Files
CHOMPStation2/code/game/objects/structures/flora/trees.dm
Neerti 2f7db506eb Adds Variable Click Delay
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
2017-11-28 16:11:56 -05:00

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//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("<span class='danger'>\The [user] hits \the [src] with \the [W]!</span>")
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, "<span class='warning'>\The [W] is ineffective at harming \the [src].</span>")
hit_animation()
user.setClickCooldown(user.get_attack_speed(W))
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("<span class='danger'>\The [src] is felled!</span>")
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))