//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 / fire_resist, 0, 4 - fire_resist)
if(damage)
health -= damage
update_icon()
/obj/effect/blob/proc/Life()
return
/obj/effect/blob/proc/PulseAnimation()
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(var/pulse = 0, var/origin_dir = 0)//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)//No blob here so try and expand
return
B.Pulse((pulse+1),get_dir(src.loc,T))
return
return
/obj/effect/blob/proc/run_action()
return 0
/obj/effect/blob/proc/expand(var/turf/T = null, var/prob = 1)
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.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)
var/damage = 150
health -= ((damage/brute_resist) - (severity * 5))
update_icon()
return
/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
..()
switch(Proj.damage_type)
if(BRUTE)
health -= (Proj.damage/brute_resist)
if(BURN)
health -= (Proj.damage/fire_resist)
update_icon()
return 0
/obj/effect/blob/Crossed(var/mob/living/L)
..()
L.blob_act()
/obj/effect/blob/attackby(var/obj/item/weapon/W, var/mob/user)
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("The [src.name] has been attacked with \the [W][(user ? " by [user]" : "")]!")
var/damage = 0
switch(W.damtype)
if("fire")
damage = (W.force / max(src.fire_resist,1))
if(istype(W, /obj/item/weapon/weldingtool))
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
if("brute")
damage = (W.force / max(src.brute_resist,1))
health -= damage
update_icon()
return
/obj/effect/blob/attack_animal(mob/living/simple_animal/M as mob)
M.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("The [src.name] has been attacked by \the [M]!")
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
if(!damage) // Avoid divide by zero errors
return
damage /= max(src.brute_resist, 1)
health -= damage
update_icon()
return
/obj/effect/blob/proc/change_to(var/type)
if(!ispath(type))
ERROR("[type] is an invalid type for the blob.")
new type(src.loc)
qdel(src)
/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")
*/