Files
vgstation13/code/game/gamemodes/blob/theblob.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

222 lines
4.9 KiB
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//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'
icon_state = "blob"
luminosity = 3
desc = "Some blob creature thingy"
density = 1
opacity = 0
anchored = 1
var/active = 1
var/health = 30
var/brute_resist = 4
var/fire_resist = 1
var/blob_type = "blob"
/*Types
Blob
Node
Core
Factory
Shield
*/
New(loc, var/h = 30)
blobs += src
src.health = h
src.dir = pick(1,2,4,8)
src.update_icon()
..(loc)
return
Del()
blobs -= src
..()
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
return 0
process()
spawn(-1)
Life()
return
proc/Pulse(var/pulse = 0, var/origin_dir = 0)//Todo: Fix spaceblob expand
set background = 1
if(!istype(src,/obj/effect/blob/core) && !istype(src,/obj/effect/blob/node))//Ill put these in the children later
if(run_action())//If we can do something here then we dont need to pulse more
return
if(!istype(src,/obj/effect/blob/shield) && !istype(src,/obj/effect/blob/core) && !istype(src,/obj/effect/blob/node) && (pulse <= 2) && (prob(30)))
change_to("Shield")
return
if(pulse > 20) 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
proc/run_action()
return 0
proc/Life()
update_icon()
if(run_action())
return 1
return 0
/* temperature_expose(datum/gas_mixture/air, temperature, volume) Blob is currently fireproof
if(temperature > T0C+200)
health -= 0.01 * temperature
update()
*/
proc/expand(var/turf/T = null)
if(!prob(health)) 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/B = new /obj/effect/blob(src.loc, min(src.health, 30))
if(T.Enter(B,src))//Attempt to move into the tile
B.loc = T
else
T.blob_act()//If we cant move in hit the turf
del(B)
for(var/atom/A in T)//Hit everything in the turf
A.blob_act()
return 1
ex_act(severity)
var/damage = 50
switch(severity)
if(1)
src.health -= rand(100,120)
if(2)
src.health -= rand(60,100)
if(3)
src.health -= rand(20,60)
health -= (damage/brute_resist)
update_icon()
return
update_icon()//Needs to be updated with the types
if(health <= 0)
playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
del(src)
return
if(health <= 15)
icon_state = "blob_damaged"
return
// if(health <= 20)
// icon_state = "blob_damaged2"
// return
bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
switch(Proj.damage_type)
if(BRUTE)
health -= (Proj.damage/brute_resist)
if(BURN)
health -= (Proj.damage/fire_resist)
update_icon()
return 0
attackby(var/obj/item/weapon/W, var/mob/user)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("\red <B>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
proc/change_to(var/type = "Normal")
switch(type)
if("Normal")
new/obj/effect/blob(src.loc,src.health)
if("Node")
new/obj/effect/blob/node(src.loc,src.health*2)
if("Factory")
new/obj/effect/blob/factory(src.loc,src.health)
if("Shield")
new/obj/effect/blob/shield(src.loc,src.health*2)
del(src)
return
//////////////////////////////****IDLE BLOB***/////////////////////////////////////
/obj/effect/blob/idle
name = "blob"
desc = "it looks... tasty"
icon_state = "blobidle0"
New(loc, var/h = 10)
src.health = h
src.dir = pick(1,2,4,8)
src.update_idle()
proc/update_idle()
if(health<=0)
del(src)
return
if(health<4)
icon_state = "blobc0"
return
if(health<10)
icon_state = "blobb0"
return
icon_state = "blobidle0"
Del()
var/obj/effect/blob/B = new /obj/effect/blob( src.loc )
spawn(30)
B.Life()
..()