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Bubberstation/code/modules/hydroponics/hydroponics.dm
Cheridan 9c3ed3da04 Merge pull request #8247 from Incoming5643/Welcome_to_ireland
Explicitly passes a mobs mutant_color in blood samples
2015-03-13 15:22:14 -05:00

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/obj/machinery/hydroponics
name = "hydroponics tray"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "hydrotray"
density = 1
anchored = 1 // anchored == 2 means the hoses are screwed in place
var/waterlevel = 100 //The amount of water in the tray (max 100)
var/maxwater = 100 //The maximum amount of water in the tray
var/nutrilevel = 10 //The amount of nutrient in the tray (max 10)
var/maxnutri = 10 //The maximum nutrient of water in the tray
var/pestlevel = 0 //The amount of pests in the tray (max 10)
var/weedlevel = 0 //The amount of weeds in the tray (max 10)
var/yieldmod = 1 //Nutriment's effect on yield
var/mutmod = 1 //Nutriment's effect on mutations
var/toxic = 0 //Toxicity in the tray?
var/age = 0 //Current age
var/dead = 0 //Is it dead?
var/health = 0 //Its health.
var/lastproduce = 0 //Last time it was harvested
var/lastcycle = 0 //Used for timing of cycles.
var/cycledelay = 200 //About 10 seconds / cycle
var/planted = 0 //Is it occupied?
var/harvest = 0 //Ready to harvest?
var/obj/item/seeds/myseed = null //The currently planted seed
var/unwrenchable = 1
pixel_y=8
/obj/machinery/hydroponics/constructable
name = "hydroponics tray"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "hydrotray3"
/obj/machinery/hydroponics/constructable/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/hydroponics(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
RefreshParts()
/obj/machinery/hydroponics/constructable/RefreshParts()
var tmp_capacity = 0
for (var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
tmp_capacity += M.rating
maxwater = tmp_capacity * 50 // Up to 300
maxnutri = tmp_capacity * 5 // Up to 30
waterlevel = maxwater
nutrilevel = 3
/obj/machinery/hydroponics/constructable/attackby(obj/item/I, mob/user, params)
if(exchange_parts(user, I))
return
if(istype(I, /obj/item/weapon/crowbar))
if(anchored==2)
user << "Unscrew the hoses first!"
return
default_deconstruction_crowbar(I, 1)
..()
/obj/machinery/hydroponics/proc/FindConnected()
var/list/connected = list()
var/list/processing_atoms = list(src)
while(processing_atoms.len)
var/atom/a = processing_atoms[1]
for(var/step_dir in cardinal)
var/obj/machinery/hydroponics/h = locate() in get_step(a, step_dir)
// Soil plots aren't dense. anchored == 2 means the hoses are screwed in place
if(h && h.anchored==2 && h.density && !(h in connected) && !(h in processing_atoms))
processing_atoms += h
processing_atoms -= a
connected += a
return connected
/obj/machinery/hydroponics/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(!planted)
..()
return
if(istype(Proj ,/obj/item/projectile/energy/floramut))
mutate()
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
if(myseed.yield == 0)//Oh god don't divide by zero you'll doom us all.
adjustSYield(1)
//world << "Yield increased by 1, from 0, to a total of [myseed.yield]"
else if(prob(1/(myseed.yield * myseed.yield) * 100))//This formula gives you diminishing returns based on yield. 100% with 1 yield, decreasing to 25%, 11%, 6, 4, 2...
adjustSYield(1)
//world << "Yield increased by 1, to a total of [myseed.yield]"
else
..()
return
obj/machinery/hydroponics/process()
var/needs_update = 0 // Checks if the icon needs updating so we don't redraw empty trays every time
if(myseed && (myseed.loc != src))
myseed.loc = src
if(world.time > (lastcycle + cycledelay))
lastcycle = world.time
if(planted && !dead)
// Advance age
age++
needs_update = 1
//Nutrients//////////////////////////////////////////////////////////////
// Nutrients deplete slowly
if(prob(50))
adjustNutri(-1)
// Lack of nutrients hurts non-weeds
if(nutrilevel <= 0 && myseed.plant_type != 1)
adjustHealth(-rand(1,3))
//Photosynthesis/////////////////////////////////////////////////////////
// Lack of light hurts non-mushrooms
if(isturf(loc))
var/turf/currentTurf = loc
var/lightAmt = currentTurf.lighting_lumcount
if(myseed.plant_type == 2) // Mushroom
if(lightAmt < 2)
adjustHealth(-1)
else // Non-mushroom
if(lightAmt < 4)
adjustHealth(-2)
//Water//////////////////////////////////////////////////////////////////
// Drink random amount of water
adjustWater(-rand(1,6))
// If the plant is dry, it loses health pretty fast, unless mushroom
if(waterlevel <= 10 && myseed.plant_type != 2)
adjustHealth(-rand(0,1))
if(waterlevel <= 0)
adjustHealth(-rand(0,2))
// Sufficient water level and nutrient level = plant healthy
else if(waterlevel > 10 && nutrilevel > 0)
adjustHealth(rand(1,2))
if(prob(5)) //5 percent chance the weed population will increase
adjustWeeds(1)
//Toxins/////////////////////////////////////////////////////////////////
// Too much toxins cause harm, but when the plant drinks the contaiminated water, the toxins disappear slowly
if(toxic >= 40 && toxic < 80)
adjustHealth(-1)
adjustToxic(-rand(1,10))
else if(toxic >= 80) // I don't think it ever gets here tbh unless above is commented out
adjustHealth(-3)
adjustToxic(-rand(1,10))
//Pests & Weeds//////////////////////////////////////////////////////////
else if(pestlevel >= 5)
adjustHealth(-1)
// If it's a weed, it doesn't stunt the growth
if(weedlevel >= 5 && myseed.plant_type != 1 )
adjustHealth(-1)
//Health & Age///////////////////////////////////////////////////////////
// Plant dies if health <= 0
if(health <= 0)
plantdies()
adjustWeeds(1) // Weeds flourish
// If the plant is too old, lose health fast
if(age > myseed.lifespan)
adjustHealth(-rand(1,5))
// Harvest code
if(age > myseed.production && (age - lastproduce) > myseed.production && (!harvest && !dead))
nutrimentMutation()
if(myseed && myseed.yield != -1) // Unharvestable shouldn't be harvested
harvest = 1
else
lastproduce = age
if(prob(5)) // On each tick, there's a 5 percent chance the pest population will increase
adjustPests(1)
else
if(waterlevel > 10 && nutrilevel > 0 && prob(10)) // If there's no plant, the percentage chance is 10%
adjustWeeds(1)
// Weeeeeeeeeeeeeeedddssss
if(weedlevel >= 10 && prob(50)) // At this point the plant is kind of fucked. Weeds can overtake the plant spot.
if(planted)
if(myseed.plant_type == 0) // If a normal plant
weedinvasion()
else
weedinvasion() // Weed invasion into empty tray
needs_update = 1
if (needs_update)
update_icon()
return
obj/machinery/hydroponics/proc/nutrimentMutation()
if (mutmod == 0)
return
if (mutmod == 1)
if(prob(80)) //80%
mutate()
else if(prob(75)) //15%
hardmutate()
return
if (mutmod == 2)
if(prob(50)) //50%
mutate()
else if(prob(75)) //37.5%
hardmutate()
else if(prob(10)) //1/80
mutatespecie()
return
return
obj/machinery/hydroponics/update_icon()
//Refreshes the icon and sets the luminosity
overlays.Cut()
var/n = 0
for(var/Dir in cardinal)
var/obj/machinery/hydroponics/t = locate() in get_step(src,Dir)
if(t && t.anchored == 2 && src.anchored == 2)
n += Dir
icon_state = "hoses-[n]"
UpdateDescription()
if(planted)
var/image/I
if(dead)
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.species]-dead")
else if(harvest)
if(myseed.plant_type == 2) // Shrooms don't have a -harvest graphic
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.species]-grow[myseed.growthstages]")
else
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.species]-harvest")
else if(age < myseed.maturation)
var/t_growthstate = ((age / myseed.maturation) * myseed.growthstages ) // Make sure it won't crap out due to HERPDERP 6 stages only
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.species]-grow[round(t_growthstate)]")
lastproduce = age //Cheating by putting this here, it means that it isn't instantly ready to harvest
else
I = image('icons/obj/hydroponics/growing.dmi', icon_state = "[myseed.species]-grow[myseed.growthstages]") // Same
I.layer = MOB_LAYER + 0.1
overlays += I
if(waterlevel <= 10)
overlays += image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lowwater3")
if(nutrilevel <= 2)
overlays += image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lownutri3")
if(health <= (myseed.endurance / 2))
overlays += image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_lowhealth3")
if(weedlevel >= 5 || pestlevel >= 5 || toxic >= 40)
overlays += image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_alert3")
if(harvest)
overlays += image('icons/obj/hydroponics/equipment.dmi', icon_state = "over_harvest3")
if(istype(myseed,/obj/item/seeds/glowshroom))
SetLuminosity(round(myseed.potency / 10))
else
SetLuminosity(0)
return
obj/machinery/hydroponics/proc/UpdateDescription()
desc = null
if (planted)
desc = "[src] has <span class='info'>[myseed.plantname]</span> planted."
if (dead)
desc += " It's dead."
else if (harvest)
desc += " It's ready to harvest."
obj/machinery/hydroponics/proc/weedinvasion() // If a weed growth is sufficient, this happens.
dead = 0
var/oldPlantName
if(myseed) // In case there's nothing in the tray beforehand
oldPlantName = myseed.plantname
qdel(myseed)
else
oldPlantName = "Empty tray"
switch(rand(1,18)) // randomly pick predominative weed
if(16 to 18)
myseed = new /obj/item/seeds/reishimycelium
if(14 to 15)
myseed = new /obj/item/seeds/nettleseed
if(12 to 13)
myseed = new /obj/item/seeds/harebell
if(10 to 11)
myseed = new /obj/item/seeds/amanitamycelium
if(8 to 9)
myseed = new /obj/item/seeds/chantermycelium
if(6 to 7)
myseed = new /obj/item/seeds/towermycelium
if(4 to 5)
myseed = new /obj/item/seeds/plumpmycelium
else
myseed = new /obj/item/seeds/weeds
planted = 1
age = 0
health = myseed.endurance
lastcycle = world.time
harvest = 0
weedlevel = 0 // Reset
pestlevel = 0 // Reset
update_icon()
visible_message("<span class='info'>[oldPlantName] overtaken by [myseed.plantname].</span>")
obj/machinery/hydroponics/proc/mutate(var/lifemut = 2, var/endmut = 5, var/productmut = 1, var/yieldmut = 2, var/potmut = 25) // Mutates the current seed
if(!planted)
return
adjustSLife(rand(-lifemut,lifemut))
adjustSEnd(rand(-endmut,endmut))
adjustSProduct(rand(-productmut,productmut))
adjustSYield(rand(-yieldmut,yieldmut))
adjustSPot(rand(-potmut,potmut))
obj/machinery/hydroponics/proc/hardmutate()
mutate(4, 10, 2, 4, 50)
obj/machinery/hydroponics/proc/mutatespecie() // Mutagent produced a new plant!
if(!planted || dead)
return
var/oldPlantName = myseed.plantname
if(myseed.mutatelist.len > 0)
var/mutantseed = pick(myseed.mutatelist)
qdel(myseed)
myseed = new mutantseed
else
return
dead = 0
hardmutate()
planted = 1
age = 0
health = myseed.endurance
lastcycle = world.time
harvest = 0
weedlevel = 0 // Reset
spawn(5) // Wait a while
update_icon()
visible_message("<span class='warning'>[oldPlantName] suddenly mutated into [myseed.plantname]!</span>")
obj/machinery/hydroponics/proc/mutateweed() // If the weeds gets the mutagent instead. Mind you, this pretty much destroys the old plant
if( weedlevel > 5 )
if(myseed)
qdel(myseed)
var/newWeed = pick(/obj/item/seeds/libertymycelium, /obj/item/seeds/angelmycelium, /obj/item/seeds/deathnettleseed, /obj/item/seeds/kudzuseed)
myseed = new newWeed
dead = 0
hardmutate()
planted = 1
age = 0
health = myseed.endurance
lastcycle = world.time
harvest = 0
weedlevel = 0 // Reset
spawn(5) // Wait a while
update_icon()
visible_message("<span class='warning'>The mutated weeds in [src] spawned a [myseed.plantname]!</span>")
else
usr << "The few weeds in [src] seem to react, but only for a moment..."
obj/machinery/hydroponics/proc/plantdies() // OH NOES!!!!! I put this all in one function to make things easier
health = 0
harvest = 0
pestlevel = 0 // Pests die
if(!dead)
update_icon()
dead = 1
obj/machinery/hydroponics/proc/mutatepest()
if(pestlevel > 5)
visible_message("The pests seem to behave oddly...")
for(var/i=0, i<3, i++)
var/obj/effect/spider/spiderling/S = new(src.loc)
S.grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
else
usr << "The pests seem to behave oddly, but quickly settle down..."
obj/machinery/hydroponics/proc/applyChemicals(var/datum/reagents/S)
myseed.on_chem_reaction(S) //In case seeds have some special interactions with special chems, currently only used by vines
// Requires 5 mutagen to possibly change species.// Poor man's mutagen.
if(S.has_reagent("mutagen", 5) || S.has_reagent("radium", 10) || S.has_reagent("uranium", 10))
switch(rand(100))
if(91 to 100) plantdies()
if(81 to 90) mutatespecie()
if(66 to 80) hardmutate()
if(41 to 65) mutate()
if(21 to 41) usr << "The plants don't seem to react..."
if(11 to 20) mutateweed()
if(1 to 10) mutatepest()
else usr << "Nothing happens..."
// 2 or 1 units is enough to change the yield and other stats.// Can change the yield and other stats, but requires more than mutagen
else if(S.has_reagent("mutagen", 2) || S.has_reagent("radium", 5) || S.has_reagent("uranium", 5))
hardmutate()
else if(S.has_reagent("mutagen", 1) || S.has_reagent("radium", 2) || S.has_reagent("uranium", 2))
mutate()
// After handling the mutating, we now handle the damage from adding crude radioactives...
if(S.has_reagent("uranium", 1))
adjustHealth(-round(S.get_reagent_amount("uranium") * 1))
adjustToxic(round(S.get_reagent_amount("uranium") * 2))
if(S.has_reagent("radium", 1))
adjustHealth(-round(S.get_reagent_amount("radium") * 1))
adjustToxic(round(S.get_reagent_amount("radium") * 3)) // Radium is harsher (OOC: also easier to produce)
// Nutriments
if(S.has_reagent("eznutriment", 1))
yieldmod = 1
mutmod = 1
adjustNutri(round(S.get_reagent_amount("eznutriment") * 1))
if(S.has_reagent("left4zednutriment", 1))
yieldmod = 0
mutmod = 2
adjustNutri(round(S.get_reagent_amount("left4zednutriment") * 1))
if(S.has_reagent("robustharvestnutriment", 1))
yieldmod = 2
mutmod = 0
adjustNutri(round(S.get_reagent_amount("robustharvestnutriment") *1 ))
// Antitoxin binds shit pretty well. So the tox goes significantly down
if(S.has_reagent("charcoal", 1))
adjustToxic(-round(S.get_reagent_amount("charcoal") * 2))
// NIGGA, YOU JUST WENT ON FULL RETARD.
if(S.has_reagent("toxin", 1))
adjustToxic(round(S.get_reagent_amount("toxin") * 2))
// Milk is good for humans, but bad for plants. The sugars canot be used by plants, and the milk fat fucks up growth. Not shrooms though. I can't deal with this now...
if(S.has_reagent("milk", 1))
adjustNutri(round(S.get_reagent_amount("milk") * 0.1))
adjustWater(round(S.get_reagent_amount("milk") * 0.9))
// Beer is a chemical composition of alcohol and various other things. It's a shitty nutrient but hey, it's still one. Also alcohol is bad, mmmkay?
if(S.has_reagent("beer", 1))
adjustHealth(-round(S.get_reagent_amount("beer") * 0.05))
adjustNutri(round(S.get_reagent_amount("beer") * 0.25))
adjustWater(round(S.get_reagent_amount("beer") * 0.7))
// You're an idiot for thinking that one of the most corrosive and deadly gasses would be beneficial
if(S.has_reagent("fluorine", 1))
adjustHealth(-round(S.get_reagent_amount("fluorine") * 2))
adjustToxic(round(S.get_reagent_amount("flourine") * 2.5))
adjustWater(-round(S.get_reagent_amount("flourine") * 0.5))
adjustWeeds(-rand(1,4))
// You're an idiot for thinking that one of the most corrosive and deadly gasses would be beneficial
if(S.has_reagent("chlorine", 1))
adjustHealth(-round(S.get_reagent_amount("chlorine") * 1))
adjustToxic(round(S.get_reagent_amount("chlorine") * 1.5))
adjustWater(-round(S.get_reagent_amount("chlorine") * 0.5))
adjustWeeds(-rand(1,3))
// White Phosphorous + water -> phosphoric acid. That's not a good thing really. Phosphoric salts are beneficial though. And even if the plant suffers, in the long run the tray gets some nutrients. The benefit isn't worth that much.
if(S.has_reagent("phosphorus", 1))
adjustHealth(-round(S.get_reagent_amount("phosphorus") * 0.75))
adjustNutri(round(S.get_reagent_amount("phosphorus") * 0.1))
adjustWater(-round(S.get_reagent_amount("phosphorus") * 0.5))
adjustWeeds(-rand(1,2))
// Plants should not have sugar, they can't use it and it prevents them getting water/ nutients, it is good for mold though...
if(S.has_reagent("sugar", 1))
adjustWeeds(rand(1,2))
adjustPests(rand(1,2))
adjustNutri(round(S.get_reagent_amount("sugar") * 0.1))
// It is water!
if(S.has_reagent("water", 1))
adjustWater(round(S.get_reagent_amount("water") * 1))
// Holy water. Mostly the same as water, it also heals the plant a little with the power of the spirits~
if(S.has_reagent("holywater", 1))
adjustWater(round(S.get_reagent_amount("holywater") * 1))
adjustHealth(round(S.get_reagent_amount("holywater") * 0.1))
// A variety of nutrients are dissolved in club soda, without sugar. These nutrients include carbon, oxygen, hydrogen, phosphorous, potassium, sulfur and sodium, all of which are needed for healthy plant growth.
if(S.has_reagent("sodawater", 1))
adjustWater(round(S.get_reagent_amount("sodawater") * 1))
adjustHealth(round(S.get_reagent_amount("sodawater") * 0.1))
adjustNutri(round(S.get_reagent_amount("sodawater") * 0.1))
// Man, you guys are retards
if(S.has_reagent("sacid", 1))
adjustHealth(-round(S.get_reagent_amount("sacid") * 1))
adjustToxic(round(S.get_reagent_amount("sacid") * 1.5))
adjustWeeds(-rand(1,2))
// SERIOUSLY
if(S.has_reagent("facid", 1))
adjustHealth(-round(S.get_reagent_amount("facid") * 2))
adjustToxic(round(S.get_reagent_amount("facid") * 3))
adjustWeeds(-rand(1,4))
// Plant-B-Gone is just as bad
if(S.has_reagent("plantbgone", 1))
adjustHealth(-round(S.get_reagent_amount("plantbgone") * 5))
adjustToxic(-round(S.get_reagent_amount("plantbgone") * 6))
adjustWeeds(-rand(4,8))
//Weed Spray
if(S.has_reagent("weedkiller", 1))
adjustToxic(round(S.get_reagent_amount("weedkiller") * 0.5))
//old toxicity was 4, each spray is default 10 (minimal of 5) so 5 and 2.5 are the new ammounts
adjustWeeds(-rand(1,2))
//Pest Spray
if(S.has_reagent("pestkiller", 1))
adjustToxic(round(S.get_reagent_amount("pestkiller") * 0.5))
adjustPests(-rand(1,2))
// Healing
if(S.has_reagent("cryoxadone", 1))
adjustHealth(round(S.get_reagent_amount("cryoxadone") * 3))
adjustToxic(-round(S.get_reagent_amount("cryoxadone") * 3))
// Ammonia is bad ass.
if(S.has_reagent("ammonia", 1))
adjustHealth(round(S.get_reagent_amount("ammonia") * 0.5))
adjustNutri(round(S.get_reagent_amount("ammonia") * 1))
adjustSYield(round(S.get_reagent_amount("ammonia") * 0.01))
// This is more bad ass, and pests get hurt by the corrosive nature of it, not the plant.
if(S.has_reagent("diethylamine", 1))
adjustHealth(round(S.get_reagent_amount("diethylamine") * 1))
adjustNutri(round(S.get_reagent_amount("diethylamine") * 2))
adjustSYield(round(S.get_reagent_amount("diethylamine") * 0.02))
adjustPests(-rand(1,2))
// Compost, effectively
if(S.has_reagent("nutriment", 1))
adjustHealth(round(S.get_reagent_amount("nutriment") * 0.5))
adjustNutri(round(S.get_reagent_amount("nutriment") * 1))
// The best stuff there is. For testing/debugging.
if(S.has_reagent("adminordrazine", 1))
adjustWater(round(S.get_reagent_amount("adminordrazine") * 1))
adjustHealth(round(S.get_reagent_amount("adminordrazine") * 1))
adjustNutri(round(S.get_reagent_amount("adminordrazine") * 1))
adjustPests(-rand(1,5))
adjustWeeds(-rand(1,5))
if(S.has_reagent("adminordrazine", 5))
switch(rand(100))
if(66 to 100) mutatespecie()
if(33 to 65) mutateweed()
if(1 to 32) mutatepest()
else usr << "Nothing happens..."
obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
//Called when mob user "attacks" it with object O
if(istype(O, /obj/item/weapon/reagent_containers) ) // Syringe stuff (and other reagent containers now too)
var/obj/item/weapon/reagent_containers/reagent_source = O
if(istype(reagent_source, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/syr = reagent_source
if(syr.mode != 1)
user << "You can't get any extract out of this plant." //That. Gives me an idea...
return
if(!reagent_source.reagents.total_volume)
user << "<span class='notice'>[reagent_source] is empty.</span>"
return 1
var/list/trays = list(src)//makes the list just this in cases of syringes and compost etc
var/target = myseed ? myseed.plantname : src
var/visi_msg = ""
var/irrigate = 0 //How am I supposed to irrigate pill contents?
if(istype(reagent_source, /obj/item/weapon/reagent_containers/food/snacks) || istype(reagent_source, /obj/item/weapon/reagent_containers/pill))
visi_msg="[user] composts [reagent_source], spreading it through [target]"
else
if(istype(reagent_source, /obj/item/weapon/reagent_containers/syringe/))
var/obj/item/weapon/reagent_containers/syringe/syr = reagent_source
visi_msg="[user] injects [target] with [syr]"
if(syr.reagents.total_volume <= syr.amount_per_transfer_from_this)
syr.mode = 0
else if(istype(reagent_source, /obj/item/weapon/reagent_containers/spray/))
visi_msg="[user] sprays [target] with [reagent_source]"
playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
irrigate = 1
else if(reagent_source.amount_per_transfer_from_this) // Droppers, cans, beakers, what have you.
visi_msg="[user] uses [reagent_source] on [target]"
irrigate = 1
// Beakers, bottles, buckets, etc. Can't use is_open_container though.
if(istype(reagent_source, /obj/item/weapon/reagent_containers/glass/))
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
// anchored == 2 means the hoses are screwed in place
if(irrigate && reagent_source.amount_per_transfer_from_this > 30 && reagent_source.reagents.total_volume >= 30 && anchored == 2)
trays = FindConnected()
if (trays.len > 1)
visi_msg += ", setting off the irrigation system"
if(visi_msg)
visible_message("<span class='notice'>[visi_msg].</span>")
var/split = round(reagent_source.amount_per_transfer_from_this/trays.len)
for(var/obj/machinery/hydroponics/H in trays)
//cause I don't want to feel like im juggling 15 tamagotchis and I can get to my real work of ripping flooring apart in hopes of validating my life choices of becoming a space-gardener
var/datum/reagents/S = new /datum/reagents()
S.my_atom = H
reagent_source.reagents.trans_to(S,split)
if(istype(reagent_source, /obj/item/weapon/reagent_containers/food/snacks) || istype(reagent_source, /obj/item/weapon/reagent_containers/pill))
qdel(reagent_source)
H.applyChemicals(S)
S.clear_reagents()
del(S)
H.update_icon()
if(reagent_source) // If the source wasn't composted and destroyed
reagent_source.update_icon()
return 1
else if(istype(O, /obj/item/seeds/))
if(!planted)
user.unEquip(O)
user << "You plant [O]."
dead = 0
myseed = O
planted = 1
age = 1
health = myseed.endurance
lastcycle = world.time
O.loc = src
if((user.client && user.s_active != src))
user.client.screen -= O
O.dropped(user)
update_icon()
else
user << "<span class='warning'>[src] already has seeds in it!</span>"
else if(istype(O, /obj/item/device/analyzer/plant_analyzer))
if(planted && myseed)
user << "*** <B>[myseed.plantname]</B> ***" //Carn: now reports the plants growing, not the seeds.
user << "-Plant Age: <span class='notice'> [age]</span>"
user << "-Plant Endurance: <span class='notice'> [myseed.endurance]</span>"
user << "-Plant Lifespan: <span class='notice'> [myseed.lifespan]</span>"
if(myseed.yield != -1)
user << "-Plant Yield: <span class='notice'> [myseed.yield]</span>"
user << "-Plant Production: <span class='notice'> [myseed.production]</span>"
if(myseed.potency != -1)
user << "-Plant Potency: <span class='notice'> [myseed.potency]</span>"
var/list/text_strings = myseed.get_analyzer_text()
if(text_strings)
for(var/string in text_strings)
user << string
else
user << "<B>No plant found.</B>"
user << "-Weed level: <span class='notice'> [weedlevel] / 10</span>"
user << "-Pest level: <span class='notice'> [pestlevel] / 10</span>"
user << "-Toxicity level: <span class='notice'> [toxic] / 100</span>"
user << "-Water level: <span class='notice'> [waterlevel] / [maxwater]</span>"
user << "-Nutrition level: <span class='notice'> [nutrilevel] / [maxnutri]</span>"
user << ""
else if(istype(O, /obj/item/weapon/minihoe))
if(weedlevel > 0)
user.visible_message("<span class='notice'>[user] uproots the weeds.</span>", "<span class='notice'>You remove the weeds from [src].</span>")
weedlevel = 0
update_icon()
else
user << "<span class='notice'>This plot is completely devoid of weeds. It doesn't need uprooting.</span>"
else if(istype(O, /obj/item/weapon/storage/bag/plants))
attack_hand(user)
var/obj/item/weapon/storage/bag/plants/S = O
for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in locate(user.x,user.y,user.z))
if(!S.can_be_inserted(G))
return
S.handle_item_insertion(G, 1)
else if(istype(O, /obj/item/weapon/wrench) && unwrenchable)
if(anchored == 2)
user << "Unscrew the hoses first!"
return
if(!anchored && !isinspace())
user.visible_message("<span class='notice'>[user] begins to wrench [src] into place.</span>", \
"<span class='notice'>You begin to wrench [src] in place.</span>")
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if (do_after(user, 20))
if(anchored)
return
anchored = 1
user.visible_message("<span class='notice'>[user] wrenches [src] into place.</span>", \
"<span class='notice'>You wrench [src] in place.</span>")
else if(anchored)
user.visible_message("<span class='notice'>[user] begins to unwrench [src].</span>", \
"<span class='notice'>You begin to unwrench [src].</span>")
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if (do_after(user, 20))
if(!anchored)
return
anchored = 0
user.visible_message("<span class='notice'>[user] unwrenches [src].</span>", \
"<span class='notice'>You unwrench [src].</span>")
else if(istype(O, /obj/item/weapon/screwdriver) && unwrenchable) //THIS NEED TO BE DONE DIFFERENTLY, SOMEONE REFACTOR THE TRAY CODE ALREADY
if(anchored)
if(anchored == 2)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 1
user << "You unscrew \the [src]'s hoses."
else if(anchored == 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
anchored = 2
user << "You screw in \the [src]'s hoses."
for(var/obj/machinery/hydroponics/h in range(1,src))
spawn()
h.update_icon()
return
/obj/machinery/hydroponics/attack_hand(mob/user as mob)
if(istype(user, /mob/living/silicon)) //How does AI know what plant is?
return
if(harvest)
myseed.harvest()
else if(dead)
planted = 0
dead = 0
user << "You remove the dead plant from [src]."
qdel(myseed)
update_icon()
else
if(planted && !dead)
user << "[src] has <span class='info'>[myseed.plantname]</span> planted."
if(health <= (myseed.endurance / 2))
user << "The plant looks unhealthy."
else
user << "[src] is empty."
user << "Water: [waterlevel]/[maxwater]"
user << "Nutrient: [nutrilevel]/[maxnutri]"
if(weedlevel >= 5) // Visual aid for those blind
user << "[src] is filled with weeds!"
if(pestlevel >= 5) // Visual aid for those blind
user << "[src] is filled with tiny worms!"
user << "" // Empty line for readability.
/obj/item/seeds/proc/getYield()
var/obj/machinery/hydroponics/parent = loc
if (parent.yieldmod == 0)
return min(yield, 1)//1 if above zero, 0 otherwise
return (yield * parent.yieldmod)
/obj/item/seeds/proc/harvest(mob/user = usr)
var/obj/machinery/hydroponics/parent = loc //for ease of access
var/t_amount = 0
var/list/result = list()
var/output_loc = parent.Adjacent(user) ? user.loc : parent.loc //needed for TK
while(t_amount < getYield())
var/obj/item/weapon/reagent_containers/food/snacks/grown/t_prod = new product(output_loc, potency)
result.Add(t_prod) // User gets a consumable
if(!t_prod) return
t_prod.lifespan = lifespan
t_prod.endurance = endurance
t_prod.maturation = maturation
t_prod.production = production
t_prod.yield = yield
t_prod.potency = potency
t_prod.plant_type = plant_type
t_amount++
parent.update_tray()
return result
/obj/item/seeds/replicapod/harvest(mob/user = usr) //now that one is fun -- Urist
var/obj/machinery/hydroponics/parent = loc
var/make_podman = 0
var/ckey_holder = null
if(config.revival_pod_plants)
if(ckey)
for(var/mob/M in player_list)
if(istype(M, /mob/dead/observer))
var/mob/dead/observer/O = M
if(O.ckey == ckey && O.can_reenter_corpse)
make_podman = 1
break
else
if(M.ckey == ckey && M.stat == 2 && !M.suiciding)
make_podman = 1
break
else //If the player has ghosted from his corpse before blood was drawn, his ckey is no longer attached to the mob, so we need to match up the cloned player through the mind key
for(var/mob/M in player_list)
if(ckey(M.mind.key) == ckey(mind.key) && M.ckey && M.client && M.stat == 2 && !M.suiciding)
if(istype(M, /mob/dead/observer))
var/mob/dead/observer/O = M
if(!O.can_reenter_corpse)
break
make_podman = 1
ckey_holder = M.ckey
break
if(make_podman) //all conditions met!
var/mob/living/carbon/human/podman = new /mob/living/carbon/human(parent.loc)
if(realName)
podman.real_name = realName
else
podman.real_name = "Pod Person [rand(0,999)]"
mind.transfer_to(podman)
if(ckey)
podman.ckey = ckey
else
podman.ckey = ckey_holder
podman.gender = blood_gender
podman.faction |= factions
if(!mutant_color)
mutant_color = "#59CE00"
hardset_dna(podman,null,null,podman.real_name,blood_type,/datum/species/plant/pod,mutant_color)//Discard SE's and UI's, podman cloning is inaccurate, and always make them a podman
podman.set_cloned_appearance()
else //else, one packet of seeds. maybe two
var/seed_count = 1
if(prob(getYield() * 20))
seed_count++
for(var/i=0,i<seed_count,i++)
var/obj/item/seeds/replicapod/harvestseeds = new /obj/item/seeds/replicapod(user.loc)
harvestseeds.lifespan = lifespan
harvestseeds.endurance = endurance
harvestseeds.maturation = maturation
harvestseeds.production = production
harvestseeds.yield = yield
harvestseeds.potency = potency
parent.update_tray()
/obj/machinery/hydroponics/proc/update_tray(mob/user = usr)
harvest = 0
lastproduce = age
if(istype(myseed,/obj/item/seeds/replicapod/))
user << "You harvest from the [myseed.plantname]."
else if(myseed.getYield() <= 0)
user << "<span class='warning'>You fail to harvest anything useful.</span>"
else
user << "You harvest [myseed.getYield()] items from the [myseed.plantname]."
if(myseed.oneharvest)
qdel(myseed)
planted = 0
dead = 0
update_icon()
/// Tray Setters - The following procs adjust the tray or plants variables, and make sure that the stat doesn't go out of bounds.///
/obj/machinery/hydroponics/proc/adjustNutri(var/adjustamt)
nutrilevel += adjustamt
nutrilevel = max(nutrilevel, 0)
nutrilevel = min(nutrilevel, maxnutri)
/obj/machinery/hydroponics/proc/adjustWater(var/adjustamt)
waterlevel += adjustamt
waterlevel = max(waterlevel, 0)
waterlevel = min(waterlevel, maxwater)
if(adjustamt>0)
adjustToxic(-round(adjustamt/4))//Toxicity dilutation code. The more water you put in, the lesser the toxin concentration.
/obj/machinery/hydroponics/proc/adjustHealth(var/adjustamt)
if(planted && !dead)
health += adjustamt
health = max(health, 0)
health = min(health, myseed.endurance)
/obj/machinery/hydroponics/proc/adjustToxic(var/adjustamt)
toxic += adjustamt
toxic = max(toxic, 0)
toxic = min(toxic, 100)
/obj/machinery/hydroponics/proc/adjustPests(var/adjustamt)
pestlevel += adjustamt
pestlevel = max(pestlevel, 0)
pestlevel = min(pestlevel, 10)
/obj/machinery/hydroponics/proc/adjustWeeds(var/adjustamt)
weedlevel += adjustamt
weedlevel = max(weedlevel, 0)
weedlevel = min(weedlevel, 10)
/// Seed Setters ///
/obj/machinery/hydroponics/proc/adjustSYield(var/adjustamt)//0,10
if(myseed && myseed.yield != -1) // Unharvestable shouldn't suddenly turn harvestable
myseed.yield += adjustamt
myseed.yield = max(myseed.yield, 0)
myseed.yield = min(myseed.yield, 10)
if(myseed.yield <= 0 && myseed.plant_type == 2)
myseed.yield = 1 // Mushrooms always have a minimum yield of 1.
/obj/machinery/hydroponics/proc/adjustSLife(var/adjustamt)//10,100
if(myseed)
myseed.lifespan += adjustamt
myseed.lifespan = max(myseed.lifespan, 10)
myseed.lifespan = min(myseed.lifespan, 100)
/obj/machinery/hydroponics/proc/adjustSEnd(var/adjustamt)//10,100
if(myseed)
myseed.endurance += adjustamt
myseed.endurance = max(myseed.endurance, 10)
myseed.endurance = min(myseed.endurance, 100)
/obj/machinery/hydroponics/proc/adjustSProduct(var/adjustamt)//2,10
if(myseed)
myseed.production += adjustamt
myseed.production = max(myseed.production, 2)
myseed.production = min(myseed.production, 10)
/obj/machinery/hydroponics/proc/adjustSPot(var/adjustamt)//0,100
if(myseed && myseed.potency != -1) //Not all plants have a potency
myseed.potency += adjustamt
myseed.potency = max(myseed.potency, 0)
myseed.potency = min(myseed.potency, 100)
///////////////////////////////////////////////////////////////////////////////
/obj/machinery/hydroponics/soil //Not actually hydroponics at all! Honk!
name = "soil"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "soil"
density = 0
use_power = 0
unwrenchable = 0
/obj/machinery/hydroponics/soil/update_icon() // Same as normal but with the overlays removed - Cheridan.
overlays.Cut()
UpdateDescription()
if(planted)
if(dead)
overlays += image('icons/obj/hydroponics/growing.dmi', icon_state= "[myseed.species]-dead")
else if(harvest)
if(myseed.plant_type == 2) // Shrooms don't have a -harvest graphic
overlays += image('icons/obj/hydroponics/growing.dmi', icon_state= "[myseed.species]-grow[myseed.growthstages]")
else
overlays += image('icons/obj/hydroponics/growing.dmi', icon_state= "[myseed.species]-harvest")
else if(age < myseed.maturation)
var/t_growthstate = ((age / myseed.maturation) * myseed.growthstages )
overlays += image('icons/obj/hydroponics/growing.dmi', icon_state= "[myseed.species]-grow[round(t_growthstate)]")
lastproduce = age
else
overlays += image('icons/obj/hydroponics/growing.dmi', icon_state= "[myseed.species]-grow[myseed.growthstages]")
if(istype(myseed,/obj/item/seeds/glowshroom))
SetLuminosity(round(myseed.potency/10))
else
SetLuminosity(0)
return
/obj/machinery/hydroponics/soil/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
..()
if(istype(O, /obj/item/weapon/shovel))
user << "You clear up [src]!"
qdel(src)