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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
307 lines
7.7 KiB
Plaintext
307 lines
7.7 KiB
Plaintext
/obj/structure/flora
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resistance_flags = 0
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burntime = 30
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anchored = 1
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//trees
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/obj/structure/flora/tree
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name = "tree"
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density = 1
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pixel_x = -16
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layer = FLY_LAYER
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var/cut = FALSE
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var/log_amount = 10
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/obj/structure/flora/tree/attackby(obj/item/weapon/W, mob/user, params)
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if(!cut && log_amount && (!(NODECONSTRUCT in flags)))
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if(W.sharpness && W.force > 0)
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if(W.hitsound)
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playsound(get_turf(src), W.hitsound, 100, 0, 0)
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user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of sawing.")
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if(do_after(user, 1000/W.force, target = user)) //5 seconds with 20 force, 8 seconds with a hatchet, 20 seconds with a shard.
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if(cut)
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return
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user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a tree falling.")
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playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "tree_stump"
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density = 0
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pixel_x = -16
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name += " stump"
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cut = TRUE
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for(var/i=1 to log_amount)
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new /obj/item/weapon/grown/log/tree(get_turf(src))
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else
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return ..()
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/obj/structure/flora/tree/pine
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name = "pine tree"
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "pine_1"
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/obj/structure/flora/tree/pine/New()
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icon_state = "pine_[rand(1, 3)]"
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..()
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/obj/structure/flora/tree/pine/xmas
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name = "xmas tree"
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icon_state = "pine_c"
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/obj/structure/flora/tree/pine/xmas/New()
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..()
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icon_state = "pine_c"
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/obj/structure/flora/tree/dead
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icon = 'icons/obj/flora/deadtrees.dmi'
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icon_state = "tree_1"
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/obj/structure/flora/tree/palm
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icon = 'icons/misc/beach2.dmi'
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icon_state = "palm1"
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/obj/structure/flora/tree/palm/New()
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..()
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icon_state = pick("palm1","palm2")
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pixel_x = 0
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/obj/structure/festivus
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name = "festivus pole"
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "festivus_pole"
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desc = "During last year's Feats of Strength the Research Director was able to suplex this passing immobile rod into a planter."
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/obj/structure/flora/tree/dead/New()
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icon_state = "tree_[rand(1, 6)]"
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..()
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//grass
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/obj/structure/flora/grass
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name = "grass"
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icon = 'icons/obj/flora/snowflora.dmi'
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gender = PLURAL //"this is grass" not "this is a grass"
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/obj/structure/flora/grass/brown
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icon_state = "snowgrass1bb"
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/obj/structure/flora/grass/brown/New()
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icon_state = "snowgrass[rand(1, 3)]bb"
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..()
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/obj/structure/flora/grass/green
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icon_state = "snowgrass1gb"
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/obj/structure/flora/grass/green/New()
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icon_state = "snowgrass[rand(1, 3)]gb"
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..()
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/obj/structure/flora/grass/both
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icon_state = "snowgrassall1"
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/obj/structure/flora/grass/both/New()
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icon_state = "snowgrassall[rand(1, 3)]"
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..()
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//bushes
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/obj/structure/flora/bush
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name = "bush"
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icon = 'icons/obj/flora/snowflora.dmi'
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icon_state = "snowbush1"
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anchored = 1
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/obj/structure/flora/bush/New()
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icon_state = "snowbush[rand(1, 6)]"
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..()
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//newbushes
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/obj/structure/flora/ausbushes
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name = "bush"
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icon = 'icons/obj/flora/ausflora.dmi'
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icon_state = "firstbush_1"
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/obj/structure/flora/ausbushes/New()
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if(icon_state == "firstbush_1")
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icon_state = "firstbush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/reedbush
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icon_state = "reedbush_1"
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/obj/structure/flora/ausbushes/reedbush/New()
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icon_state = "reedbush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/leafybush
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icon_state = "leafybush_1"
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/obj/structure/flora/ausbushes/leafybush/New()
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icon_state = "leafybush_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/palebush
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icon_state = "palebush_1"
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/obj/structure/flora/ausbushes/palebush/New()
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icon_state = "palebush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/stalkybush
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icon_state = "stalkybush_1"
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/obj/structure/flora/ausbushes/stalkybush/New()
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icon_state = "stalkybush_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/grassybush
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icon_state = "grassybush_1"
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/obj/structure/flora/ausbushes/grassybush/New()
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icon_state = "grassybush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/fernybush
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icon_state = "fernybush_1"
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/obj/structure/flora/ausbushes/fernybush/New()
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icon_state = "fernybush_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/sunnybush
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icon_state = "sunnybush_1"
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/obj/structure/flora/ausbushes/sunnybush/New()
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icon_state = "sunnybush_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/genericbush
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icon_state = "genericbush_1"
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/obj/structure/flora/ausbushes/genericbush/New()
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icon_state = "genericbush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/pointybush
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icon_state = "pointybush_1"
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/obj/structure/flora/ausbushes/pointybush/New()
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icon_state = "pointybush_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/lavendergrass
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icon_state = "lavendergrass_1"
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/obj/structure/flora/ausbushes/lavendergrass/New()
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icon_state = "lavendergrass_[rand(1, 4)]"
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..()
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/obj/structure/flora/ausbushes/ywflowers
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icon_state = "ywflowers_1"
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/obj/structure/flora/ausbushes/ywflowers/New()
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icon_state = "ywflowers_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/brflowers
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icon_state = "brflowers_1"
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/obj/structure/flora/ausbushes/brflowers/New()
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icon_state = "brflowers_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/ppflowers
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icon_state = "ppflowers_1"
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/obj/structure/flora/ausbushes/ppflowers/New()
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icon_state = "ppflowers_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/sparsegrass
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icon_state = "sparsegrass_1"
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/obj/structure/flora/ausbushes/sparsegrass/New()
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icon_state = "sparsegrass_[rand(1, 3)]"
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..()
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/obj/structure/flora/ausbushes/fullgrass
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icon_state = "fullgrass_1"
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/obj/structure/flora/ausbushes/fullgrass/New()
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icon_state = "fullgrass_[rand(1, 3)]"
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..()
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/obj/item/weapon/twohanded/required/kirbyplants
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name = "potted plant"
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icon = 'icons/obj/flora/plants.dmi'
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icon_state = "plant-01"
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layer = ABOVE_MOB_LAYER
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w_class = 5
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force = 10
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throwforce = 13
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throw_speed = 2
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throw_range = 4
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/obj/item/weapon/twohanded/required/kirbyplants/equipped(mob/living/user)
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var/image/I = image(icon = 'icons/obj/flora/plants.dmi' , icon_state = src.icon_state, loc = user)
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I.override = 1
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user.add_alt_appearance("sneaking_mission", I, player_list)
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/obj/item/weapon/twohanded/required/kirbyplants/dropped(mob/living/user)
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..()
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user.remove_alt_appearance("sneaking_mission")
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/obj/item/weapon/twohanded/required/kirbyplants/random
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var/list/static/states
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/obj/item/weapon/twohanded/required/kirbyplants/random/New()
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. = ..()
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if(!states)
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generate_states()
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icon_state = pick(states)
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/obj/item/weapon/twohanded/required/kirbyplants/random/proc/generate_states()
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states = list()
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for(var/i in 1 to 25)
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var/number
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if(i < 10)
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number = "0[i]"
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else
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number = "[i]"
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states += "plant-[number]"
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states += "applebush"
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/obj/item/weapon/twohanded/required/kirbyplants/dead
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name = "RD's potted plant"
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desc = "A gift from the botanical staff, presented after the RD's reassignment. There's a tag on it that says \"Y'all come back now, y'hear?\"\nIt doesn't look very healthy..."
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icon_state = "plant-25"
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//a rock is flora according to where the icon file is
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//and now these defines
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/obj/structure/flora/rock
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icon_state = "basalt"
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desc = "A volcanic rock"
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icon = 'icons/obj/flora/rocks.dmi'
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resistance_flags = FIRE_PROOF
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density = 1
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/obj/structure/flora/rock/New()
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..()
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icon_state = "[icon_state][rand(1,3)]"
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/obj/structure/flora/rock/pile
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icon_state = "lavarocks"
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desc = "A pile of rocks"
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/obj/structure/flora/rock/pile/New()
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..()
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icon_state = "[icon_state][rand(1,3)]"
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