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c3d773402c [REFACTOR] Remove the flying var, adds the flying trait. (#26881)
* Remove the flying var, adds the flying trait

* Remove flight when broomstick is unwielded

* Adds some comments

* tab indentation

* Fix carp flight

* Remove comment

---------

Co-authored-by: Adrer <adrermail@gmail.com>
2024-10-16 17:46:19 +00:00

393 lines
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Plaintext

#define BEE_IDLE_ROAMING 70 //The value of idle at which a bee in a beebox will try to wander
#define BEE_IDLE_GOHOME 0 //The value of idle at which a bee will try to go home
#define BEE_PROB_GOHOME 35 //Probability to go home when idle is below BEE_IDLE_GOHOME
#define BEE_PROB_GOROAM 5 //Probability to go roaming when idle is above BEE_IDLE_ROAMING
#define BEE_TRAY_RECENT_VISIT 200 //How long in deciseconds until a tray can be visited by a bee again
#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)
#define BEE_POLLINATE_YIELD_CHANCE 33
#define BEE_POLLINATE_PEST_CHANCE 33
/mob/living/simple_animal/hostile/poison/bees
name = "bee"
desc = "Buzzy buzzy bee, stingy sti- Ouch!"
icon_state = ""
icon_living = ""
icon = 'icons/mob/bees.dmi'
gender = FEMALE
speak_emote = list("buzzes")
emote_hear = list("buzzes")
turns_per_move = 0
melee_damage_lower = 1
melee_damage_upper = 1
attacktext = "stings"
response_help = "shoos"
response_disarm = "swats away"
response_harm = "squashes"
maxHealth = 10
health = 10
faction = list("hostile")
move_to_delay = 0
obj_damage = 0
environment_smash = 0
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
density = FALSE
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC | MOB_BUG
gold_core_spawnable = HOSTILE_SPAWN
search_objects = TRUE //have to find those plant trays!
//Spaceborn beings don't get hurt by space
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)
minbodytemp = 0
del_on_death = TRUE
initial_traits = list(TRAIT_FLYING)
var/datum/reagent/beegent = null //hehe, beegent
var/obj/structure/beebox/beehome = null
var/idle = 0
var/isqueen = FALSE
var/bee_syndicate = FALSE
var/icon_base = "bee"
var/last_attack = 0
var/opacity_time = 1 MINUTES
var/static/list/bee_icons = list()
var/static/beehometypecache = typecacheof(/obj/structure/beebox)
var/static/hydroponicstypecache = typecacheof(/obj/machinery/hydroponics)
/mob/living/simple_animal/hostile/poison/bees/Process_Spacemove(movement_dir = 0)
return TRUE
/mob/living/simple_animal/hostile/poison/bees/Initialize(mapload)
. = ..()
AddComponent(/datum/component/swarming)
generate_bee_visuals()
/mob/living/simple_animal/hostile/poison/bees/Destroy()
beegent = null
if(beehome)
if(beehome.bees)
beehome.bees.Remove(src)
beehome = null
return ..()
/mob/living/simple_animal/hostile/poison/bees/death(gibbed)
. = ..()
if(!.)
return
if(beehome)
if(beehome.bees)
beehome.bees.Remove(src)
beehome = null
/mob/living/simple_animal/hostile/poison/bees/examine(mob/user)
. = ..()
if(!bee_syndicate && !beehome)
. += "<span class='warning'>This bee is homeless!</span>"
/mob/living/simple_animal/hostile/poison/bees/ListTargets() // Bee processing is expessive, so we override them finding targets here.
if(!search_objects) //In case we want to have purely hostile bees
return ..()
else
. = list() // The following code is only very slightly slower than just returning oview(vision_range, targets_from), but it saves us much more work down the line
var/list/searched_for = oview(vision_range, targets_from)
for(var/obj/A in searched_for)
. += A
for(var/mob/A in searched_for)
. += A
// 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.
/mob/living/simple_animal/hostile/poison/bees/regenerate_icons()
return
/mob/living/simple_animal/hostile/poison/bees/proc/generate_bee_visuals()
overlays.Cut()
var/col = BEE_DEFAULT_COLOUR
if(beegent && beegent.color)
col = beegent.color
var/image/base
if(!bee_icons["[icon_base]_base"])
bee_icons["[icon_base]_base"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_base")
base = bee_icons["[icon_base]_base"]
overlays += base
var/image/greyscale
if(!bee_icons["[icon_base]_grey_[col]"])
bee_icons["[icon_base]_grey_[col]"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_grey")
greyscale = bee_icons["[icon_base]_grey_[col]"]
greyscale.color = col
overlays += greyscale
var/image/wings
if(!bee_icons["[icon_base]_wings"])
bee_icons["[icon_base]_wings"] = image(icon = 'icons/mob/bees.dmi', icon_state = "[icon_base]_wings")
wings = bee_icons["[icon_base]_wings"]
overlays += wings
//We don't attack beekeepers/people dressed as bees//Todo: bee costume
/mob/living/simple_animal/hostile/poison/bees/CanAttack(atom/the_target)
. = ..()
if(!.)
return FALSE
if(!bee_syndicate && isliving(the_target))
var/mob/living/H = the_target
return !H.bee_friendly()
/mob/living/simple_animal/hostile/poison/bees/Found(atom/A)
if(isliving(A))
var/mob/living/H = A
return !H.bee_friendly()
if(istype(A, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/Hydro = A
if(Hydro.myseed && !Hydro.dead && !Hydro.recent_bee_visit)
wanted_objects |= hydroponicstypecache //so we only hunt them while they're alive/seeded/not visisted
return TRUE
return FALSE
/mob/living/simple_animal/hostile/poison/bees/AttackingTarget()
//Pollinate
if(istype(target, /obj/machinery/hydroponics))
var/obj/machinery/hydroponics/Hydro = target
pollinate(Hydro)
else if(istype(target, /obj/structure/beebox))
if(target == beehome)
var/obj/structure/beebox/BB = target
forceMove(BB)
toggle_ai(AI_IDLE)
target = null
wanted_objects -= beehometypecache //so we don't attack beeboxes when not going home
return //no don't attack the goddamm box
else
. = ..()
if(. && isliving(target) && (!client || a_intent == INTENT_HARM))
make_opaque()
var/mob/living/L = target
if(L.reagents)
if(beegent)
beegent.reaction_mob(L, REAGENT_INGEST)
L.reagents.add_reagent(beegent.id, rand(1, 5))
else
L.reagents.add_reagent("spidertoxin", 5)
/mob/living/simple_animal/hostile/poison/bees/proc/make_opaque()
// If a bee attacks someone, make it very easy to hit for a while
last_attack = world.time
mouse_opacity = MOUSE_OPACITY_OPAQUE
/mob/living/simple_animal/hostile/poison/bees/Life(seconds, times_fired)
. = ..()
if(mind || (mouse_opacity == initial(mouse_opacity)))
return
var/diff = world.time - last_attack
if(diff >= opacity_time)
mouse_opacity = initial(mouse_opacity)
/mob/living/simple_animal/hostile/poison/bees/sentience_act()
. = ..()
make_opaque()
/mob/living/simple_animal/hostile/poison/bees/proc/assign_reagent(datum/reagent/R)
if(istype(R))
beegent = R
name = "[initial(name)] ([R.name])"
generate_bee_visuals()
/mob/living/simple_animal/hostile/poison/bees/proc/pollinate(obj/machinery/hydroponics/Hydro)
if(!istype(Hydro) || !Hydro.myseed || Hydro.dead || Hydro.recent_bee_visit || Hydro.lid_closed)
target = null
return
target = null //so we pick a new hydro tray next FindTarget(), instead of loving the same plant for eternity
wanted_objects -= hydroponicstypecache //so we only hunt them while they're alive/seeded/not visisted
Hydro.recent_bee_visit = TRUE
spawn(BEE_TRAY_RECENT_VISIT)
if(Hydro)
Hydro.recent_bee_visit = FALSE
var/growth = health //Health also means how many bees are in the swarm, roughly.
//better healthier plants!
Hydro.adjustHealth(growth*0.5)
if(prob(BEE_POLLINATE_PEST_CHANCE))
Hydro.adjustPests(-10)
if(prob(BEE_POLLINATE_YIELD_CHANCE) && !Hydro.self_sustaining)
Hydro.yieldmod = 2
if(beehome)
beehome.bee_resources = min(beehome.bee_resources + growth, 100)
/mob/living/simple_animal/hostile/poison/bees/handle_automated_action()
. = ..()
if(!.)
return
if(!bee_syndicate)
if(!isqueen)
if(loc == beehome)
idle = min(100, ++idle)
if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
forceMove(beehome.drop_location())
else
idle = max(0, --idle)
if(idle <= BEE_IDLE_GOHOME && prob(BEE_PROB_GOHOME))
if(!FindTarget())
wanted_objects |= beehometypecache //so we don't attack beeboxes when not going home
target = beehome
if(!beehome) //add ourselves to a beebox (of the same reagent) if we have no home
for(var/obj/structure/beebox/BB in view(vision_range, src))
if(reagent_incompatible(BB.queen_bee) || length(BB.bees) >= BB.get_max_bees())
continue
BB.bees |= src
beehome = BB
break // End loop after the first compatible find.
//Botany Queen Bee
/mob/living/simple_animal/hostile/poison/bees/queen
name = "queen bee"
desc = "She's the queen of bees, BZZ BZZ"
icon_base = "queen"
isqueen = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
//the Queen doesn't leave the box on her own, and she CERTAINLY doesn't pollinate by herself
/mob/living/simple_animal/hostile/poison/bees/queen/Found(atom/A)
return FALSE
//leave pollination for the peasent bees
/mob/living/simple_animal/hostile/poison/bees/queen/AttackingTarget()
. = ..()
if(. && beegent && isliving(target))
var/mob/living/L = target
beegent.reaction_mob(L, REAGENT_TOUCH)
L.reagents.add_reagent(beegent.id, rand(1, 5))
//PEASENT BEES
/mob/living/simple_animal/hostile/poison/bees/queen/pollinate()
return
/mob/living/simple_animal/hostile/poison/bees/proc/reagent_incompatible(mob/living/simple_animal/hostile/poison/bees/B)
if(!B)
return FALSE
if(B.beegent && beegent && B.beegent.id != beegent.id || B.beegent && !beegent || !B.beegent && beegent)
return TRUE
return FALSE
/obj/item/queen_bee
name = "queen bee"
desc = "She's the queen of bees, BZZ BZZ"
icon_state = "queen_item"
item_state = ""
icon = 'icons/mob/bees.dmi'
gender = FEMALE
var/mob/living/simple_animal/hostile/poison/bees/queen/queen
/obj/item/queen_bee/attackby(obj/item/I, mob/user, params)
if(!istype(I, /obj/item/reagent_containers/syringe))
return ..()
var/obj/item/reagent_containers/syringe/S = I
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
if(!S.reagents.has_reagent("royal_bee_jelly", 5))
to_chat(user, "<span class='warning'>You don't have enough royal bee jelly to split a bee in two!</span>")
return
S.reagents.remove_reagent("royal_bee_jelly", 5)
var/obj/item/queen_bee/qb = new(user.drop_location())
qb.queen = new(qb)
if(queen?.beegent)
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.
user.put_in_active_hand(qb)
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>")
return
var/datum/reagent/R = GLOB.chemical_reagents_list[S.reagents.get_master_reagent_id()]
if(R && S.reagents.has_reagent(R.id, 5))
S.reagents.remove_reagent(R.id, 5) // Whether or not the chemical is blocked, we want it gone just because you tried to
if(R.id in GLOB.blocked_chems)
to_chat(user, "<span class='warning'>The [src]'s immune system rejects [R.name]!</span>")
return
queen.assign_reagent(R)
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>")
name = queen.name
else
to_chat(user, "<span class='warning'>You don't have enough units of that chemical to modify the bee's DNA!</span>")
/obj/item/queen_bee/bought/Initialize(mapload)
. = ..()
queen = new(src)
/obj/item/queen_bee/Destroy()
QDEL_NULL(queen)
return ..()
/mob/living/simple_animal/hostile/poison/bees/consider_wakeup()
if(beehome && loc == beehome) // If bees are chilling in their nest, they're not actively looking for targets
idle = min(100, ++idle)
if(idle >= BEE_IDLE_ROAMING && prob(BEE_PROB_GOROAM))
toggle_ai(AI_ON)
forceMove(beehome.drop_location())
else
..()
//Syndicate Bees
/mob/living/simple_animal/hostile/poison/bees/syndi
name = "syndi-bee"
desc = "The result of a large influx of BEES!"
melee_damage_lower = 5
melee_damage_upper = 5
maxHealth = 25
health = 25
faction = list("hostile", "syndicate")
search_objects = FALSE //these bees don't care about trivial things like plants, especially when there is havoc to sow
bee_syndicate = TRUE
var/list/master_and_friends = list()
mouse_opacity = MOUSE_OPACITY_OPAQUE
/mob/living/simple_animal/hostile/poison/bees/syndi/Initialize(mapload)
. = ..()
beegent = GLOB.chemical_reagents_list["facid"] //Prepare to die
/mob/living/simple_animal/hostile/poison/bees/syndi/Destroy()
master_and_friends.Cut()
return ..()
/mob/living/simple_animal/hostile/poison/bees/syndi/assign_reagent(datum/reagent/R)
return
/mob/living/simple_animal/hostile/poison/bees/syndi/pollinate() // No Pollination
return
/mob/living/simple_animal/hostile/poison/bees/syndi/Found(atom/A) //Typical usual hostile mob targeting list
return
/mob/living/simple_animal/hostile/poison/bees/syndi/CanAttack(atom/the_target)
. = ..()
if(!.)
return FALSE
if(isliving(the_target))
var/mob/living/L = the_target
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H in master_and_friends)
return FALSE
return TRUE
/mob/living/simple_animal/hostile/poison/bees/syndi/AttackingTarget()
. = ..()
if(. && target && isliving(target))
var/mob/living/L = target
if(L.stat)
LoseTarget()
#undef BEE_IDLE_ROAMING
#undef BEE_IDLE_GOHOME
#undef BEE_PROB_GOHOME
#undef BEE_PROB_GOROAM
#undef BEE_TRAY_RECENT_VISIT
#undef BEE_DEFAULT_COLOUR
#undef BEE_POLLINATE_YIELD_CHANCE
#undef BEE_POLLINATE_PEST_CHANCE