Files
Aurora.3/code/modules/hydroponics/beekeeping/net.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

145 lines
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Plaintext

/obj/item/weapon/bee_net
name = "bee net"
desc = "For catching rogue bees."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "bee_net"
item_state = "bedsheet"
w_class = 3
var/caught_bees = 0
var/feralbees
/obj/item/weapon/bee_net/examine(var/mob/user)
..()
if (caught_bees)
user << span("notice", "It contains [caught_bees] bees")
else
user << span("notice", "It is empty")
/obj/item/weapon/bee_net/attack_self(mob/user as mob)
var/turf/T = get_step(get_turf(user), user.dir)
for(var/mob/living/simple_animal/bee/B in T)
capture_bees(B, user)
break
..()
/obj/item/weapon/bee_net/resolve_attackby(atom/A, mob/user)
if (istype(A, /turf))
var/turf/T = A
for(var/mob/living/simple_animal/bee/B in T)
capture_bees(B, user)
return 1
else if (istype(A, /mob/living/simple_animal/bee))
capture_bees(A, user)
return 1
else if (istype(A, /obj/machinery/beehive) && caught_bees)
deposit_bees(A, user)
return 1
..()
/obj/item/weapon/bee_net/proc/capture_bees(var/mob/living/simple_animal/bee/target, var/mob/living/user)
if (user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN*2)//make it harder to spamclick bees into submission
user.do_attack_animation(target)
//Instead of a hard limit on bee storage, a chance of critical failure equal to the number of contained bees
if (caught_bees)
if (prob(caught_bees))
user.visible_message(span("danger","[user] fails at capturing bees and spills their overstuffed net."),span("danger","All the bees break free of your overstuffed net!"))
empty_bees()
return
var/success = 0
if(target.feral <= 0)
success = 1//Caught em all
else if (prob((target.feral*2)+15))
success = 0//Missed and made them mad
else
success = rand()+0.2//Caught some of them
success = min(success, 1)
switch(success)
if (1)
user.visible_message(span("notice","[user] scoops up the bees."),span("notice","You scoop up [target.strength] of the docile bees."))
caught_bees += target.strength
target.strength = 0
qdel(target)
if (0)
user.visible_message(span("danger","[user] swings at some angry bees, they don't seem to like it."),span("danger","You swing at some angry bees, and just manage to make them madder"))
target.feral = 5
target.target_mob = user
else
var/delta = round((target.strength*success), 1)
delta = min(max(delta, 1), target.strength)
if (delta >= target.strength)
user.visible_message(span("warning","[user] scoops up the angry bees."),span("warning","You all [delta] of the angry bees, lucky!"))
else
user.visible_message(span("warning","[user] nets a couple of bees."),span("warning","You catch [delta] of the angry bees, others slip through your net"))
caught_bees += delta
target.strength -= delta
feralbees = 1
if (target.strength <= 0)
qdel(target)
if (!QDELETED(target))
target.update_icons()
/obj/item/weapon/bee_net/proc/deposit_bees(var/obj/machinery/beehive/newhome, var/mob/user)
if (!newhome.closed)
var/delta = min(100 - newhome.bee_count, caught_bees)
newhome.bee_count += delta
caught_bees -= delta
if (caught_bees <= 0)
feralbees = 0
user.visible_message(span("notice","[user] deposits [delta] bees into the hive."),span("notice","You deposit [delta] bees into the hive."))
newhome.update_icon()
else
user << span("warning", "You'll have to open the lid before you can place bees inside")
/obj/item/weapon/bee_net/verb/empty_bees()
set src in usr
set name = "Empty bee net"
set category = "Object"
var/mob/living/carbon/M
if(iscarbon(usr))
M = usr
while(caught_bees > 0)
//release a few super massive swarms
while(caught_bees >= 5)
var/mob/living/simple_animal/bee/B = new(get_turf(src), null)
B.feral = 0
if (feralbees)
//Theyre only angry when they come out if any of them were angry when they went in
//Anger is contagious though
B.feral = 5
B.target_mob = M
B.strength = 6
B.update_icons()
caught_bees -= 6
//what's left over
var/mob/living/simple_animal/bee/B = new(get_turf(src), null)
B.strength = caught_bees
B.feral = 0
if (feralbees)
B.feral = 5
B.target_mob = M
B.update_icons()
caught_bees = 0
feralbees = 0