//I will need to recode parts of this but I am way too tired atm
/obj/effect/blob
name = "blob"
icon = 'icons/mob/blob.dmi'
luminosity = 3
desc = "Some blob creature thingy"
density = 0
opacity = 0
anchored = 1
var/health = 30
var/health_timestamp = 0
var/brute_resist = 4
var/fire_resist = 1
/obj/effect/blob/New(loc)
blobs += src
src.dir = pick(1, 2, 4, 8)
src.update_icon()
..(loc)
for(var/atom/A in loc)
A.blob_act()
return
/obj/effect/blob/Destroy()
blobs -= src
if(isturf(loc)) //Necessary because Expand() is retarded and spawns a blob and then deletes it
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
..()
/obj/effect/blob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0) return 1
if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
return 0
/obj/effect/blob/process()
Life()
return
/obj/effect/blob/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/damage = Clamp(0.01 * exposed_temperature, 0, 4)
take_damage(damage, BURN)
/obj/effect/blob/proc/Life()
return
/obj/effect/blob/proc/PulseAnimation()
if(!istype(src, /obj/effect/blob/core) || !istype(src, /obj/effect/blob/node))
flick("[icon_state]_glow", src)
return
/obj/effect/blob/proc/RegenHealth()
// All blobs heal over time when pulsed, but it has a cool down
if(health_timestamp > world.time)
return 0
if(health < initial(health))
health++
update_icon()
health_timestamp = world.time + 10 // 1 seconds
/obj/effect/blob/proc/Pulse(pulse = 0, origin_dir = 0, a_color)//Todo: Fix spaceblob expand
set background = BACKGROUND_ENABLED
PulseAnimation()
RegenHealth()
if(run_action())//If we can do something here then we dont need to pulse more
return
if(pulse > 30)
return//Inf loop check
//Looking for another blob to pulse
var/list/dirs = list(1,2,4,8)
dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
for(var/i = 1 to 4)
if(!dirs.len) break
var/dirn = pick(dirs)
dirs.Remove(dirn)
var/turf/T = get_step(src, dirn)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
expand(T,1,a_color)//No blob here so try and expand
return
B.adjustcolors(a_color)
B.Pulse((pulse+1),get_dir(src.loc,T), a_color)
return
return
/obj/effect/blob/proc/run_action()
return 0
/obj/effect/blob/proc/expand(turf/T = null, prob = 1, a_color)
if(prob && !prob(health)) return
if(istype(T, /turf/space) && prob(75)) return
if(!T)
var/list/dirs = list(1,2,4,8)
for(var/i = 1 to 4)
var/dirn = pick(dirs)
dirs.Remove(dirn)
T = get_step(src, dirn)
if(!(locate(/obj/effect/blob) in T)) break
else T = null
if(!T) return 0
var/obj/effect/blob/normal/B = new /obj/effect/blob/normal(src.loc, min(src.health, 30))
B.color = a_color
B.density = 1
if(T.Enter(B,src))//Attempt to move into the tile
B.density = initial(B.density)
B.loc = T
else
T.blob_act()//If we cant move in hit the turf
B.loc = null //So we don't play the splat sound, see Destroy()
qdel(B)
for(var/atom/A in T)//Hit everything in the turf
A.blob_act()
return 1
/obj/effect/blob/ex_act(severity, target)
..()
var/damage = 150 - 20 * severity
take_damage(damage, BRUTE)
/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
..()
take_damage(Proj.damage, Proj.damage_type)
return 0
/obj/effect/blob/Crossed(mob/living/L)
..()
L.blob_act()
/obj/effect/blob/attackby(obj/item/weapon/W, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("[user] has attacked the [src.name] with \the [W]!")
if(W.damtype == BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
take_damage(W.force, W.damtype)
/obj/effect/blob/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("\The [M] has attacked the [src.name]!")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
take_damage(damage, BRUTE)
return
/obj/effect/blob/attack_alien(mob/living/carbon/alien/humanoid/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
visible_message("[M] has slashed the [src.name]!")
var/damage = rand(15, 30)
take_damage(damage, BRUTE)
return
/obj/effect/blob/proc/take_damage(damage, damage_type)
if(!damage || damage_type == STAMINA) // Avoid divide by zero errors
return
switch(damage_type)
if(BRUTE)
damage /= max(brute_resist, 1)
if(BURN)
damage /= max(fire_resist, 1)
health -= damage
update_icon()
/obj/effect/blob/proc/change_to(type)
if(!ispath(type))
throw EXCEPTION("change_to(): invalid type for blob")
return
var/obj/effect/blob/B = new type(src.loc)
if(!istype(type, /obj/effect/blob/core) || !istype(type, /obj/effect/blob/node))
B.color = color
else
B.adjustcolors(color)
qdel(src)
/obj/effect/blob/proc/adjustcolors(a_color)
if(a_color)
color = a_color
return
/obj/effect/blob/examine(mob/user)
..()
user << "It looks like it's of a [get_chem_name()] kind."
return
/obj/effect/blob/proc/get_chem_name()
for(var/mob/camera/blob/B in mob_list)
if(lowertext(B.blob_reagent_datum.color) == lowertext(src.color)) // Goddamit why we use strings for these
return B.blob_reagent_datum.name
return "unknown"
/obj/effect/blob/normal
icon_state = "blob"
luminosity = 0
health = 21
/obj/effect/blob/normal/update_icon()
if(health <= 0)
qdel(src)
else if(health <= 15)
icon_state = "blob_damaged"
else
icon_state = "blob"
/* // Used to create the glow sprites. Remember to set the animate loop to 1, instead of infinite!
var/datum/blob_colour/B = new()
/datum/blob_colour/New()
..()
var/icon/I = 'icons/mob/blob.dmi'
I += rgb(35, 35, 0)
if(isfile("icons/mob/blob_result.dmi"))
fdel("icons/mob/blob_result.dmi")
fcopy(I, "icons/mob/blob_result.dmi")
*/