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Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

230 lines
8.9 KiB
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/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 <b>crowbar</b> to open a beehive, and then retrieve the frames from inside with an open hand."
. += "You can populate a beehive using a <b>bee pack</b>, and review the status of the hive inside with a <b>plant analyzer</b>."
. += "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 <b>screwdriver</b>."
/obj/structure/machinery/beehive/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
. += SPAN_NOTICE("\The [src] is holding <b>[frames]/[maxFrames]</b> 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 <b>open</b>. The bees can't grow and produce honey until it's <b>closed!</b>"))
. += 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 <b>[bee_count ? "[round(bee_count)]% full" : "empty"]</b>.[bee_count > 90 ? " Colony is ready to split." : ""]"))
if(frames)
to_chat(user, SPAN_NOTICE("<b>[frames]</b> frames installed, <b>[round(honeycombs / 100)]</b> filled."))
if(honeycombs < frames * 100)
to_chat(user, SPAN_NOTICE("In-progress frame is <b>[round(honeycombs % 100)]%</b> full."))
else
to_chat(user, SPAN_NOTICE("No frames installed."))
if(smoked)
to_chat(user, SPAN_NOTICE("The hive is <b>smoked</b>."))
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