//trees /obj/structure/flora/tree name = "tree" anchored = 1 density = 1 pixel_x = -16 layer = MOB_LAYER // You know what, let's play it safe. var/base_state = null // Used for stumps. var/health = 200 // Used for chopping down trees. var/max_health = 200 var/shake_animation_degrees = 4 // How much to shake the tree when struck. Larger trees should have smaller numbers or it looks weird. var/obj/item/stack/material/product = null // What you get when chopping this tree down. Generally it will be a type of wood. var/product_amount = 10 // How much of a stack you get, if the above is defined. var/is_stump = FALSE // If true, suspends damage tracking and most other effects. /obj/structure/flora/tree/attackby(var/obj/item/weapon/W, var/mob/living/user) if(!istype(W)) return ..() if(is_stump) return visible_message("\The [user] hits \the [src] with \the [W]!") var/damage_to_do = W.force if(!W.sharp && !W.edge) damage_to_do = round(damage_to_do / 4) if(damage_to_do > 0) if(W.sharp && W.edge) playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1) else playsound(get_turf(src), W.hitsound, 50, 1) if(damage_to_do > 5) adjust_health(-damage_to_do) else to_chat(user, "\The [W] is ineffective at harming \the [src].") hit_animation() user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(src) // Shakes the tree slightly, more or less stolen from lockers. /obj/structure/flora/tree/proc/hit_animation() var/init_px = pixel_x var/shake_dir = pick(-1, 1) animate(src, transform=turn(matrix(), shake_animation_degrees * shake_dir), pixel_x=init_px + 2*shake_dir, time=1) animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING) // Used when the tree gets hurt. /obj/structure/flora/tree/proc/adjust_health(var/amount) if(is_stump) return health = between(0, health + amount, max_health) if(health <= 0) die() // Called when the tree loses all health, for whatever reason. /obj/structure/flora/tree/proc/die() if(is_stump) return if(product && product_amount) // Make wooden logs. var/obj/item/stack/material/M = new product(get_turf(src)) M.amount = product_amount M.update_icon() visible_message("\The [src] is felled!") stump() // Makes the tree into a mostly non-interactive stump. /obj/structure/flora/tree/proc/stump() if(is_stump) return is_stump = TRUE icon_state = "[base_state]_stump" overlays.Cut() // For the Sif tree and other future glowy trees. set_light(0) /obj/structure/flora/tree/ex_act(var/severity) adjust_health(-(max_health / severity)) /obj/structure/flora/tree/get_description_interaction() var/list/results = list() if(!is_stump) results += "[desc_panel_image("hatchet")]to cut down this tree into logs. Any sharp and strong weapon will do." results += ..() return results // Subtypes. // Pine trees /obj/structure/flora/tree/pine name = "pine tree" icon = 'icons/obj/flora/pinetrees.dmi' icon_state = "pine_1" base_state = "pine" product = /obj/item/stack/material/log shake_animation_degrees = 3 /obj/structure/flora/tree/pine/New() ..() icon_state = "[base_state]_[rand(1, 3)]" /obj/structure/flora/tree/pine/xmas name = "xmas tree" icon = 'icons/obj/flora/pinetrees.dmi' icon_state = "pine_c" /obj/structure/flora/tree/pine/xmas/New() ..() icon_state = "pine_c" // Palm trees /obj/structure/flora/tree/palm icon = 'icons/obj/flora/palmtrees.dmi' icon_state = "palm1" base_state = "palm" product = /obj/item/stack/material/log product_amount = 5 health = 200 max_health = 200 pixel_x = 0 /obj/structure/flora/tree/palm/New() ..() icon_state = "[base_state][rand(1, 2)]" // Dead trees /obj/structure/flora/tree/dead icon = 'icons/obj/flora/deadtrees.dmi' icon_state = "tree_1" base_state = "tree" product = /obj/item/stack/material/log product_amount = 5 health = 200 max_health = 200 /obj/structure/flora/tree/dead/New() ..() icon_state = "[base_state]_[rand(1, 6)]" // Small jungle trees /obj/structure/flora/tree/jungle_small icon = 'icons/obj/flora/jungletreesmall.dmi' icon_state = "tree" base_state = "tree" product = /obj/item/stack/material/log product_amount = 10 health = 400 max_health = 400 pixel_x = -32 /obj/structure/flora/tree/jungle_small/New() ..() icon_state = "[base_state][rand(1, 6)]" // Big jungle trees /obj/structure/flora/tree/jungle icon = 'icons/obj/flora/jungletree.dmi' icon_state = "tree" base_state = "tree" product = /obj/item/stack/material/log product_amount = 20 health = 800 max_health = 800 pixel_x = -48 pixel_y = -16 shake_animation_degrees = 2 /obj/structure/flora/tree/jungle/New() ..() icon_state = "[base_state][rand(1, 6)]" // Sif trees /obj/structure/flora/tree/sif name = "glowing tree" desc = "It's a tree, except this one seems quite alien. It glows a deep blue." icon = 'icons/obj/flora/deadtrees.dmi' icon_state = "tree_sif" base_state = "tree_sif" product = /obj/item/stack/material/log/sif /obj/structure/flora/tree/sif/New() update_icon() /obj/structure/flora/tree/sif/update_icon() set_light(5, 1, "#33ccff") overlays.Cut() overlays.Add(image(icon = 'icons/obj/flora/deadtrees.dmi', icon_state = "[icon_state]_glow", layer = LIGHTING_LAYER + 0.1))