mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-28 18:21:51 +00:00
Refactored directionals, ported lists of directions from TG, got rid of useless proc to get the reverse direction.
311 lines
8.1 KiB
Plaintext
311 lines
8.1 KiB
Plaintext
#define DEFAULT_SEED "glowshroom"
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#define VINE_GROWTH_STAGES 5
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/proc/spacevine_infestation(var/potency_min=70, var/potency_max=100, var/maturation_min=1, var/maturation_max=3)
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var/turf/T = pick_subarea_turf(/area/hallway, list(/proc/is_station_turf, /proc/not_turf_contains_dense_objects))
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if(T)
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var/datum/seed/seed = SSplants.create_random_seed(TRUE, SEED_NOUN_PITS)
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seed.set_trait(TRAIT_SPREAD,2) // So it will function properly as vines.
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seed.growth_stages = VINE_GROWTH_STAGES
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seed.set_trait(TRAIT_POTENCY,rand(potency_min, potency_max)) // 70-100 potency will help guarantee a wide spread and powerful effects.
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seed.set_trait(TRAIT_MATURATION,rand(maturation_min, maturation_max))
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//make vine zero start off fully matured
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var/obj/effect/plant/vine = new(T,seed)
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vine.health = vine.max_health
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vine.mature_time = 0
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vine.process()
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log_and_message_admins("Spacevines spawned at \the [get_area(T)]", location = T)
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return
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log_and_message_admins(SPAN_NOTICE("Event: Spacevines failed to find a viable turf."))
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/obj/effect/dead_plant
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anchored = 1
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opacity = 0
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density = 0
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color = DEAD_PLANT_COLOUR
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/obj/effect/dead_plant/attack_hand()
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qdel(src)
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/obj/effect/dead_plant/attackby()
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..()
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for(var/obj/effect/plant/neighbor in range(1))
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neighbor.update_neighbors()
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qdel(src)
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/obj/effect/plant
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name = "plant"
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anchored = 1
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opacity = 0
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density = 0
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icon = 'icons/obj/hydroponics_growing.dmi'
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icon_state = ""
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layer = 3
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movable_flags = MOVABLE_FLAG_PROXMOVE
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pass_flags = PASSTABLE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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var/health = 10
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var/max_health = 100
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var/growth_threshold = 0
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var/growth_type = 0
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///The maximum growth of this plant effect, aka the maximum stage
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var/max_growth = 0
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var/list/neighbors = list()
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var/obj/effect/plant/parent
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var/datum/seed/seed
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var/sampled = 0
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var/floor = 0
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var/spread_chance = 40
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var/spread_distance = 3
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var/evolve_chance = 2
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var/mature_time //minimum maturation time
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var/last_tick = 0
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var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/plant
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var/last_biolum = null
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/obj/effect/plant/Destroy()
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SSplants.remove_plant(src)
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for(var/obj/effect/plant/neighbor in range(1,src))
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if (!QDELETED(neighbor))
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SSplants.add_plant(neighbor)
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return ..()
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/obj/effect/plant/single
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spread_chance = 0
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/obj/effect/plant/Initialize(mapload, datum/seed/newseed, obj/effect/plant/newparent)
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. = ..()
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if(!newparent)
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parent = src
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else
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parent = newparent
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if(!SSplants)
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to_world(SPAN_DANGER("Plant controller does not exist and [src] requires it. Aborting."))
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qdel(src)
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return
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if(!istype(newseed))
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newseed = SSplants.seeds[DEFAULT_SEED]
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seed = newseed
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if(!seed)
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qdel(src)
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return
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name = seed.display_name
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max_health = round(seed.get_trait(TRAIT_ENDURANCE)/2)
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if(seed.get_trait(TRAIT_SPREAD) == 2)
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mouse_opacity = 2
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max_growth = VINE_GROWTH_STAGES
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growth_threshold = max_health/VINE_GROWTH_STAGES
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growth_type = seed.get_growth_type()
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else
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max_growth = seed.growth_stages
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growth_threshold = max_health/seed.growth_stages
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if(max_growth > 2 && prob(50))
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max_growth-- //Ensure some variation in final sprite, makes the carpet of crap look less wonky.
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can_buckle = list(/mob/living)
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mature_time = world.time + seed.get_trait(TRAIT_MATURATION) + 15 //prevent vines from maturing until at least a few seconds after they've been created.
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spread_chance = seed.get_trait(TRAIT_POTENCY)
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spread_distance = (growth_type ? round(spread_chance * 0.6) : round(spread_chance * 0.3))
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update_icon()
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return INITIALIZE_HINT_LATELOAD
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// Plants will sometimes be spawned in the turf adjacent to the one they need to end up in, for the sake of correct dir/etc being set.
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/obj/effect/plant/LateInitialize()
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. = ..()
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set_dir(calc_dir())
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update_icon()
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SSplants.add_plant(src)
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// Some plants eat through plating.
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if(islist(seed.chems) && !isnull(seed.chems[/singleton/reagent/acid/polyacid]))
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var/turf/T = get_turf(src)
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T.ex_act(prob(80) ? 3 : 2)
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/obj/effect/plant/update_icon()
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//TODO: should really be caching this.
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refresh_icon()
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if(!growth_type && !floor)
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src.transform = null
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var/matrix/M = matrix()
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// should make the plant flush against the wall it's meant to be growing from.
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M.Translate(0,-(rand(12,14)))
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switch(dir)
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if(WEST)
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M.Turn(90)
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if(NORTH)
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M.Turn(180)
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if(EAST)
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M.Turn(270)
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src.transform = M
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var/icon_colour = seed.get_trait(TRAIT_PLANT_COLOUR)
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if(icon_colour)
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color = icon_colour
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// Apply colour and light from seed datum.
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if(seed.get_trait(TRAIT_BIOLUM))
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var/clr
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if(seed.get_trait(TRAIT_BIOLUM_COLOUR))
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clr = seed.get_trait(TRAIT_BIOLUM_COLOUR)
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var/val = 1+round(seed.get_trait(TRAIT_POTENCY)/20)
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if (val != last_biolum)
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last_biolum = val
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set_light(val, l_color = clr)
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return
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else
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if (last_biolum)
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set_light(0)
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last_biolum = null
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/obj/effect/plant/proc/refresh_icon()
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SHOULD_NOT_SLEEP(TRUE)
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overlays.Cut()
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var/growth = 0
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if(growth_threshold)
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growth = min(max_growth, round(health/growth_threshold))
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var/at_fringe = get_dist(src,parent)
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if(spread_distance > 5)
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if(at_fringe >= (spread_distance-3))
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max_growth--
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if(at_fringe >= (spread_distance-2))
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max_growth--
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var/image/our_icon = seed.get_icon(growth)
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if(!istype(our_icon))
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crash_with("The plant didn't return an icon!")
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AddOverlays(our_icon)
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if(growth>2 && growth == max_growth)
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layer = (seed && seed.force_layer) ? seed.force_layer : 5
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if(growth_type in list(GROWTH_VINES,GROWTH_BIOMASS))
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opacity = 1
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if(islist(seed.chems) && !isnull(seed.chems[/singleton/reagent/woodpulp]))
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opacity = 1
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density = 1
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if(seed.get_trait(TRAIT_LARGE))
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density = 1
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opacity = 1
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else
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layer = (seed && seed.force_layer) ? seed.force_layer : 5
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density = 0
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/obj/effect/plant/proc/calc_dir()
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var/turf/T = get_turf(src)
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if(!istype(T))
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return
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var/direction = 16
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for(var/wallDir in GLOB.cardinals)
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var/turf/newTurf = get_step(T,wallDir)
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if(newTurf.density)
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direction |= wallDir
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for(var/obj/effect/plant/shroom in T.contents)
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if(shroom == src)
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continue
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if(shroom.floor) //special
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direction &= ~16
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else
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direction &= ~shroom.dir
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var/list/dirList = list()
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for(var/i=1,i<=16,i <<= 1)
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if(direction & i)
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dirList += i
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if(dirList.len)
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var/newDir = pick(dirList)
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if(newDir == 16)
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floor = 1
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newDir = 1
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return newDir
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floor = 1
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return 1
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/obj/effect/plant/attackby(obj/item/attacking_item, mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src)
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SSplants.add_plant(src)
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if(attacking_item.iswirecutter() || istype(attacking_item, /obj/item/surgery/scalpel))
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if(sampled)
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to_chat(user, SPAN_WARNING("\The [src] has already been sampled recently."))
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return
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if(!is_mature())
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to_chat(user, SPAN_WARNING("\The [src] is not mature enough to yield a sample yet."))
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return
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if(!seed)
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to_chat(user, SPAN_WARNING("There is nothing to take a sample from."))
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return
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if(sampled)
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to_chat(user, SPAN_DANGER("You cannot take another sample from \the [src]."))
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return
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if(prob(70))
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sampled = 1
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seed.harvest(user,0,1)
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health -= (rand(3,5)*5)
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sampled = 1
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else
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playsound(loc, /singleton/sound_category/wood_break_sound, 50, TRUE)
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var/damage = attacking_item.force ? attacking_item.force : 1 //always do at least a little damage
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if(attacking_item.edge || attacking_item.sharp)
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damage *= 2
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health -= damage
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check_health()
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/obj/effect/plant/attack_hand(user)
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if(!ishuman(user))
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return FALSE
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manual_unbuckle(user)
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var/mob/living/carbon/human/H = user
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playsound(loc, /singleton/sound_category/wood_break_sound, 50, TRUE)
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var/damage = H.default_attack.get_unarmed_damage(H, src) ? H.default_attack.get_unarmed_damage(H, src) : 1
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if(H.default_attack.edge || H.default_attack.sharp)
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damage *= 2
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health -= damage
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check_health()
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/obj/effect/plant/ex_act(severity)
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switch(severity)
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if(1.0)
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die_off()
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return
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if(2.0)
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if (prob(50))
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die_off()
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return
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if(3.0)
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if (prob(5))
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die_off()
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return
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return
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/obj/effect/plant/proc/check_health()
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if(health <= 0)
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die_off()
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/obj/effect/plant/proc/is_mature()
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return (health >= (max_health/3) && world.time > mature_time)
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#undef DEFAULT_SEED
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#undef VINE_GROWTH_STAGES
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