Files
CHOMPStation2/code/game/objects/structures/flora/trees.dm
Neerti 95d93dae00 Touches Up the Surface Somewhat
Changes the rock texture to hopefully be a bit better.  It's a recolored version of /tg/'s lavaland rock, and modified slightly to look less repetitive.
Ports the lavaland rock tile sprite entirely for future away missions.
Adds tree chopping down feature.  All trees now have health, and hitting it with things will reduce it.  Generally you need something sharp to have a chance of actually felling the tree.
Adds log material, which is obtained from chopping trees.  Hitting these with a sharp weapon converts them into two planks per log.  Can be used to build log walls but otherwise can't be used to craft, at the moment.
Ports /tg/ tree sprites.  Might have a use for them in away missions, who knows.
Makes crystals start anchored and glow.
Shoveling snow checks toolspeed now.
2017-10-18 12:04:39 -04:00

202 lines
5.2 KiB
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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(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("<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))