Files
Bubberstation/code/game/objects/effects/glowshroom.dm
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00

178 lines
5.3 KiB
Plaintext

//separate dm since hydro is getting bloated already
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = 0
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
max_integrity = 30
var/delay = 1200
var/floor = 0
var/generation = 1
var/spreadIntoAdjacentChance = 60
var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom
var/static/list/blacklisted_glowshroom_turfs = typecacheof(list(
/turf/open/lava,
/turf/open/floor/plating/beach/water))
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
icon_state = "glowcap"
myseed = /obj/item/seeds/glowshroom/glowcap
/obj/structure/glowshroom/shadowshroom
name = "shadowshroom"
desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light."
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
/obj/structure/glowshroom/single/Spread()
return
/obj/structure/glowshroom/examine(mob/user)
. = ..()
. += "This is a [generation]\th generation [name]!"
/obj/structure/glowshroom/Destroy()
if(myseed)
QDEL_NULL(myseed)
return ..()
/obj/structure/glowshroom/New(loc, obj/item/seeds/newseed, mutate_stats)
..()
if(newseed)
myseed = newseed.Copy()
myseed.forceMove(src)
else
myseed = new myseed(src)
if(mutate_stats) //baby mushrooms have different stats :3
myseed.adjust_potency(rand(-3,6))
myseed.adjust_yield(rand(-1,2))
myseed.adjust_production(rand(-3,6))
myseed.adjust_endurance(rand(-3,6))
delay = delay - myseed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
obj_integrity = myseed.endurance
max_integrity = myseed.endurance
var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow)
if(ispath(G)) // Seeds were ported to initialize so their genes are still typepaths here, luckily their initializer is smart enough to handle us doing this
myseed.genes -= G
G = new G
myseed.genes += G
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = base_icon_state
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
var/shrooms_planted = 0
for(var/i in 1 to myseed.yield)
if(prob(1/(generation * generation) * 100))//This formula gives you diminishing returns based on generation. 100% with 1st gen, decreasing to 25%, 11%, 6, 4, 2...
var/list/possibleLocs = list()
var/spreadsIntoAdjacent = FALSE
if(prob(spreadIntoAdjacentChance))
spreadsIntoAdjacent = TRUE
for(var/turf/open/floor/earth in view(3,src))
if(is_type_in_typecache(earth, blacklisted_glowshroom_turfs))
continue
if(!ownturf.CanAtmosPass(earth))
continue
if(spreadsIntoAdjacent || !locate(/obj/structure/glowshroom) in view(1,earth))
possibleLocs += earth
CHECK_TICK
if(!possibleLocs.len)
break
var/turf/newLoc = pick(possibleLocs)
var/shroomCount = 0 //hacky
var/placeCount = 1
for(var/obj/structure/glowshroom/shroom in newLoc)
shroomCount++
for(var/wallDir in GLOB.cardinals)
var/turf/isWall = get_step(newLoc,wallDir)
if(isWall.density)
placeCount++
if(shroomCount >= placeCount)
continue
var/obj/structure/glowshroom/child = new type(newLoc, myseed, TRUE)
child.generation = generation + 1
shrooms_planted++
CHECK_TICK
else
shrooms_planted++ //if we failed due to generation, don't try to plant one later
if(shrooms_planted < myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.yield -= shrooms_planted
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
for(var/wallDir in GLOB.cardinals)
var/turf/newTurf = get_step(location,wallDir)
if(newTurf.density)
direction |= wallDir
for(var/obj/structure/glowshroom/shroom in location)
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/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)