/obj/item/beehive_assembly name = "beehive assembly" desc = "Contains everything you need to build a beehive." icon = 'icons/obj/beekeeping.dmi' icon_state = "beehive_assembly" /obj/item/beehive_assembly/assembly_hints(mob/user, distance, is_adjacent) . += ..() . += "Use this on any unoccupied turf to place a beehive where you are standing." /obj/item/beehive_assembly/attack_self(var/mob/user) to_chat(user, SPAN_NOTICE("You start assembling \the [src]...")) if(do_after(user, 30)) user.visible_message(SPAN_NOTICE("\The [user] constructs a beehive."), SPAN_NOTICE("You construct a beehive.")) new /obj/structure/machinery/beehive(get_turf(user)) qdel(src) return /obj/structure/machinery/beehive name = "beehive" desc = "They make honey in these, allegedly." icon = 'icons/obj/beekeeping.dmi' icon_state = "beehive" density = TRUE anchored = TRUE var/closed = FALSE var/bee_count = 0 // Percent var/smoked = 0 // Timer var/honeycombs = 0 // Percent var/frames = 0 var/maxFrames = 5 var/list/owned_bee_swarms = list() /obj/structure/machinery/beehive/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "Use a crowbar to open a beehive, and then retrieve the frames from inside with an open hand." . += "You can populate a beehive using a bee pack, and review the status of the hive inside with a plant analyzer." . += "While occupied by bees and within several turfs of a growing plant, bees will increase the health of the adjacent plant. This can be particularly \ useful if you're low on fertiliser and need to keep your crops alive!" /obj/structure/machinery/beehive/disassembly_hints(mob/user, distance, is_adjacent) . += ..() . += "This can be dismantled with a screwdriver." /obj/structure/machinery/beehive/feedback_hints(mob/user, distance, is_adjacent) . += ..() . += SPAN_NOTICE("\The [src] is holding [frames]/[maxFrames] frames.") if(is_adjacent) if(bee_count) if(closed) . += FONT_SMALL(SPAN_NOTICE("You can hear buzzing from within \the [src].")) else . += FONT_SMALL(SPAN_WARNING("The lid is open. The bees can't grow and produce honey until it's closed!")) . += FONT_SMALL(SPAN_NOTICE("You can see bees buzzing around within \the [src].")) else if(closed) . += FONT_SMALL(SPAN_NOTICE("\The [src] lies silent.")) else . += FONT_SMALL(SPAN_NOTICE("You can see bees buzzing around within \the [src].")) if(honeycombs / 100 > 1) . += SPAN_NOTICE("\The [src] has a frame full of honeycombs which you can harvest.") /obj/structure/machinery/beehive/update_icon() ClearOverlays() icon_state = "beehive" if(closed) AddOverlays("lid") if(frames) AddOverlays("empty[frames]") if(honeycombs >= 100) AddOverlays("full[round(honeycombs / 100)]") if(!smoked) switch(bee_count) if(1 to 40) AddOverlays("bees1") if(41 to 80) AddOverlays("bees2") if(81 to 100) AddOverlays("bees3") /obj/structure/machinery/beehive/attackby(obj/item/attacking_item, mob/user) if(attacking_item.tool_behaviour == TOOL_CROWBAR) closed = !closed user.visible_message(SPAN_NOTICE("\The [user] [closed ? "closes" : "opens"] \the [src]."), SPAN_NOTICE("You [closed ? "close" : "open"] \the [src].")) update_icon() return else if(attacking_item.tool_behaviour == TOOL_WRENCH) anchored = !anchored user.visible_message(SPAN_NOTICE("\The [user] [anchored ? "wrenches" : "unwrenches"] \the [src]."), SPAN_NOTICE("You [anchored ? "wrench" : "unwrench"] \the [src].")) if(!smoked && !anchored && (bee_count > 10)) visible_message(SPAN_WARNING("The bees don't like their home being moved!")) release_bees(0.1, 5) return else if(istype(attacking_item, /obj/item/honey_frame)) if(closed) to_chat(user, SPAN_WARNING("You need to open \the [src] with a crowbar before inserting \the [attacking_item].")) return if(frames >= maxFrames) to_chat(user, SPAN_WARNING("\The [src] cannot fit more frames.")) return var/obj/item/honey_frame/H = attacking_item if(H.honey) to_chat(user, SPAN_WARNING("\The [attacking_item] is full with beeswax and honey, empty it into the extractor first.")) return frames++ user.visible_message(SPAN_NOTICE("\The [user] loads \the [attacking_item] into \the [src]."), SPAN_NOTICE("You load \the [attacking_item] into \the [src].")) update_icon() qdel(attacking_item) return else if(istype(attacking_item, /obj/item/bee_pack)) var/obj/item/bee_pack/B = attacking_item if(B.full && bee_count) to_chat(user, SPAN_WARNING("\The [B] is already full of bees.")) return if(!B.full && bee_count < 90) to_chat(user, SPAN_WARNING("The bees within \the [src] are not ready to split yet.")) return if(!B.full && !smoked) to_chat(user, SPAN_WARNING("The bees won't enter \the [B] without being smoked!")) return if(closed) to_chat(user, SPAN_WARNING("You need to open \the [src] with a crowbar before moving the bees.")) return if(B.full) user.visible_message(SPAN_NOTICE("\The [user] puts the queen and the bees from \the [B] into \the [src]."), SPAN_NOTICE("You put the queen and the bees from \the [B] into \the [src].")) bee_count = 20 B.empty() else user.visible_message(SPAN_NOTICE("\The [user] puts bees and larvae from \the [src] into \the [B]."), SPAN_NOTICE("You put puts bees and larvae from \the [src] into \the [B].")) bee_count /= 2 B.fill() update_icon() return else if(istype(attacking_item, /obj/item/analyzer/plant_analyzer)) to_chat(user, SPAN_NOTICE("Scan result of \the [src]:")) to_chat(user, SPAN_NOTICE("Beehive is [bee_count ? "[round(bee_count)]% full" : "empty"].[bee_count > 90 ? " Colony is ready to split." : ""]")) if(frames) to_chat(user, SPAN_NOTICE("[frames] frames installed, [round(honeycombs / 100)] filled.")) if(honeycombs < frames * 100) to_chat(user, SPAN_NOTICE("In-progress frame is [round(honeycombs % 100)]% full.")) else to_chat(user, SPAN_NOTICE("No frames installed.")) if(smoked) to_chat(user, SPAN_NOTICE("The hive is smoked.")) return else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) to_chat(user, SPAN_NOTICE("You start dismantling \the [src]. This will take a while...")) if(attacking_item.use_tool(src, user, 150, volume = 50)) user.visible_message(SPAN_NOTICE("\The [user] dismantles \the [src]."), SPAN_NOTICE("You dismantle \the [src].")) if(bee_count) visible_message(SPAN_WARNING("The bees are furious over the destruction of their home!")) release_bees(1, 30) new /obj/item/beehive_assembly(get_turf(src)) qdel(src) return /obj/structure/machinery/beehive/attack_hand(mob/user) if(!closed) if(honeycombs < 100) to_chat(user, SPAN_WARNING("There are no filled honeycombs.")) return if(!smoked && bee_count > 5) visible_message(SPAN_WARNING("The bees don't like their honey being taken!")) release_bees(0.2, 5) user.visible_message(SPAN_NOTICE("\The [user] starts taking the honeycombs out of \the [src]."), SPAN_NOTICE("You start taking the honeycombs out of \the [src]...")) while(honeycombs >= 100 && do_after(user, 30)) new /obj/item/honey_frame/filled(get_turf(src)) honeycombs -= 100 frames-- update_icon() if(honeycombs < 100) to_chat(user, SPAN_NOTICE("You take all filled honeycombs out.")) return /obj/structure/machinery/beehive/process() if(closed && !smoked && bee_count) pollinate_flowers() update_icon() else if (!closed && bee_count && prob(bee_count * 0.1)) //If the hive is opened, periodically release docile bees visible_message(SPAN_NOTICE("A few curious bees float out of the open beehive to buzz around.")) release_bees(0.1, 0, 3) smoked = max(0, smoked - 1) if(!smoked && bee_count) bee_count = min(bee_count * 1.004, 100) update_icon() /obj/structure/machinery/beehive/proc/pollinate_flowers() var/coef = bee_count *0.01 var/trays = 0 for(var/obj/structure/machinery/portable_atmospherics/hydroponics/H in view(7, src)) if(H.seed && !H.dead) H.health += 0.05 * coef H.yield_mod = min(10, H.yield_mod + coef) trays++ honeycombs = min(honeycombs + 0.12 * coef * min(trays, 5), frames * 100) /obj/structure/machinery/beehive/proc/release_bees(var/severity, var/angry, var/swarmsize = 6) if(bee_count < 1) return severity = clamp(severity, 0, 1) var/bees_to_release = bee_count * severity bees_to_release = round(bees_to_release, 1) bee_count -= bees_to_release var/list/spawn_turfs = list(get_turf(src)) for(var/T in orange(1, src)) if(istype(T, /turf/simulated/floor)) spawn_turfs += T while(bees_to_release > 0) while(bees_to_release > swarmsize) var/mob/living/simple_animal/bee/B = new(pick(spawn_turfs), src) B.feral = angry B.strength = swarmsize B.update_icon() bees_to_release -= swarmsize //what's left over var/mob/living/simple_animal/bee/B = new(pick(spawn_turfs), src) B.strength = bees_to_release B.icon_state = "bh_bees[B.strength]" B.feral = angry B.update_icon() bees_to_release = 0