//trees /obj/structure/flora/tree name = "tree" anchored = 1 density = 1 pixel_x = -16 plane = MOB_PLANE // You know what, let's play it safe. layer = ABOVE_MOB_LAYER integrity = 400 integrity_max = 400 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. var/indestructable = FALSE // If true, the tree cannot die. /obj/structure/flora/tree/Initialize(mapload) icon_state = choose_icon_state() return ..() /obj/structure/flora/tree/apply_transform(matrix/to_apply) animate(src, transform = to_apply, time = 1 SECONDS) /obj/structure/flora/tree/base_transform(matrix/applying) var/matrix/base_matrix = ..() base_matrix.Translate(0, 16 * (icon_scale_y - 1)) return base_matrix // Override this for special icons. /obj/structure/flora/tree/proc/choose_icon_state() return icon_state /obj/structure/flora/tree/can_harvest(var/obj/item/I) . = FALSE if(!is_stump && harvest_tool && istype(I, harvest_tool) && harvest_loot && harvest_loot.len && harvest_count < max_harvests) . = TRUE return . /obj/structure/flora/tree/attackby(obj/item/I, mob/living/user, list/params, clickchain_flags, damage_multiplier) if(user.a_intent == INTENT_HARM) return ..() if(can_harvest(I)) return ..(I, user) if(is_stump) if(istype(I,/obj/item/shovel)) if(do_after(user, 5 SECONDS)) visible_message("\The [user] digs up \the [src] stump with \the [I].") qdel(src) return return ..() /obj/structure/flora/tree/hitsound_melee(obj/item/I) if((I.damage_mode & DAMAGE_MODE_EDGE) && I.damage_force >= 5) return 'sound/effects/woodcutting.ogg' return ..() // 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) var/matrix/M = matrix() M.Scale(icon_scale_x, icon_scale_y) M.Translate(0, 16*(icon_scale_y-1)) animate(src, transform=turn(M, shake_animation_degrees * shake_dir), pixel_x=init_px + 2*shake_dir, time=1) animate(transform=M, pixel_x=init_px, time=6, easing=ELASTIC_EASING) /obj/structure/flora/tree/inflict_atom_damage(damage, damage_type, damage_tier, damage_flag, damage_mode, hit_zone, attack_type, datum/attack_source) . = ..() // ruins some of the wood if you use high power modes or types if(. > 5 && ((damage_mode & (DAMAGE_MODE_ABLATING | DAMAGE_MODE_PIERCE | DAMAGE_MODE_SHRED)) || (damage_flag == ARMOR_BOMB))) product_amount -= round((. * 0.5) / integrity_max * initial(product_amount)) /obj/structure/flora/tree/atom_break() . = ..() 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 density = FALSE icon_state = "[base_icon_state]_stump" cut_overlays() // For the Sif tree and other future glowy trees. set_light(0) /obj/structure/flora/tree/get_description_interaction(mob/user) var/list/results = list() if(!is_stump) results += "[desc_panel_image("hatchet", user)]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_icon_state = "pine" product = /obj/item/stack/material/log shake_animation_degrees = 3 /obj/structure/flora/tree/pine/choose_icon_state() return "[base_icon_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/presents icon_state = "pinepresents" desc = "A wondrous decorated Christmas tree. It has presents!" indestructable = TRUE var/gift_type = /obj/item/a_gift var/list/ckeys_that_took = list() /obj/structure/flora/tree/pine/xmas/presents/choose_icon_state() return "pinepresents" /obj/structure/flora/tree/pine/xmas/presents/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args) . = ..() if(.) return if(!user.ckey) return if(ckeys_that_took[user.ckey]) to_chat(user, SPAN_WARNING( "There are no presents with your name on.")) return to_chat(user, SPAN_NOTICE("After a bit of rummaging, you locate a gift with your name on it!")) ckeys_that_took[user.ckey] = TRUE var/obj/item/G = new gift_type(src) user.put_in_hands(G) // Palm trees /obj/structure/flora/tree/palm icon = 'icons/obj/flora/palmtrees.dmi' icon_state = "palm1" base_icon_state = "palm" product = /obj/item/stack/material/log product_amount = 5 integrity = 200 integrity_max = 200 pixel_x = 0 /obj/structure/flora/tree/palm/choose_icon_state() return "[base_icon_state][rand(1, 2)]" // Dead trees /obj/structure/flora/tree/dead icon = 'icons/obj/flora/deadtrees.dmi' icon_state = "tree_1" base_icon_state = "tree" product = /obj/item/stack/material/log product_amount = 10 integrity = 200 integrity_max = 200 /obj/structure/flora/tree/dead/choose_icon_state() return "[base_icon_state]_[rand(1, 6)]" // Small jungle trees /obj/structure/flora/tree/jungle_small icon = 'icons/obj/flora/jungletreesmall.dmi' icon_state = "tree" base_icon_state = "tree" product = /obj/item/stack/material/log product_amount = 20 integrity = 400 integrity_max = 400 pixel_x = -32 /obj/structure/flora/tree/jungle_small/choose_icon_state() return "[base_icon_state][rand(1, 6)]" // Big jungle trees /obj/structure/flora/tree/jungle icon = 'icons/obj/flora/jungletree.dmi' icon_state = "tree" base_icon_state = "tree" product = /obj/item/stack/material/log product_amount = 40 integrity = 800 integrity_max = 800 pixel_x = -48 pixel_y = -16 shake_animation_degrees = 2 /obj/structure/flora/tree/jungle/choose_icon_state() return "[base_icon_state][rand(1, 6)]" // Sif trees /datum/category_item/catalogue/flora/sif_tree name = "Sivian Flora - Tree" desc = "The damp, shaded environment of Sif's most common variety of tree provides an ideal environment for a wide \ variety of bioluminescent bacteria. The soft glow of the microscopic organisms in turn attracts several native microphagous \ animals which act as an effective dispersal method. By this mechanism, new trees and bacterial colonies often sprout in \ unison, having formed a symbiotic relationship over countless years of evolution.\

\ Wood-like material can be obtained from this by cutting it down with a bladed tool." value = CATALOGUER_REWARD_TRIVIAL /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_icon_state = "tree_sif" product = /obj/item/stack/material/log/sif catalogue_data = list(/datum/category_item/catalogue/flora/sif_tree) randomize_size = TRUE harvest_tool = /obj/item/material/knife max_harvests = 2 min_harvests = -4 harvest_loot = list( /obj/item/reagent_containers/food/snacks/siffruit = 5 ) var/light_shift = 0 /obj/structure/flora/tree/sif/choose_icon_state() light_shift = rand(0, 5) return "[base_icon_state][light_shift]" /obj/structure/flora/tree/sif/Initialize(mapload) . = ..() update_icon() /obj/structure/flora/tree/sif/update_icon() set_light(5 - light_shift, 1, "#33ccff") // 5 variants, missing bulbs. 5th has no bulbs, so no glow. var/image/glow = image(icon = icon, icon_state = "[base_icon_state][light_shift]_glow") glow.plane = ABOVE_LIGHTING_PLANE add_overlay(glow)