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Aurora.3/code/modules/hydroponics/spreading/spreading.dm
Fluffy d9c44532fc Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of
useless proc to get the reverse direction.
2024-10-25 17:56:02 +00:00

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