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Reagent Bees! Bees come from a beebox and pollinate nearby hydroponics plants, improving the health/yield/removing pests from the plants. While pollinating they build up resources to build honeycomb, honeycomb contains honey (a mild healing reagent that is very nutritious) any spare resources (50 bee_resources) are converted into new bees. honeycombs can be ground up to get the honey and other reagent inside them in an All In One Grinder.
Beeboxes have honey_frames which determine the amount of honeycomb+bees they can maintain. Bees now have a beegent (Bee reagent, geddit?) that they use during their attacks AND that their produced honeycomb contains, this allows you to farm chemicals using bees.
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#define BEEBOX_MAX_FRAMES 3 //Max frames per box
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#define BEES_RATIO 0.5 //Multiplied by the max number of honeycombs to find the max number of bees
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#define BEE_PROB_NEW_BEE 20 //The chance for spare bee_resources to be turned into new bees
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#define BEE_RESOURCE_HONEYCOMB_COST 100 //The amount of bee_resources for a new honeycomb to be produced, percentage cost 1-100
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#define BEE_RESOURCE_NEW_BEE_COST 50 //The amount of bee_resources for a new bee to be produced, percentage cost 1-100
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/mob/proc/bee_friendly()
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return 0
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/mob/living/simple_animal/hostile/poison/bees/bee_friendly()
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return 1
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/mob/living/carbon/human/bee_friendly()
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if((wear_suit && (wear_suit.flags & THICKMATERIAL)) && (head && (head.flags & THICKMATERIAL)))
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return 1
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return 0
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/obj/structure/beebox
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name = "apiary"
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desc = "Dr Miles Manners is just your average Wasp themed super hero by day, but by night he becomes DR BEES!"
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "beebox"
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anchored = 1
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density = 1
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var/mob/living/simple_animal/hostile/poison/bees/queen/queen_bee = null
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var/list/bees = list() //bees owned by the box, not those inside it
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var/list/honeycombs = list()
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var/list/honey_frames = list()
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var/bee_resources = 0
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/obj/structure/beebox/New()
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..()
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SSobj.processing += src
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/obj/structure/beebox/Destroy()
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SSobj.processing -= src
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bees.Cut()
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bees = null
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honeycombs.Cut()
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honeycombs = null
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queen_bee = null
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return ..()
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//Premade apiaries can spawn with a random reagent
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/obj/structure/beebox/premade
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var/random_reagent = FALSE
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/obj/structure/beebox/premade/New()
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..()
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var/datum/reagent/R = null
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if(random_reagent)
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R = pick(subtypesof(/datum/reagent))
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R = chemical_reagents_list[initial(R.id)]
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queen_bee = new(src)
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queen_bee.beehome = src
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bees += queen_bee
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queen_bee.assign_reagent(R)
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for(var/i in 1 to BEEBOX_MAX_FRAMES)
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var/obj/item/honey_frame/HF = new(src)
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honey_frames += HF
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for(var/i in 1 to get_max_bees())
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var/mob/living/simple_animal/hostile/poison/bees/B = new(src)
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bees += B
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B.beehome = src
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B.assign_reagent(R)
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/obj/structure/beebox/premade/random
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random_reagent = TRUE
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/obj/structure/beebox/process()
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if(queen_bee)
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if(bee_resources >= BEE_RESOURCE_HONEYCOMB_COST)
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if(honeycombs.len < get_max_honeycomb())
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bee_resources = max(bee_resources-BEE_RESOURCE_HONEYCOMB_COST, 0)
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var/obj/item/weapon/reagent_containers/honeycomb/HC = new(src)
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if(queen_bee.beegent)
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HC.set_reagent(queen_bee.beegent.id)
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honeycombs += HC
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if(bees.len < get_max_bees())
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var/freebee = FALSE //a freebee, geddit?, hahaha HAHAHAHA
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if(!bees.len) //there's always one set of worker bees, this isn't colony collapse disorder its 2d spessmen
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freebee = TRUE
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if((bee_resources >= BEE_RESOURCE_NEW_BEE_COST && prob(BEE_PROB_NEW_BEE)) || freebee)
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if(!freebee)
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bee_resources = max(bee_resources - BEE_RESOURCE_NEW_BEE_COST, 0)
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var/mob/living/simple_animal/hostile/poison/bees/B = new(src)
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B.beehome = src
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B.assign_reagent(queen_bee.beegent)
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bees += B
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/obj/structure/beebox/proc/get_max_honeycomb()
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. = 0
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for(var/hf in honey_frames)
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var/obj/item/honey_frame/HF = hf
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. += HF.honeycomb_capacity
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/obj/structure/beebox/proc/get_max_bees()
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. = get_max_honeycomb() * BEES_RATIO
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/obj/structure/beebox/examine(mob/user)
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..()
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if(!queen_bee)
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user << "<span class='warning'>There is no queen bee!</span>"
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if(bees.len >= get_max_bees()*0.5)
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user << "This place is a BUZZ with activity..."
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if(bee_resources)
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user << "[bee_resources]/100 honey supply."
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user << "[bee_resources]% towards a new honeycomb."
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user << "[bee_resources*2]% towards a new bee."
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if(honeycombs.len >= get_max_honeycomb())
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user << "there's no room for more honeycomb!"
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/obj/structure/beebox/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/honey_frame))
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var/obj/item/honey_frame/HF = I
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if(honey_frames.len < BEEBOX_MAX_FRAMES)
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visible_message("<span class='notice'>[user] adds a frame to the apiary.</span>")
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user.unEquip(HF)
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HF.loc = src
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honey_frames += HF
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else
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user << "<span class='warning'>There's no room for anymore frames in the apiary!</span>"
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if(istype(I, /obj/item/weapon/wrench))
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if(default_unfasten_wrench(user, I, time = 20))
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return
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if(istype(I, /obj/item/queen_bee))
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var/obj/item/queen_bee/qb = I
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user.unEquip(qb)
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qb.queen.loc = src
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bees += qb.queen
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queen_bee = qb.queen
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qb.queen = null
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if(qb.queen)
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visible_message("<span class='notice'>[user] sets [qb] down inside the apiary, making it their new home.</span>")
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var/relocated = 0
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for(var/b in bees)
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var/mob/living/simple_animal/hostile/poison/bees/B = b
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if(B.reagent_incompatible(queen_bee))
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bees -= B
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B.beehome = null
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if(B.loc == src)
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B.loc = get_turf(src)
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relocated++
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if(relocated)
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user << "<span class='warning'>This queen has a different reagent to some of the bees who live here, those bees will not return to this apiary!</span>"
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else
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user << "<span class='warning'>The queen bee disappeared! bees disappearing has been in the news lately...</span>"
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qdel(qb)
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/obj/structure/beebox/attack_hand(mob/user)
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if(istype(user, /mob/living/carbon/human))
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if(!user.bee_friendly())
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//Time to get stung!
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var/bees = FALSE
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for(var/b in bees) //everyone who's ever lived here now instantly hates you, suck it assistant!
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var/mob/living/simple_animal/hostile/poison/bees/B = b
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if(B.isqueen)
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continue
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if(B.loc == src)
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B.loc = get_turf(src)
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B.target = user
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bees = TRUE
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if(bees)
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visible_message("<span class='danger'>[user] disturbs the bees!</span>")
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else
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var/option = alert(user, "What Action do you wish to perform?","Apiary","Remove a Honey Frame","Remove the Queen Bee")
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switch(option)
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if("Remove a Honey Frame")
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if(!honey_frames.len)
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user << "<span class='warning'>There are no honey frames to remove!</span>"
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return
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var/obj/item/honey_frame/HF = pick_n_take(honey_frames)
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if(HF)
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if(!user.put_in_active_hand(HF))
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HF.loc = get_turf(src)
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visible_message("<span class='notice'>[user] removes a frame from the apiary.</span>")
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var/amtH = honeycombs.len
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var/maxH = get_max_honeycomb()
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var/fallen = 0
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while(amtH > maxH) //let's pretend you always grab the frame with the most honeycomb on it
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var/obj/item/weapon/reagent_containers/honeycomb/HC = pick_n_take(honeycombs)
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if(HC)
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honeycombs -= HC
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HC.loc = get_turf(user)
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amtH--
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fallen++
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if(fallen)
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var/multiple = fallen > 1
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visible_message("<span class='notice'>[user] scapes [multiple ? "[fallen]" : "a"] honeycomb[multiple ? "s" : ""] off of the frame.</span>")
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if("Remove the Queen Bee")
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if(!queen_bee)
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user << "<span class='warning'>There is no queen bee to remove!</span>"
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return
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var/obj/item/queen_bee/QB = new()
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queen_bee.loc = QB
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QB.queen = queen_bee
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QB.name = queen_bee.name
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if(!user.put_in_active_hand(QB))
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QB.loc = get_turf(src)
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visible_message("<span class='notice'>[user] removes the queen from the apiary.</span>")
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/obj/item/clothing/head/beekeeper_head
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name = "beekeeper hat"
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desc = "keeps the lil buzzing buggers out of your eyes"
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icon_state = "beekeeper"
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item_state = "beekeeper"
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flags = THICKMATERIAL
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/obj/item/clothing/suit/beekeeper_suit
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name = "beekeeper suit"
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desc = "keeps the lil buzzing buggers away from your squishy bits"
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icon_state = "beekeeper"
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item_state = "beekeeper"
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flags = THICKMATERIAL
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/obj/item/honey_frame
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name = "honey frame"
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desc = "a scaffold for bees to build honeycomb on"
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "honey_frame"
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var/honeycomb_capacity = 10 //10 Honeycomb per frame by default, researchable frames perhaps?
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/obj/item/honey_frame/New()
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pixel_x = rand(8,-8)
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pixel_y = rand(8,-8)
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/obj/item/weapon/reagent_containers/honeycomb
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name = "honeycomb"
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desc = "a hexagonal mesh of honeycomb"
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "honeycomb"
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possible_transfer_amounts = null
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spillable = 0
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disease_amount = 0
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volume = 10
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amount_per_transfer_from_this = 0
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list_reagents = list("honey" = 5)
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var/honey_color = ""
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/obj/item/weapon/reagent_containers/honeycomb/New()
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..()
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pixel_x = rand(8,-8)
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pixel_y = rand(8,-8)
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update_icon()
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/obj/item/weapon/reagent_containers/honeycomb/update_icon()
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overlays.Cut()
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var/image/honey
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if(honey_color)
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honey = image(icon = 'icons/obj/hydroponics/harvest.dmi', icon_state = "greyscale_honey")
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honey.color = honey_color
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else
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honey = image(icon = 'icons/obj/hydroponics/harvest.dmi', icon_state = "honey")
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overlays += honey
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/obj/item/weapon/reagent_containers/honeycomb/proc/set_reagent(reagent)
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var/datum/reagent/R = chemical_reagents_list[reagent]
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if(istype(R))
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name = "honeycomb ([R.name])"
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honey_color = R.color
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reagents.add_reagent(R.id,5)
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else
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honey_color = ""
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update_icon()
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@@ -23,6 +23,7 @@
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var/obj/item/seeds/myseed = null //The currently planted seed
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var/rating = 1
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var/unwrenchable = 1
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var/recent_bee_visit = FALSE //Have we been visited by a bee recently, so bees dont overpolinate one plant
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pixel_y=8
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