//Grown foods. /obj/item/weapon/reagent_containers/food/snacks/grown name = "fruit" icon = 'icons/obj/hydroponics_products.dmi' icon_state = "blank" desc = "Nutritious! Probably." var/plantname var/datum/seed/seed var/potency = -1 /obj/item/weapon/reagent_containers/food/snacks/grown/New(newloc,planttype) ..() if(!dried_type) dried_type = type src.pixel_x = rand(-5.0, 5) src.pixel_y = rand(-5.0, 5) // Fill the object up with the appropriate reagents. if(planttype) plantname = planttype if(!plantname) return if(!plant_controller) sleep(250) // ugly hack, should mean roundstart plants are fine. if(!plant_controller) world << "Plant controller does not exist and [src] requires it. Aborting." qdel(src) return seed = plant_controller.seeds[plantname] if(!seed) return name = "[seed.seed_name]" if(seed.modular_icon == 1) update_icon() else icon = 'icons/obj/harvest.dmi' icon_state = seed.preset_icon if(!seed.chems) return potency = seed.get_trait(TRAIT_POTENCY) for(var/rid in seed.chems) var/list/reagent_data = seed.chems[rid] if(reagent_data && reagent_data.len) var/rtotal = reagent_data[1] if(reagent_data.len > 1 && potency > 0) rtotal += round(potency/reagent_data[2]) reagents.add_reagent(rid,max(1,rtotal)) update_desc() update_trash() if(reagents.total_volume > 0) bitesize = 1+round(reagents.total_volume / 2, 1) /obj/item/weapon/reagent_containers/food/snacks/grown/proc/update_trash() if(!seed) return trash = seed.trash_type if(seed.kitchen_tag) if(seed.kitchen_tag == "watermelon") // 15% chance to leave behind a pack of watermelon seeds if(prob(15)) var/obj/item/seeds/seeds = new() seeds.seed = seed seeds.update_seed() trash = seeds else trash = null /obj/item/weapon/reagent_containers/food/snacks/grown/proc/update_desc() if(!seed) return if(!plant_controller) sleep(250) // ugly hack, should mean roundstart plants are fine. if(!plant_controller) world << "Plant controller does not exist and [src] requires it. Aborting." qdel(src) return if(plant_controller.product_descs["[seed.uid]"]) desc = plant_controller.product_descs["[seed.uid]"] else var/list/descriptors = list() if(reagents.has_reagent("sugar") || reagents.has_reagent("cherryjelly") || reagents.has_reagent("honey") || reagents.has_reagent("berryjuice")) descriptors |= "sweet" if(reagents.has_reagent("charcoal")) descriptors |= "astringent" if(reagents.has_reagent("frostoil")) descriptors |= "numbing" if(reagents.has_reagent("nutriment")) descriptors |= "nutritious" if(reagents.has_reagent("condensedcapsaicin") || reagents.has_reagent("capsaicin")) descriptors |= "spicy" if(reagents.has_reagent("coco")) descriptors |= "bitter" if(reagents.has_reagent("orangejuice") || reagents.has_reagent("lemonjuice") || reagents.has_reagent("limejuice")) descriptors |= "sweet-sour" if(reagents.has_reagent("radium") || reagents.has_reagent("uranium")) descriptors |= "radioactive" if(reagents.has_reagent("amanitin") || reagents.has_reagent("toxin") || reagents.has_reagent("carpotoxin")) descriptors |= "poisonous" if(reagents.has_reagent("lsd") || reagents.has_reagent("space_drugs") || reagents.has_reagent("psilocybin")) descriptors |= "hallucinogenic" if(reagents.has_reagent("styptic_powder")) descriptors |= "medicinal" if(reagents.has_reagent("gold") || reagents.has_reagent("silver")) descriptors |= "shiny" if(reagents.has_reagent("lube")) descriptors |= "slippery" if(reagents.has_reagent("facid") || reagents.has_reagent("sacid")) descriptors |= "acidic" if(reagents.has_reagent("fuel")) descriptors |= "flammable" if(reagents.has_reagent("moonshine")) descriptors |= "intoxicating" if(seed.get_trait(TRAIT_JUICY)) descriptors |= "juicy" if(seed.get_trait(TRAIT_STINGS)) descriptors |= "stinging" if(seed.get_trait(TRAIT_TELEPORTING)) descriptors |= "glowing" if(seed.get_trait(TRAIT_EXPLOSIVE)) descriptors |= "bulbous" var/descriptor_num = rand(2,4) var/descriptor_count = descriptor_num desc = "A" while(descriptors.len && descriptor_num > 0) var/chosen = pick(descriptors) descriptors -= chosen desc += "[(descriptor_count>1 && descriptor_count!=descriptor_num) ? "," : "" ] [chosen]" descriptor_num-- if(seed.seed_noun == "spores") desc += " mushroom" else desc += " fruit" plant_controller.product_descs["[seed.uid]"] = desc desc += ". Delicious! Probably." /obj/item/weapon/reagent_containers/food/snacks/grown/update_icon() if(!seed || !plant_controller || !plant_controller.plant_icon_cache) return if(seed.modular_icon != 1) return overlays.Cut() var/image/plant_icon var/icon_key = "fruit-[seed.get_trait(TRAIT_PRODUCT_ICON)]-[seed.get_trait(TRAIT_PRODUCT_COLOUR)]-[seed.get_trait(TRAIT_PLANT_COLOUR)]" if(plant_controller.plant_icon_cache[icon_key]) plant_icon = plant_controller.plant_icon_cache[icon_key] else plant_icon = image('icons/obj/hydroponics_products.dmi',"blank") var/image/fruit_base = image('icons/obj/hydroponics_products.dmi',"[seed.get_trait(TRAIT_PRODUCT_ICON)]-product") fruit_base.color = "[seed.get_trait(TRAIT_PRODUCT_COLOUR)]" plant_icon.overlays |= fruit_base if("[seed.get_trait(TRAIT_PRODUCT_ICON)]-leaf" in icon_states('icons/obj/hydroponics_products.dmi')) var/image/fruit_leaves = image('icons/obj/hydroponics_products.dmi',"[seed.get_trait(TRAIT_PRODUCT_ICON)]-leaf") fruit_leaves.color = "[seed.get_trait(TRAIT_PLANT_COLOUR)]" plant_icon.overlays |= fruit_leaves plant_controller.plant_icon_cache[icon_key] = plant_icon overlays |= plant_icon /obj/item/weapon/reagent_containers/food/snacks/grown/Crossed(var/mob/living/M) if(seed && seed.get_trait(TRAIT_JUICY) == 2) if(istype(M)) if(M.buckled) return if(istype(M,/mob/living/carbon/human)) var/mob/living/carbon/human/H = M if(H.shoes && H.shoes.flags & NOSLIP) return M.stop_pulling() M << "You slipped on the [name]!" playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3) M.Stun(8) M.Weaken(5) seed.thrown_at(src,M) sleep(-1) if(src) qdel(src) return /obj/item/weapon/reagent_containers/food/snacks/grown/throw_impact(atom/hit_atom) ..() if(seed) seed.thrown_at(src,hit_atom) /obj/item/weapon/reagent_containers/food/snacks/grown/attackby(var/obj/item/weapon/W, var/mob/user) if(seed) if(seed.get_trait(TRAIT_PRODUCES_POWER) && istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(C.use(5)) //TODO: generalize this. user << "You add some cable to the [src.name] and slide it inside the battery casing." var/obj/item/weapon/stock_parts/cell/potato/pocell = new /obj/item/weapon/stock_parts/cell/potato(get_turf(user)) if(src.loc == user && !(user.l_hand && user.r_hand) && istype(user,/mob/living/carbon/human)) user.put_in_hands(pocell) pocell.maxcharge = src.potency * 10 pocell.charge = pocell.maxcharge qdel(src) return else if(W.sharp) var/reagents_per_slice var/obj/slice if(seed.kitchen_tag == "pumpkin") // Ugggh these checks are awful. user.show_message("You carve a face into [src]!", 1) new /obj/item/clothing/head/hardhat/pumpkinhead (user.loc) qdel(src) return else if(seed.kitchen_tag == "potato") user << "You slice \the [src] into sticks." reagents_per_slice = reagents.total_volume slice = new /obj/item/weapon/reagent_containers/food/snacks/rawsticks(get_turf(src)) reagents.trans_to(slice, reagents_per_slice) qdel(src) return else if(seed.kitchen_tag == "carrot") user << "You slice \the [src] into sticks." reagents_per_slice = reagents.total_volume slice = new /obj/item/weapon/reagent_containers/food/snacks/carrotfries(get_turf(src)) reagents.trans_to(slice, reagents_per_slice) qdel(src) return else if(seed.kitchen_tag == "watermelon") user << "You slice \the [src] into large slices." reagents_per_slice = reagents.total_volume/5 for(var/i=0,i<5,i++) slice = new /obj/item/weapon/reagent_containers/food/snacks/watermelonslice(get_turf(src)) reagents.trans_to(slice, reagents_per_slice) qdel(src) return else if(seed.kitchen_tag == "soybeans") user << "You roughly chop up \the [src]." reagents_per_slice = reagents.total_volume slice = new /obj/item/weapon/reagent_containers/food/snacks/soydope(get_turf(src)) reagents.trans_to(slice, reagents_per_slice) qdel(src) return else if(seed.chems) if(istype(W,/obj/item/weapon/hatchet) && !isnull(seed.chems["woodpulp"])) user.show_message("You make planks out of \the [src]!", 1) for(var/i=0,i<2,i++) var/obj/item/stack/sheet/wood/NG = new (user.loc) NG.color = seed.get_trait(TRAIT_PRODUCT_COLOUR) for (var/obj/item/stack/sheet/wood/G in user.loc) if(G==NG) continue if(G.amount>=G.max_amount) continue G.attackby(NG, user) user << "You add the newly-formed wood to the stack. It now contains [NG.amount] planks." qdel(src) return else if(istype(W, /obj/item/weapon/rollingpaper)) if(seed.kitchen_tag == "ambrosia" || seed.kitchen_tag == "ambrosiadeus" || seed.kitchen_tag == "tobacco" || seed.kitchen_tag == "stobacco") user.unEquip(W) if(seed.kitchen_tag == "ambrosia") var/obj/item/clothing/mask/cigarette/joint/J = new /obj/item/clothing/mask/cigarette/joint(user.loc) J.chem_volume = src.reagents.total_volume src.reagents.trans_to(J, J.chem_volume) qdel(W) user.put_in_active_hand(J) else if(seed.kitchen_tag == "ambrosiadeus") var/obj/item/clothing/mask/cigarette/joint/deus/J = new /obj/item/clothing/mask/cigarette/joint/deus(user.loc) J.chem_volume = src.reagents.total_volume src.reagents.trans_to(J, J.chem_volume) qdel(W) user.put_in_active_hand(J) else if(seed.kitchen_tag == "tobacco" || seed.kitchen_tag == "stobacco") var/obj/item/clothing/mask/cigarette/handroll/J = new /obj/item/clothing/mask/cigarette/handroll(user.loc) J.chem_volume = src.reagents.total_volume src.reagents.trans_to(J, J.chem_volume) qdel(W) user.put_in_active_hand(J) user << "\blue You roll the [src] into a rolling paper." qdel(src) else user << "\red You can't roll a smokable from the [src]." ..() /obj/item/weapon/reagent_containers/food/snacks/grown/attack(var/mob/living/carbon/M, var/mob/user, var/def_zone) if(user == M) return ..() if(user.a_intent == I_HARM) // This is being copypasted here because reagent_containers (WHY DOES FOOD DESCEND FROM THAT) overrides it completely. // TODO: refactor all food paths to be less horrible and difficult to work with in this respect. ~Z if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0 if(!def_zone) def_zone = check_zone(user.zone_sel.selecting) user.lastattacked = M M.lastattacker = user user.attack_log += "\[[time_stamp()]\] Attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" M.attack_log += "\[[time_stamp()]\] Attacked by [key_name(user)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" msg_admin_attack("[key_name_admin(user)] attacked [key_name_admin(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" ) if(istype(M, /mob/living/carbon/human)) var/mob/living/carbon/human/H = M var/hit = H.attacked_by(src, user, def_zone) if(hit && hitsound) playsound(loc, hitsound, 50, 1, -1) //return hit else if(attack_verb.len) user.visible_message("[M] has been [pick(attack_verb)] with [src] by [user]!") else user.visible_message("[M] has been attacked with [src] by [user]!") if (hitsound) playsound(loc, hitsound, 50, 1, -1) switch(damtype) if("brute") M.take_organ_damage(force) if(prob(33)) var/turf/simulated/location = get_turf(M) if(istype(location)) location.add_blood_floor(M) if("fire") if (!(RESIST_COLD in M.mutations)) M.take_organ_damage(0, force) M.updatehealth() if(seed && seed.get_trait(TRAIT_CARNIVOROUS)) seed.do_thorns(M, src, def_zone) if(ishuman(M) && seed && seed.get_trait(TRAIT_STINGS)) if(!reagents || reagents.total_volume <= 0) return seed.do_sting(M, src, def_zone) reagents.remove_any(rand(1,3)) //use up some of the reagents at random sleep(-1) if(!src) return if(reagents && reagents.total_volume <= 0) //used-up fruit will be destroyed if(user) user << "\The [src] has dried out and crumbles to dust." //user.drop_from_inventory(src) qdel(src) else if(prob(35)) //fruit that still has reagents has a chance of breaking each time it stings on hit if(user) user << "\The [src] has fallen to bits." //user.drop_from_inventory(src) qdel(src) add_fingerprint(user) return 1 else ..() /obj/item/weapon/reagent_containers/food/snacks/grown/attack_self(mob/user as mob) if(!seed) return if(istype(user.loc,/turf/space)) return if(user.a_intent == I_HARM) user.visible_message("\The [user] squashes \the [src]!") seed.thrown_at(src,user) sleep(-1) if(src) qdel(src) return if(user.a_intent == I_DISARM && seed.get_trait(TRAIT_SPREAD) > 0) //Using disarm so we can tell if you want to plant or convert non-final plants user << "You plant the [src.name]." new /obj/machinery/portable_atmospherics/hydroponics/soil/invisible(get_turf(user),src.seed) new /obj/effect/plant(get_turf(user), src.seed) qdel(src) return if(!seed.final_form) //This isn't even my final form! (sorry, it had to be done) switch(seed.kitchen_tag) if("comfrey") var/obj/item/stack/medical/bruise_pack/comfrey/poultice = new /obj/item/stack/medical/bruise_pack/comfrey(user.loc) poultice.heal_brute = potency user << "You mash the leaves into a poultice." qdel(src) return if("aloe") var/obj/item/stack/medical/ointment/aloe/poultice = new /obj/item/stack/medical/ointment/aloe(user.loc) poultice.heal_burn = potency user << "You mash the petals into a poultice." qdel(src) return if("grass") user.show_message("You make a grass tile out of \the [src]!", 1) for(var/i=0,i<2,i++) var/obj/item/stack/tile/grass/G = new (user.loc) G.color = seed.get_trait(TRAIT_PRODUCT_COLOUR) for (var/obj/item/stack/tile/grass/NG in user.loc) if(G==NG) continue if(NG.amount>=NG.max_amount) continue NG.attackby(G, user) user << "You add the newly-formed grass to the stack. It now contains [G.amount] tiles." qdel(src) return if("sunflower") var/obj/item/weapon/grown/sunflower/SF = new /obj/item/weapon/grown/sunflower(user.loc) user.unEquip(src) user.put_in_hands(SF) qdel(src) return if("novaflower") var/obj/item/weapon/grown/novaflower/NF = new /obj/item/weapon/grown/novaflower(user.loc) if(prob(10)) user.say("PRAISE THE SUN!") else user << "PRAISE THE SUN!" user.unEquip(src) user.put_in_hands(NF) qdel(src) return if("nettle") var/obj/item/weapon/grown/nettle/nettle = new /obj/item/weapon/grown/nettle(user.loc) nettle.force = round((5 + potency / 5), 1) user << "You straighten up the plant." user.unEquip(src) user.put_in_hands(nettle) qdel(src) return if("deathnettle") var/obj/item/weapon/grown/nettle/death/DN = new /obj/item/weapon/grown/nettle/death(user.loc) DN.force = round((5 + potency / 2.5), 1) user << "You straighten up the plant." user.unEquip(src) user.put_in_hands(DN) qdel(src) return if("cashpod") user << "You crack open the cash pod..." var/value = round(seed.get_trait(TRAIT_POTENCY)) user.unEquip(src) switch(value) if(0) user << "It's empty! What a waste..." if(1 to 10) user << "It has a space dollar inside. Woo." new /obj/item/weapon/spacecash(get_turf(user)) if(11 to 20) user << "It has 10 space dollars inside!" new /obj/item/weapon/spacecash/c10(get_turf(user)) if(21 to 30) user << "It has 20 space dollars inside! Cool!" new /obj/item/weapon/spacecash/c20(get_turf(user)) if(31 to 40) user << "It has 50 space dollars inside! Nice!" new /obj/item/weapon/spacecash/c50(get_turf(user)) if(41 to 50) user << "It has 100 space dollars inside! Sweet!" new /obj/item/weapon/spacecash/c100(get_turf(user)) if(51 to 60) user << "It has 200 space dollars inside! Awesome!" new /obj/item/weapon/spacecash/c200(get_turf(user)) if(61 to 80) user << "It has 500 space dollars inside! CHA-CHING!" new /obj/item/weapon/spacecash/c500(get_turf(user)) else user << "It has 1000 space dollars inside! JACKPOT!" new /obj/item/weapon/spacecash/c1000(get_turf(user)) qdel(src) return /obj/item/weapon/reagent_containers/food/snacks/grown/pickup(mob/user) ..() if(!seed) return if(seed.get_trait(TRAIT_STINGS)) var/mob/living/carbon/human/H = user if(istype(H) && H.gloves) return if(!reagents || reagents.total_volume <= 0) return reagents.remove_any(rand(1,3)) //Todo, make it actually remove the reagents the seed uses. seed.do_thorns(H,src) seed.do_sting(H,src,pick("r_hand","l_hand")) /obj/item/weapon/reagent_containers/food/snacks/grown/On_Consume() if(seed && seed.get_trait(TRAIT_BATTERY_RECHARGE)) if(!reagents.total_volume) var/batteries_recharged = 0 for(var/obj/item/weapon/stock_parts/cell/C in usr.GetAllContents()) var/newcharge = (potency*0.01)*C.maxcharge if(C.charge < newcharge) C.charge = newcharge if(isobj(C.loc)) var/obj/O = C.loc O.update_icon() //update power meters and such batteries_recharged = 1 if(batteries_recharged) usr << "Battery has recovered." ..()