(src, TRUE)
return ..()
@@ -177,6 +185,11 @@ default behaviour is:
return
return
/mob/living/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/structure/blob) && faction == "blob") //Blobs should ignore things on their faction.
return TRUE
return ..()
/mob/living/verb/succumb()
set hidden = 1
if ((src.health < 0 && src.health > (5-src.getMaxHealth()))) // Health below Zero but above 5-away-from-death, as before, but variable
@@ -942,40 +955,41 @@ default behaviour is:
else
to_chat(src, "<span class='warning'>You feel nauseous...</span>")
if(!skip_wait)
sleep(150) //15 seconds until second warning
to_chat(src, "<span class='warning'>You feel like you are about to throw up!</span>")
sleep(100) //and you have 10 more for mad dash to the bucket
spawn()
if(!skip_wait)
sleep(150) //15 seconds until second warning
to_chat(src, "<span class='warning'>You feel like you are about to throw up!</span>")
sleep(100) //and you have 10 more for mad dash to the bucket
//Damaged livers cause you to vomit blood.
if(!blood_vomit)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(!H.isSynthetic())
var/obj/item/organ/internal/liver/L = H.internal_organs_by_name["liver"]
if(L.is_broken())
blood_vomit = 1
//Damaged livers cause you to vomit blood.
if(!blood_vomit)
if(ishuman(src))
var/mob/living/carbon/human/H = src
if(!H.isSynthetic())
var/obj/item/organ/internal/liver/L = H.internal_organs_by_name["liver"]
if(L.is_broken())
blood_vomit = 1
Stun(5)
src.visible_message("<span class='warning'>[src] throws up!</span>","<span class='warning'>You throw up!</span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
Stun(5)
src.visible_message("<span class='warning'>[src] throws up!</span>","<span class='warning'>You throw up!</span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/turf/simulated/T = get_turf(src) //TODO: Make add_blood_floor remove blood from human mobs
if(istype(T))
if(blood_vomit)
T.add_blood_floor(src)
else
T.add_vomit_floor(src, 1)
var/turf/simulated/T = get_turf(src) //TODO: Make add_blood_floor remove blood from human mobs
if(istype(T))
if(blood_vomit)
T.add_blood_floor(src)
if(getBruteLoss() < 50)
adjustBruteLoss(3)
else
T.add_vomit_floor(src, 1)
nutrition -= 40
adjustToxLoss(-3)
if(blood_vomit)
if(getBruteLoss() < 50)
adjustBruteLoss(3)
else
nutrition -= 40
adjustToxLoss(-3)
sleep(350)
lastpuke = 0
spawn(350)
lastpuke = 0
/mob/living/update_canmove()
if(!resting && cannot_stand() && can_stand_overridden())

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@@ -163,7 +163,7 @@
..()
/mob/living/blob_act(var/obj/structure/blob/B)
if(stat == DEAD)
if(stat == DEAD || faction == "blob")
return
var/damage = rand(30, 40)

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@@ -56,6 +56,8 @@
var/see_invisible_default = SEE_INVISIBLE_LIVING
var/nest //Not specific, because a Nest may be the prop nest, or blob factory in this case.
var/list/hud_list //Holder for health hud, status hud, wanted hud, etc (not like inventory slots)
var/has_huds = FALSE //Whether or not we should bother initializing the above list

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@@ -1361,6 +1361,8 @@
// if (!istype(target, /turf))
// qdel(A)
// return
A.firer = src
A.launch(target)
return

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@@ -0,0 +1,63 @@
/obj/item/projectile/energy/blob //Not super strong.
name = "spore"
icon_state = "declone"
damage = 3
armor_penetration = 40
damage_type = BRUTE
check_armour = "melee"
pass_flags = PASSTABLE | PASSBLOB
fire_sound = 'sound/effects/slime_squish.ogg'
var/splatter = FALSE // Will this make a cloud of reagents?
var/splatter_volume = 5 // The volume of its chemical container, for said cloud of reagents.
var/list/my_chems = list("mold")
/obj/item/projectile/energy/blob/splattering
splatter = TRUE
/obj/item/projectile/energy/blob/New()
if(splatter)
create_reagents(splatter_volume)
ready_chemicals()
..()
/obj/item/projectile/energy/blob/Destroy()
qdel(reagents)
reagents = null
..()
/obj/item/projectile/energy/blob/on_impact(var/atom/A)
var/turf/location = get_turf(src)
var/datum/effect/effect/system/smoke_spread/chem/S = new /datum/effect/effect/system/smoke_spread/chem
S.attach(location)
S.set_up(reagents, splatter_volume, 0, location)
playsound(location, 'sound/effects/slime_squish.ogg', 30, 1, -3)
spawn(0)
S.start()
..()
/obj/item/projectile/energy/blob/proc/ready_chemicals()
if(reagents)
var/reagent_vol = (round((splatter_volume / my_chems.len) * 100) / 100) //Cut it at the hundreds place, please.
for(var/reagent in my_chems)
reagents.add_reagent(reagent, reagent_vol)
/obj/item/projectile/energy/blob/toxic
damage_type = TOX
check_armour = "bio"
my_chems = list("amatoxin")
/obj/item/projectile/energy/blob/toxic/splattering
splatter = TRUE
/obj/item/projectile/energy/blob/acid
damage_type = BURN
check_armour = "bio"
my_chems = list("sacid", "mold")
/obj/item/projectile/energy/blob/acid/splattering
splatter = TRUE
/obj/item/projectile/energy/blob/combustible
splatter = TRUE
flammability = 0.25
my_chems = list("fuel", "mold")