//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") */