//separate dm since hydro is getting bloated already /obj/structure/glowshroom name = "glowshroom" desc = "Mycena Bregprox, a species of mushroom that glows in the dark." anchored = TRUE opacity = FALSE density = FALSE icon = 'icons/obj/lighting.dmi' icon_state = "glowshroom" //replaced in New layer = ABOVE_NORMAL_TURF_LAYER max_integrity = 30 var/floor = 0 var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom /obj/structure/glowshroom/extinguish_light(force = FALSE) visible_message("[src] withers away!") qdel(src) /obj/structure/glowshroom/glowcap name = "glowcap" desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent." icon_state = "glowcap" myseed = /obj/item/seeds/glowshroom/glowcap /obj/structure/glowshroom/shadowshroom name = "shadowshroom" desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light." icon_state = "shadowshroom" myseed = /obj/item/seeds/glowshroom/shadowshroom /obj/structure/glowshroom/shadowshroom/extinguish_light(force = FALSE) return /obj/structure/glowshroom/Destroy() QDEL_NULL(myseed) return ..() /obj/structure/glowshroom/New(loc, obj/item/seeds/newseed, mutate_stats) ..() if(newseed) myseed = newseed.Copy() myseed.forceMove(src) else myseed = new myseed(src) if(mutate_stats) //baby mushrooms have different stats :3 myseed.adjust_potency(rand(-3,6)) myseed.adjust_yield(rand(-1,2)) myseed.adjust_production(rand(-3,6)) myseed.adjust_endurance(rand(-3,6)) obj_integrity = myseed.endurance max_integrity = myseed.endurance if(myseed.get_gene(/datum/plant_gene/trait/glow)) var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow) set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color) setDir(CalcDir()) var/base_icon_state = initial(icon_state) if(!floor) switch(dir) //offset to make it be on the wall rather than on the floor if(NORTH) pixel_y = 32 if(SOUTH) pixel_y = -32 if(EAST) pixel_x = 32 if(WEST) pixel_x = -32 icon_state = "[base_icon_state][rand(1,3)]" else //if on the floor, glowshroom on-floor sprite icon_state = "[base_icon_state]f" /obj/structure/glowshroom/proc/CalcDir(turf/location = loc) var/direction = 16 for(var/wallDir in GLOB.cardinal) var/turf/newTurf = get_step(location,wallDir) if(newTurf.density) direction |= wallDir for(var/obj/structure/glowshroom/shroom in location) if(shroom == src) continue if(shroom.floor) //special direction &= ~16 else direction &= ~shroom.dir var/list/dirList = list() for(var/i=1,i<=16,i <<= 1) if(direction & i) dirList += i if(length(dirList)) var/newDir = pick(dirList) if(newDir == 16) floor = 1 newDir = 1 return newDir floor = 1 return 1 /obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) if(damage_type == BURN && damage_amount) playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE) /obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(exposed_temperature > 300) take_damage(5, BURN, 0, 0) /obj/structure/glowshroom/acid_act(acidpwr, acid_volume) . = 1 visible_message("[src] melts away!") var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src)) I.desc = "Looks like this was \an [src] some time ago." qdel(src)