/obj/structure/blob/factory name = "factory blob" icon = 'icons/mob/blob.dmi' icon_state = "blob_factory" desc = "A thick spire of tendrils." obj_integrity = 200 max_integrity = 200 health_regen = 1 point_return = 25 var/list/spores = list() var/mob/living/simple_animal/hostile/blob/blobbernaut/naut = null var/max_spores = 3 var/spore_delay = 0 var/spore_cooldown = 80 //8 seconds between spores and after spore death /obj/structure/blob/factory/scannerreport() if(naut) return "It is currently sustaining a blobbernaut, making it fragile and unable to produce blob spores." return "Will produce a blob spore every few seconds." /obj/structure/blob/factory/Destroy() for(var/mob/living/simple_animal/hostile/blob/blobspore/spore in spores) if(spore.factory == src) spore.factory = null if(naut) naut.factory = null to_chat(naut, "Your factory was destroyed! You feel yourself dying!") naut.throw_alert("nofactory", /obj/screen/alert/nofactory) spores = null return ..() /obj/structure/blob/factory/Be_Pulsed() . = ..() if(naut) return if(spores.len >= max_spores) return if(spore_delay > world.time) return flick("blob_factory_glow", src) spore_delay = world.time + spore_cooldown var/mob/living/simple_animal/hostile/blob/blobspore/BS = new/mob/living/simple_animal/hostile/blob/blobspore(src.loc, src) if(overmind) //if we don't have an overmind, we don't need to do anything but make a spore BS.overmind = overmind BS.update_icons() overmind.blob_mobs.Add(BS)