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//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("<span class='notice'>\The [user] digs up \the [src] stump with \the [I].</span>")
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("<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_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.\
<br><br>\
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)