Files
lbnesquik c440277063 Add sap to trees.
Trees can now be used to produce sap. At least, the sif ones. The glowy ones.
There is 3 different tree types and 3 associated saps types.
They can be used for some minor chemistry but nothing too cool for now.
The tree taps can be crafted with a bit of metal.
2019-01-16 18:31:05 +01:00

349 lines
11 KiB
Plaintext

//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)
if(istype(W,/obj/item/weapon/shovel))
if(do_after(user, 5 SECONDS))
visible_message("<span class='notice'>\The [user] digs up \the [src] stump with \the [W].</span>")
qdel(src)
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, var/is_ranged = FALSE)
if(is_stump)
return
// Bullets and lasers ruin some of the wood
if(is_ranged && product_amount > 0)
var/wood = initial(product_amount)
product_amount -= round(wood * (abs(amount)/max_health))
health = between(0, health + amount, max_health)
if(health <= 0)
die()
return
// 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
density = FALSE
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/bullet_act(var/obj/item/projectile/Proj)
if(Proj.get_structure_damage())
adjust_health(-Proj.get_structure_damage(), TRUE)
/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 //CHOMP edit. The tree gives you tap.
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'
product = /obj/item/stack/material/log/sif
var/obj/item/weapon/t_t = null
var/tap = 0 //Variable used to start production or stop it.
var/sap = 1 //The actual liquid. Trees aren't reagents containers so i hacked this quickly.
var/sap_amount = 0 //Placeholder. Actually important.
var/sap_type = 1//this is a sort of variable used for appearance and reagent selection.
/obj/structure/flora/tree/sif/attackby(var/obj/item/weapon/I, var/mob/user)
if(istype(I, /obj/item/weapon/reagent_containers/))
if(!tap)
user << "<span class='notice'>There is no tap in \the [src].</span>"
return
if(!sap && tap)
user << "<span class='notice'>There is no sap in \the [src].</span>"
return
if(sap && tap)
if(sap_type == 1)
var/obj/item/weapon/reagent_containers/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, sap)
sap -= transferred
G.reagents.add_reagent("phoron", transferred)//badly done yeah. Ideally, you would have a list of reagents to pull from then to add.
G.reagents.add_reagent("bluesap", transferred)
sap_amount = transferred * 2
user.visible_message("<span class='notice'>[user] collects [sap_amount] from \the [src] into \the [G].</span>", "<span class='notice'>You collect [sap_amount] units of sap from \the [src] into \the [G].</span>")
return 1
if(sap_type == 2)
var/obj/item/weapon/reagent_containers/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, sap)
sap -= transferred
G.reagents.add_reagent("phoron", transferred)
G.reagents.add_reagent("purplesap", transferred)
sap_amount = transferred * 2
user.visible_message("<span class='notice'>[user] collects [sap_amount] from \the [src] into \the [G].</span>", "<span class='notice'>You collect [sap_amount] units of sap from \the [src] into \the [G].</span>")
return 1
if(sap_type == 3)
var/obj/item/weapon/reagent_containers/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, sap)
sap -= transferred
G.reagents.add_reagent("phoron", transferred)
G.reagents.add_reagent("orangesap", transferred)
sap_amount = transferred * 2
user.visible_message("<span class='notice'>[user] collects [sap_amount] from \the [src] into \the [G].</span>", "<span class='notice'>You collect [sap_amount] units of sap from \the [src] into \the [G].</span>")
return 1
if(istype(I, /obj/item/weapon/tree_tap))
if(!tap)
user.drop_item()
I.loc = src
t_t = I
user << "<span class='notice'>You install a tap in [src].</span>"
tap = 1
produce_sap()
else
user << "<span class='notice'>[src] already has a tap.</span>"
return 1
visible_message("<span class='danger'>\The [user] hits \the [src] with \the [I]!</span>")
var/damage_to_do = I.force
if(!I.sharp && !I.edge)
damage_to_do = round(damage_to_do / 4)
if(damage_to_do > 0)
if(I.sharp && I.edge)
playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1)
else
playsound(get_turf(src), I.hitsound, 50, 1)
if(damage_to_do > 5)
adjust_health(-damage_to_do)
else
to_chat(user, "<span class='warning'>\The [I] is ineffective at harming \the [src].</span>")
hit_animation()
user.setClickCooldown(user.get_attack_speed(I))
user.do_attack_animation(src)
/obj/structure/flora/tree/sif/attack_hand(mob/user as mob)
if(tap == 1)
user.put_in_hands(t_t)
t_t = null
user << "<span class='notice'>You remove the tap from [src].</span>"
tap = 0
return
/obj/structure/flora/tree/sif/proc/produce_sap()
if(tap)
sap = (sap + 0.01)
return
/obj/structure/flora/tree/sif/process()
produce_sap()
/obj/structure/flora/tree/sif/examine(mob/user)
if(!..(user, 1))
return
if(tap)
user <<"<span class='notice'>[src] has a tap wedged in.</span>"
if(!tap)
user <<"<span class='notice'>[src] looks health and normal.</span>"
/* if(sap_type == 1)//Debug stuff. Don't turn on.
user <<"<span class='notice'>[src] 1</span>"
if(sap_type == 2)
user <<"<span class='notice'>[src] 2</span>"
if(sap_type == 3)
user <<"<span class='notice'>[src] 3</span>"
*/
/obj/structure/flora/tree/sif/New()
sap_type = rand(1,3)
// ..()
// processing_objects |= src
if(sap_type == 1)//first sap
icon_state = "tree_sif1"
desc = "It's a tree, except this one seems quite alien. It glows a deep blue."
if(sap_type == 2)//second sap
icon_state = "tree_sif2"
desc = "It's a tree, except this one seems quite alien. It glows a deep violet."
if(sap_type == 3)//third sap
icon_state = "tree_sif3"
desc = "It's a tree, except this one seems quite alien. It glows a low brownish orange."
// else
// icon_state = "tree_sif"
update_icon()
processing_objects |= src
/obj/structure/flora/tree/sif/update_icon()
if(sap_type == 1)
set_light(5, 1, "#33ccff")//first sap
if(sap_type == 2)
set_light(5, 1, "#7a48a0")//second sap
if(sap_type == 3)
set_light(5, 1, "#e9955c")//third sap
var/image/glow = image(icon = 'icons/obj/flora/deadtrees.dmi', icon_state = "[icon_state]_glow")
glow.plane = PLANE_LIGHTING_ABOVE
//debug_glow = glow
overlays = list(glow)
/obj/item/weapon/tree_tap//I put it here because where else?
name = "Tree Tap"
desc = "A small metal tap with a crude faucet. Sturdy enough to be rammed in a tree."
icon = 'icons/obj/flora/deadtrees.dmi'
icon_state = "treetap0"
w_class = ITEMSIZE_SMALL
force = 3