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## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog 🆑 add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /🆑
106 lines
3.6 KiB
Plaintext
106 lines
3.6 KiB
Plaintext
/**
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* ## basic eating element!
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*
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* Small behavior for non-carbons to eat certain stuff they interact with
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*/
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/datum/element/basic_eating
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Amount to heal
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var/heal_amt
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/// Amount to hurt
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var/damage_amount
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/// Type of hurt to apply
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var/damage_type
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/// Whether to flavor it as drinking rather than eating.
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var/drinking
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/// Types the animal can eat.
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var/list/food_types
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/datum/element/basic_eating/Attach(datum/target, heal_amt = 0, damage_amount = 0, damage_type = null, drinking = FALSE, food_types = list())
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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ADD_TRAIT(target, TRAIT_MOB_EATER, REF(src))
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src.heal_amt = heal_amt
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src.damage_amount = damage_amount
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src.damage_type = damage_type
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src.drinking = drinking
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src.food_types = food_types
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RegisterSignal(target, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(try_feed))
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RegisterSignal(target, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarm_attack))
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/datum/element/basic_eating/Detach(datum/target)
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REMOVE_TRAIT(target, TRAIT_MOB_EATER, REF(src))
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UnregisterSignal(target, list(
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COMSIG_LIVING_UNARMED_ATTACK,
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COMSIG_ATOM_ITEM_INTERACTION,
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))
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return ..()
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/datum/element/basic_eating/proc/try_feed(atom/source, mob/living/user, atom/possible_food)
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SIGNAL_HANDLER
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if(user.combat_mode || !is_type_in_list(possible_food, food_types))
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return NONE
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var/mob/living/living_source = source
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if(living_source.stat != CONSCIOUS)
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return NONE
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return try_eating(source, possible_food, user) ? ITEM_INTERACT_SUCCESS : NONE
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/datum/element/basic_eating/proc/on_unarm_attack(mob/living/eater, atom/target, proximity, modifiers)
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SIGNAL_HANDLER
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if(!proximity)
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return NONE
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if(try_eating(eater, target))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return NONE
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/datum/element/basic_eating/proc/try_eating(mob/living/eater, atom/target, mob/living/feeder)
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if(!is_type_in_list(target, food_types))
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return FALSE
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if(SEND_SIGNAL(eater, COMSIG_MOB_PRE_EAT, target, feeder) & COMSIG_MOB_CANCEL_EAT)
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return FALSE
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var/eat_verb
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if(drinking)
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eat_verb = pick("slurp","sip","guzzle","drink","quaff","suck")
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else
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eat_verb = pick("bite","chew","nibble","gnaw","gobble","chomp")
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if (heal_amt > 0)
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var/healed = heal_amt && eater.health < eater.maxHealth
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if(heal_amt)
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eater.heal_overall_damage(heal_amt)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target][healed ? ", restoring some health" : ""]."))
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finish_eating(eater, target)
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return TRUE
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if (damage_amount > 0 && damage_type)
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eater.apply_damage(damage_amount, damage_type)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target], and seems to hurt itself."), span_notice("You [eat_verb] [target], hurting yourself in the process."))
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finish_eating(eater, target, feeder)
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return TRUE
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target]."))
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finish_eating(eater, target, feeder)
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return TRUE
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/datum/element/basic_eating/proc/finish_eating(mob/living/eater, atom/target, mob/living/feeder)
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set waitfor = FALSE
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if(drinking)
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playsound(eater.loc,'sound/items/drink.ogg', rand(10,50), TRUE)
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else
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playsound(eater.loc,'sound/items/eatfood.ogg', rand(10,50), TRUE)
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var/atom/final_target = target
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if(SEND_SIGNAL(eater, COMSIG_MOB_ATE, final_target, feeder) & COMSIG_MOB_TERMINATE_EAT)
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return
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if(isstack(target)) //if stack, only consume 1
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var/obj/item/stack/food_stack = target
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final_target = food_stack.split_stack(eater, 1)
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eater.log_message("has eaten [target]!", LOG_ATTACK)
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qdel(final_target)
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