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Converts bees to basic mobs (#30662)
* Converts bees to basic mobs * Undefs * Linters
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#define BEE_TRAY_RECENT_VISIT 20 SECONDS /// How long in deciseconds until a tray can be visited by a bee again
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#define BEE_DEFAULT_COLOUR "#e5e500" /// the colour we make the stripes of the bee if our reagent has no colour (or we have no reagent)
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#define BEE_POLLINATE_YIELD_CHANCE 33 /// chance to increase yield of plant
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#define BEE_POLLINATE_PEST_CHANCE 33 /// chance to decrease pest of plant
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#define BEE_POLLINATE_POTENCY_CHANCE 50 /// chance to increase potancy of plant
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#define BEE_FOODGROUPS RAW | MEAT | GORE | BUGS /// the bee food contents
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/mob/living/basic/bee
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name = "bee"
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desc = "Buzzy buzzy bee, stingy sti- Ouch!"
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icon_state = ""
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icon = 'icons/mob/bees.dmi'
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gender = FEMALE
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speak_emote = list("buzzes")
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melee_damage_lower = 1
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melee_damage_upper = 1
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attack_verb_continuous = "stings"
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attack_verb_simple = "sting"
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response_help_continuous = "shoos"
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response_help_simple = "shoo"
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response_disarm_continuous = "swats away"
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response_disarm_simple = "swat away"
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response_harm_continuous = "squashes"
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response_harm_simple = "squash"
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speed = 0.5
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maxHealth = 10
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health = 10
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melee_damage_lower = 1
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melee_damage_upper = 1
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melee_attack_cooldown_min = 1.5 SECONDS
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melee_attack_cooldown_max = 2.5 SECONDS
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attack_sound = null // Stings are quiet
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faction = list("hostile")
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pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
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ventcrawler = VENTCRAWLER_ALWAYS
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mob_size = MOB_SIZE_TINY
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mob_biotypes = MOB_ORGANIC|MOB_BUG
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density = FALSE
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atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
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minimum_survivable_temperature = 0
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gold_core_spawnable = FRIENDLY_SPAWN
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basic_mob_flags = DEL_ON_DEATH
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initial_traits = list(TRAIT_FLYING)
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ai_controller = /datum/ai_controller/basic_controller/bee
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/// the reagent the bee has
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var/datum/reagent/beegent = null
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/// the house we live in
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var/obj/structure/beebox/beehome = null
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/// our icon base
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var/icon_base = "bee"
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/// Icon creation
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var/static/list/bee_icons = list()
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/// the bee is a queen?
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var/is_queen = FALSE
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/// Is this a syndibee?
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var/bee_syndicate = FALSE
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/mob/living/basic/bee/Initialize(mapload)
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. = ..()
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generate_bee_visuals()
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AddComponent(/datum/component/swarming)
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/mob/living/basic/bee/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
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return TRUE
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/mob/living/basic/bee/examine(mob/user)
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. = ..()
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if(!bee_syndicate && !beehome)
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. += "<span class='warning'>This bee is homeless!</span>"
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/mob/living/basic/bee/Destroy()
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if(beehome)
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beehome.bees -= src
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beehome = null
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beegent = null
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return ..()
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/mob/living/basic/bee/death(gibbed)
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. = ..()
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if(!.)
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return
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if(beehome)
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if(beehome.bees)
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beehome.bees.Remove(src)
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beehome = null
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// All bee sprites are made up of overlays. They do not have any special sprite overlays for items placed on them, such as collars, so this proc is unneeded.
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/mob/living/basic/bee/regenerate_icons()
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return
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/mob/living/basic/bee/proc/generate_bee_visuals()
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overlays.Cut()
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var/col = BEE_DEFAULT_COLOUR
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if(beegent && beegent.color)
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col = beegent.color
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var/image/base
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if(!bee_icons["[icon_base]_base"])
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bee_icons["[icon_base]_base"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_base")
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base = bee_icons["[icon_base]_base"]
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overlays += base
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var/image/greyscale
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if(!bee_icons["[icon_base]_grey_[col]"])
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bee_icons["[icon_base]_grey_[col]"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_grey")
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greyscale = bee_icons["[icon_base]_grey_[col]"]
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greyscale.color = col
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overlays += greyscale
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var/image/wings
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if(!bee_icons["[icon_base]_wings"])
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bee_icons["[icon_base]_wings"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_wings")
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wings = bee_icons["[icon_base]_wings"]
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overlays += wings
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/mob/living/basic/bee/melee_attack(atom/target, list/modifiers, ignore_cooldown)
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if(istype(target, /obj/machinery/hydroponics))
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var/obj/machinery/hydroponics/hydro = target
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pollinate(hydro)
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return FALSE
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if(istype(target, /obj/structure/beebox))
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var/obj/structure/beebox/hive = target
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handle_habitation(hive)
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return FALSE
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. = ..()
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if(. && isliving(target) && (!client || a_intent == INTENT_HARM))
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make_opaque()
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var/mob/living/L = target
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if(L.reagents)
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if(beegent)
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beegent.reaction_mob(L, REAGENT_INGEST)
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L.reagents.add_reagent(beegent.id, rand(1, 5))
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else
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L.reagents.add_reagent("spidertoxin", 5)
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/mob/living/basic/bee/proc/make_opaque()
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// If a bee attacks someone, make it very easy to hit for a while
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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/mob/living/basic/bee/proc/handle_habitation(obj/structure/beebox/hive)
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if(hive == beehome) // if its our home, we enter or exit it
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var/drop_location = (src in beehome.contents) ? get_turf(beehome) : beehome
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forceMove(drop_location)
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return
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if(!isnull(hive.queen_bee) && is_queen) // if we are queen and house already have a queen, dont inhabit
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return
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if(!hive.habitable(src) || !isnull(beehome)) // if not habitable or we already have a home
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return
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beehome = hive
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beehome.bees += src
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if(is_queen)
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beehome.queen_bee = src
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/mob/living/basic/bee/proc/reagent_incompatible(mob/living/basic/bee/ruler)
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if(!ruler)
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return FALSE
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if(ruler.beegent?.type != beegent?.type)
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return TRUE
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return FALSE
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/mob/living/basic/bee/proc/pollinate(obj/machinery/hydroponics/Hydro)
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if(!istype(Hydro) || !Hydro.myseed || Hydro.dead || Hydro.recent_bee_visit || Hydro.lid_closed)
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return
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Hydro.recent_bee_visit = TRUE
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addtimer(VARSET_CALLBACK(Hydro, recent_bee_visit, FALSE), BEE_TRAY_RECENT_VISIT)
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var/growth = health // Health also means how many bees are in the swarm, roughly.
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// better healthier plants!
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Hydro.adjustHealth(growth*0.5)
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if(prob(BEE_POLLINATE_PEST_CHANCE))
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Hydro.adjustPests(-10)
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if(prob(BEE_POLLINATE_YIELD_CHANCE) && !Hydro.self_sustaining)
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Hydro.yieldmod = 2
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if(beehome)
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beehome.bee_resources = min(beehome.bee_resources + growth, 100)
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/mob/living/basic/bee/proc/assign_reagent(datum/reagent/R)
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if(istype(R))
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beegent = R
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name = "[initial(name)] ([R.name])"
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generate_bee_visuals()
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/mob/living/basic/bee/queen
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name = "queen bee"
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desc = "She's the queen of bees, BZZ BZZ!"
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icon_base = "queen"
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is_queen = TRUE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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ai_controller = /datum/ai_controller/basic_controller/queen_bee
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// leave pollination for the peasent bees
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/mob/living/basic/bee/queen/melee_attack(atom/target, list/modifiers, ignore_cooldown)
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. = ..()
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if(. && beegent && isliving(target))
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var/mob/living/L = target
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beegent.reaction_mob(L, REAGENT_TOUCH)
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L.reagents.add_reagent(beegent.id, rand(1, 5))
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/mob/living/basic/bee/queen/pollinate()
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return
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/obj/item/queen_bee
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name = "queen bee"
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desc = "She's the queen of bees, BZZ BZZ!"
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icon = 'icons/mob/bees.dmi'
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icon_state = "queen_item"
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gender = FEMALE
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new_attack_chain = TRUE
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/// Associated bee mob
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var/mob/living/basic/bee/queen/queen
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/obj/item/queen_bee/item_interaction(mob/living/user, obj/item/I, list/modifiers)
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if(!istype(I, /obj/item/reagent_containers/syringe))
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return ..()
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var/obj/item/reagent_containers/syringe/S = I
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if(S.reagents.has_reagent("royal_bee_jelly")) // We check it twice because if we use an if/else statement, it won't catch the check for blacklisted chemicals below
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if(!S.reagents.has_reagent("royal_bee_jelly", 5))
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to_chat(user, "<span class='warning'>You don't have enough royal bee jelly to split a bee in two!</span>")
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return
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S.reagents.remove_reagent("royal_bee_jelly", 5)
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var/obj/item/queen_bee/qb = new(user.drop_location())
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qb.queen = new(qb)
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if(queen?.beegent)
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qb.queen.assign_reagent(queen.beegent) //Bees use the global singleton instances of reagents, so we don't need to worry about one bee being deleted and her copies losing their reagents.
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user.put_in_active_hand(qb)
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user.visible_message("<span class='notice'>[user] injects [src] with royal bee jelly, causing it to split into two bees, MORE BEES!</span>", "<span class='warning'>You inject [src] with royal bee jelly, causing it to split into two bees, MORE BEES!</span>")
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return
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var/datum/reagent/R = GLOB.chemical_reagents_list[S.reagents.get_master_reagent_id()]
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if(R && S.reagents.has_reagent(R.id, 5))
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S.reagents.remove_reagent(R.id, 5) // Whether or not the chemical is blocked, we want it gone just because you tried to
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if(R.id in GLOB.blocked_chems)
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to_chat(user, "<span class='warning'>The [src]'s immune system rejects [R.name]!</span>")
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return
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queen.assign_reagent(R)
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user.visible_message("<span class='warning'>[user] injects [src]'s genome with [R.name], mutating its DNA!</span>", "<span class='warning'>You inject [src]'s genome with [R.name], mutating its DNA!</span>")
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name = queen.name
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else
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to_chat(user, "<span class='warning'>You don't have enough units of that chemical to modify the bee's DNA!</span>")
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/obj/item/queen_bee/bought/Initialize(mapload)
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. = ..()
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queen = new(src)
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/obj/item/queen_bee/Destroy()
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QDEL_NULL(queen)
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return ..()
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// Syndicate Bees
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/mob/living/basic/bee/syndi
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name = "syndi-bee"
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desc = "The result of a large influx of BEES!"
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melee_damage_lower = 5
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melee_damage_upper = 5
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maxHealth = 25
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health = 25
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faction = list("hostile", "syndicate")
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bee_syndicate = TRUE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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ai_controller = /datum/ai_controller/basic_controller/syndibee
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/mob/living/basic/bee/syndi/Initialize(mapload)
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. = ..()
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beegent = GLOB.chemical_reagents_list["facid"] // Prepare to die
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/mob/living/basic/bee/syndi/assign_reagent(datum/reagent/R)
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return
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/mob/living/basic/bee/syndi/pollinate() // No Pollination
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return
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#undef BEE_TRAY_RECENT_VISIT
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#undef BEE_DEFAULT_COLOUR
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#undef BEE_POLLINATE_YIELD_CHANCE
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#undef BEE_POLLINATE_PEST_CHANCE
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#undef BEE_POLLINATE_POTENCY_CHANCE
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#undef BEE_FOODGROUPS
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