Item Plants, Grown Weapons, Botany Fixes/Changes

Botany plants can grow preset items, mobs, or fruit
- Turns out that the code for mob harvestables could be used almost
unchanged to support item harvestables
- Changed some variable names to better reflect this

Re-introduces the Egg Plant!
- Grow eggs to throw at the security officer who confiscated your
ambrosia!
- Mutant species of Eggplants
- Exactly the same as eggs laid by chickens, except they shouldn't hatch

Adjusts code and logic order to avoid a conflict with TRAIT_SPREAD
fruits that can be converted into other items
- Grass, aloe, and comfrey were either unable to be converted or unable
to be planted outside a tray if they had TRAIT_SPREAD due to logic
ordering
- You must now be in DISARM intent to plant spreading fruits
- Being in HELP or GRAB will attempt to convert the fruit into a
poultice or other item as appropriate.
- If the plant does not have TRAIT_SPREAD, you may also use DISARM to
accomplish this

Adds Money Trees!
- Literally grows money-filled fruit called Cashpods
- Fruit contains gold and silver reagents, or can be turned into space
cash by using it in-hand like grass or aloe
- Value of the resulting space cash is related to potency. Higher
potency = higher dosh!
- Eating the fruit doesn't give you money, but may fill you with guilt
(not really).
- Mutant species of lemons.
- When life gives you lemons...

Adds the ability to convert sunflowers and novaflowers into their
"weapon" forms
- Done exactly the same as converting grass, aloe, comfrey, or cashpods
(use in-hand on help/grab intent)
- Sunflower conversion is silent, though the item description changes
- Novaflower conversion is not silent. You'll know when it happens.
- Hitting someone with a sunflower (weapon form) or novaflower (weapon
form) will assault both parties with a green and yellow message. FLOWER
POWER!
- Hitting someone with a novaflower (weapon form) will increase their
body temperature, and may cause burns as a result
- Picking up a novaflower (weapon form) without gloves will cause burns,
but doesn't drop the flower.

COMPLETELY DELETES the code\objects\items\weapons\hydroponics.dm file
- This file was 90% commented out already, and I moved the remaining
code into code\modules\hydroponics\grown_inedible.dm for organization
- This affects the .dme by removing a single line as the file is no
longer included.
This commit is contained in:
FalseIncarnate
2015-11-28 02:56:59 -05:00
parent 733dcac24a
commit f2c530a580
7 changed files with 177 additions and 273 deletions
@@ -1,240 +0,0 @@
/* Hydroponic stuff
* Contains:
* Sunflowers
* Nettle
* Deathnettle
* Corbcob
*/
/*
* SeedBag
*/
//uncomment when this is updated to match storage update
/*
/obj/item/weapon/seedbag
icon = 'icons/obj/hydroponics.dmi'
icon_state = "seedbag"
name = "Seed Bag"
desc = "A small satchel made for organizing seeds."
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 500; //the number of seeds it can carry.
slot_flags = SLOT_BELT
w_class = 1
var/list/item_quants = list()
/obj/item/weapon/seedbag/attack_self(mob/user as mob)
user.machine = src
interact(user)
/obj/item/weapon/seedbag/verb/toggle_mode()
set name = "Switch Bagging Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all seeds in a tile at once."
if(0)
usr << "The bag now picks up one seed pouch at a time."
/obj/item/seeds/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
..()
if (istype(O, /obj/item/weapon/seedbag))
var/obj/item/weapon/seedbag/S = O
if (S.mode == 1)
for (var/obj/item/seeds/G in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += G;
if(S.item_quants[G.name])
S.item_quants[G.name]++
else
S.item_quants[G.name] = 1
else
user << "\blue The seed bag is full."
S.updateUsrDialog()
return
user << "\blue You pick up all the seeds."
else
if (S.contents.len < S.capacity)
S.contents += src;
if(S.item_quants[name])
S.item_quants[name]++
else
S.item_quants[name] = 1
else
user << "\blue The seed bag is full."
S.updateUsrDialog()
return
/obj/item/weapon/seedbag/interact(mob/user as mob)
var/dat = "<TT><b>Select an item:</b><br>"
if (contents.len == 0)
dat += "<font color = 'red'>No seeds loaded!</font>"
else
for (var/O in item_quants)
if(item_quants[O] > 0)
var/N = item_quants[O]
dat += "<FONT color = 'blue'><B>[capitalize(O)]</B>:"
dat += " [N] </font>"
dat += "<a href='byond://?src=\ref[src];vend=[O]'>Vend</A>"
dat += "<br>"
dat += "<br><a href='byond://?src=\ref[src];unload=1'>Unload All</A>"
dat += "</TT>"
user << browse("<HEAD><TITLE>Seedbag Supplies</TITLE></HEAD><TT>[dat]</TT>", "window=seedbag")
onclose(user, "seedbag")
return
/obj/item/weapon/seedbag/Topic(href, href_list)
if(..())
return
usr.machine = src
if ( href_list["vend"] )
var/N = href_list["vend"]
if(item_quants[N] <= 0) // Sanity check, there are probably ways to press the button when it shouldn't be possible.
return
item_quants[N] -= 1
for(var/obj/O in contents)
if(O.name == N)
O.loc = get_turf(src)
usr.put_in_hands(O)
break
else if ( href_list["unload"] )
item_quants.Cut()
for(var/obj/O in contents )
O.loc = get_turf(src)
src.updateUsrDialog()
return
/obj/item/weapon/seedbag/updateUsrDialog()
var/list/nearby = range(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.attack_self(M)
*/
/*
* Sunflower
*/
/obj/item/weapon/grown/sunflower/attack(mob/M as mob, mob/user as mob)
M << "<font color='green'><b> [user] smacks you with a sunflower!</font><font color='yellow'><b>FLOWER POWER<b></font>"
user << "<font color='green'> Your sunflower's </font><font color='yellow'><b>FLOWER POWER</b></font><font color='green'> strikes [M]</font>"
/*
* Sun/Novaflower
*/
/obj/item/weapon/grown/novaflower/attack(mob/M as mob, mob/user as mob)
M << "<font color='green'><b> [user] smacks you with a novaflower!</font><font color='yellow'><b>FLOWER POWER<b></font>"
user << "<font color='green'> Your novaflower's </font><font color='yellow'><b>FLOWER POWER</b></font><font color='green'> strikes [M]</font>"
/obj/item/weapon/grown/novaflower/attack(mob/living/carbon/M as mob, mob/user as mob)
if(!..()) return
if(istype(M, /mob/living))
M << "\red You are heated by the warmth of the of the [name]!"
M.bodytemperature += potency/2 * TEMPERATURE_DAMAGE_COEFFICIENT
/obj/item/weapon/grown/novaflower/pickup(mob/living/carbon/human/user as mob)
if(!user.gloves)
user << "\red The [name] burns your bare hand!"
user.adjustFireLoss(rand(1,5))
/*
/*
* Nettle
*/
/obj/item/weapon/grown/nettle/pickup(mob/living/carbon/human/user as mob)
if(!user.gloves)
user << "\red The nettle burns your bare hand!"
if(istype(user, /mob/living/carbon/human))
var/organ = ((user.hand ? "l_":"r_") + "arm")
var/obj/item/organ/external/affecting = user.get_organ(organ)
if(affecting.take_damage(0,force))
user.UpdateDamageIcon()
else
user.take_organ_damage(0,force)
/obj/item/weapon/grown/nettle/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if(force > 0)
force -= rand(1,(force/3)+1) // When you whack someone with it, leaves fall off
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
else
usr << "All the leaves have fallen off the nettle from violent whacking."
qdel(src)
/obj/item/weapon/grown/nettle/changePotency(newValue) //-QualityVan
potency = newValue
force = round((5+potency/5), 1)
/*
* Deathnettle
*/
/obj/item/weapon/grown/deathnettle/pickup(mob/living/carbon/human/user as mob)
if(!user.gloves)
if(istype(user, /mob/living/carbon/human))
var/organ = ((user.hand ? "l_":"r_") + "arm")
var/obj/item/organ/external/affecting = user.get_organ(organ)
if(affecting.take_damage(0,force))
user.UpdateDamageIcon()
else
user.take_organ_damage(0,force)
if(prob(50))
user.Paralyse(5)
user << "\red You are stunned by the Deathnettle when you try picking it up!"
/obj/item/weapon/grown/deathnettle/attack(mob/living/carbon/M as mob, mob/user as mob)
if(!..()) return
if(istype(M, /mob/living))
M << "\red You are stunned by the powerful acid of the Deathnettle!"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Had the [src.name] used on them by [key_name(user)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] on [key_name(M)]</font>")
msg_admin_attack("[key_name_admin(user)] used the [src.name] on [key_name_admin(M)]")
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
M.eye_blurry += force/7
if(prob(20))
M.Paralyse(force/6)
M.Weaken(force/15)
M.drop_item()
/obj/item/weapon/grown/deathnettle/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if (force > 0)
force -= rand(1,(force/3)+1) // When you whack someone with it, leaves fall off
else
usr << "All the leaves have fallen off the deathnettle from violent whacking."
qdel(src)
/obj/item/weapon/grown/deathnettle/changePotency(newValue) //-QualityVan
potency = newValue
force = round((5+potency/2.5), 1)
/*
* Corncob
*/
/obj/item/weapon/corncob/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/kitchenknife) || istype(W, /obj/item/weapon/kitchenknife/ritual))
user << "<span class='notice'>You use [W] to fashion a pipe out of the corn cob!</span>"
new /obj/item/clothing/mask/cigarette/pipe/cobpipe (user.loc)
qdel(src)
return
*/