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Aurora.3/code/modules/hydroponics/beekeeping/beehive.dm
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00

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/obj/machinery/beehive
name = "beehive"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beehive"
density = 1
anchored = 1
var/closed = 0
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/machinery/beehive/update_icon()
cut_overlays()
icon_state = "beehive"
if(closed)
add_overlay("lid")
if(frames)
add_overlay("empty[frames]")
if(honeycombs >= 100)
add_overlay("full[round(honeycombs / 100)]")
if(!smoked)
switch(bee_count)
if(1 to 40)
add_overlay("bees1")
if(41 to 80)
add_overlay("bees2")
if(81 to 100)
add_overlay("bees3")
/obj/machinery/beehive/examine(var/mob/user)
..()
if(!closed)
to_chat(user, "The lid is open. The bees can't grow and produce honey until it's closed!")
/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
if(I.iscrowbar())
closed = !closed
user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src].</span>")
update_icon()
return
else if(I.iswrench())
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
if (!smoked && !anchored && (bee_count > 10))
visible_message("<span class='danger'>The bees don't like their home being moved!.</span>")
release_bees(0.1, 5)
return
else if(istype(I, /obj/item/honey_frame))
if(closed)
to_chat(user, "<span class='notice'>You need to open \the [src] with a crowbar before inserting \the [I].</span>")
return
if(frames >= maxFrames)
to_chat(user, "<span class='notice'>There is no place for an another frame.</span>")
return
var/obj/item/honey_frame/H = I
if(H.honey)
to_chat(user, "<span class='notice'>\The [I] is full with beeswax and honey, empty it in the extractor first.</span>")
return
++frames
user.visible_message("<span class='notice'>[user] loads \the [I] into \the [src].</span>", "<span class='notice'>You load \the [I] into \the [src].</span>")
update_icon()
qdel(I)
return
else if(istype(I, /obj/item/bee_pack))
var/obj/item/bee_pack/B = I
if(B.full && bee_count)
to_chat(user, "<span class='notice'>\The [src] already has bees inside.</span>")
return
if(!B.full && bee_count < 90)
to_chat(user, "<span class='notice'>\The [src] is not ready to split.</span>")
return
if(!B.full && !smoked)
to_chat(user, "<span class='notice'>Smoke \the [src] first!</span>")
return
if(closed)
to_chat(user, "<span class='notice'>You need to open \the [src] with a crowbar before moving the bees.</span>")
return
if(B.full)
user.visible_message("<span class='notice'>[user] puts the queen and the bees from \the [I] into \the [src].</span>", "<span class='notice'>You put the queen and the bees from \the [I] into \the [src].</span>")
bee_count = 20
B.empty()
else
user.visible_message("<span class='notice'>[user] puts bees and larvae from \the [src] into \the [I].</span>", "<span class='notice'>You put puts bees and larvae from \the [src] into \the [I].</span>")
bee_count /= 2
B.fill()
update_icon()
return
else if(istype(I, /obj/item/device/analyzer/plant_analyzer))
to_chat(user, "<span class='notice'>Scan result of \the [src]...</span>")
to_chat(user, "Beehive is [bee_count ? "[round(bee_count)]% full" : "empty"].[bee_count > 90 ? " Colony is ready to split." : ""]")
if(frames)
to_chat(user, "[frames] frames installed, [round(honeycombs / 100)] filled.")
if(honeycombs < frames * 100)
to_chat(user, "Next frame is [round(honeycombs % 100)]% full.")
else
to_chat(user, "No frames installed.")
if(smoked)
to_chat(user, "The hive is smoked.")
return 1
else if(I.isscrewdriver())
if(bee_count)
visible_message("<span class='danger'>The bees are furious you're trying to destroy their home!</span>")
release_bees(1, 30)
to_chat(user, "<span class='notice'>You start dismantling \the [src]. This will take a while...</span>")
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 150))
user.visible_message("<span class='notice'>[user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/beehive_assembly(loc)
qdel(src)
return
/obj/machinery/beehive/attack_hand(var/mob/user)
if(!closed)
if(honeycombs < 100)
to_chat(user, "<span class='notice'>There are no filled honeycombs.</span>")
return
if(!smoked && (bee_count > 5))
visible_message("<span class='danger'>The bees don't like you taking their honey!</span>")
release_bees(0.2, 5)
user.visible_message("<span class='notice'>[user] starts taking the honeycombs out of \the [src].</span>", "<span class='notice'>You start taking the honeycombs out of \the [src]...</span>")
while(honeycombs >= 100 && do_after(user, 30))
new /obj/item/honey_frame/filled(loc)
honeycombs -= 100
--frames
update_icon()
if(honeycombs < 100)
to_chat(user, "<span class='notice'>You take all filled honeycombs out.</span>")
return
/obj/machinery/beehive/machinery_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 class='notice'>A few curious bees float out of the open hive to buzz around</span>")
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/machinery/beehive/proc/pollinate_flowers()
var/coef = bee_count *0.01
var/trays = 0
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead)
H.health += 0.05 * coef
++trays
honeycombs = min(honeycombs + 0.12 * coef * min(trays, 5), frames * 100)
/obj/machinery/beehive/proc/release_bees(var/severity, var/angry, var/swarmsize = 6)
if (bee_count < 1)
return
src.visible_message(span("notice"," [pick("Buzzzz.","Hmmmmm.","Bzzz.")]"))
playsound(src.loc, pick('sound/effects/Buzz1.ogg','sound/effects/Buzz2.ogg'), 45, 1,0)
severity = Clamp(severity, 0, 1)
var/beestorelease = bee_count * severity
beestorelease = round(beestorelease,1)
bee_count -= beestorelease
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(beestorelease > 0)
while(beestorelease > swarmsize)
var/mob/living/simple_animal/bee/B = new(pick(spawn_turfs), src)
B.feral = angry
B.strength = swarmsize
B.update_icons()
beestorelease -= swarmsize
//what's left over
var/mob/living/simple_animal/bee/B = new(pick(spawn_turfs), src)
B.strength = beestorelease
B.icon_state = "bees[B.strength]"
B.feral = angry
B.update_icons()
beestorelease = 0
/obj/machinery/honey_extractor
name = "honey extractor"
desc = "A machine used to turn honeycombs on the frame into honey and wax."
icon = 'icons/obj/virology.dmi'
icon_state = "centrifuge"
var/processing = 0
var/honey = 0
anchored = 0
/obj/machinery/honey_extractor/examine(var/mob/user)
..()
to_chat(user, "It contains [honey] units of honey for collection.")
/obj/machinery/honey_extractor/attackby(var/obj/item/I, var/mob/user)
if(processing)
to_chat(user, "<span class='notice'>\The [src] is currently spinning, wait until it's finished.</span>")
return
else if(istype(I, /obj/item/honey_frame))
var/obj/item/honey_frame/H = I
if(!H.honey)
to_chat(user, "<span class='notice'>\The [H] is empty, put it into a beehive.</span>")
return
user.visible_message("<span class='notice'>[user] loads \the [H] into \the [src] and turns it on.</span>", "<span class='notice'>You load \the [H] into \the [src] and turn it on.</span>")
processing = H.honey
icon_state = "centrifuge_moving"
qdel(H)
spawn(200)
new /obj/item/honey_frame(loc)
new /obj/item/stack/wax(loc)
honey += processing
processing = 0
icon_state = "centrifuge"
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!honey)
to_chat(user, "<span class='notice'>There is no honey in \the [src].</span>")
return
var/obj/item/weapon/reagent_containers/glass/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
G.reagents.add_reagent("honey", transferred)
honey -= transferred
user.visible_message("<span class='notice'>[user] collects honey from \the [src] into \the [G].</span>", "<span class='notice'>You collect [transferred] units of honey from \the [src] into \the [G].</span>")
return 1
else
..()
/obj/item/honey_frame
name = "beehive frame"
desc = "A frame for the beehive that the bees will fill with honeycombs."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "honeyframe"
w_class = 2
var/honey = 0
/obj/item/honey_frame/filled
name = "filled beehive frame"
desc = "A frame for the beehive that the bees have filled with honeycombs."
honey = 20
/obj/item/honey_frame/filled/Initialize()
. = ..()
add_overlay("honeycomb")
/obj/item/beehive_assembly
name = "beehive assembly"
desc = "Contains everything you need to build a beehive."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "apiary"
/obj/item/beehive_assembly/attack_self(var/mob/user)
to_chat(user, "<span class='notice'>You start assembling \the [src]...</span>")
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] constructs a beehive.</span>", "<span class='notice'>You construct a beehive.</span>")
new /obj/machinery/beehive(get_turf(user))
qdel(src)
return
/obj/item/stack/wax
name = "wax"
singular_name = "wax piece"
desc = "Soft substance produced by botany. Used to make candles."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "wax"
/obj/item/stack/wax/New()
..()
recipes = wax_recipes
var/global/list/datum/stack_recipe/wax_recipes = list( \
new/datum/stack_recipe("candle", /obj/item/weapon/flame/candle) \
)
/obj/item/bee_pack
name = "bee pack"
desc = "Contains a queen bee and some worker bees. Everything you'll need to start a hive!"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beepack"
var/full = 1
/obj/item/bee_pack/Initialize()
. = ..()
add_overlay("beepack-full")
/obj/item/bee_pack/proc/empty()
full = 0
name = "empty bee pack"
desc = "A stasis pack for moving bees. It's empty."
cut_overlays()
add_overlay("beepack-empty")
/obj/item/bee_pack/proc/fill()
full = initial(full)
name = initial(name)
desc = initial(desc)
cut_overlays()
add_overlay("beepack-full")