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Paradise/code/game/machinery/seed_extractor.dm

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/obj/machinery/seed_extractor
name = "seed extractor"
desc = "Extracts and bags seeds from produce."
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "sextractor"
density = 1
anchored = 1
/obj/machinery/seed_extractor/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/seed_extractor(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
RefreshParts()
/obj/machinery/seed_extractor/RefreshParts() //If you want to make the machine upgradable, this is where you would change any vars basd on its stock parts.
return
obj/machinery/seed_extractor/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
if(default_deconstruction_screwdriver(user, "sextractor_open", "sextractor", O))
return
if(exchange_parts(user, O))
return
if(default_unfasten_wrench(user, O))
return
default_deconstruction_crowbar(O)
// Fruits and vegetables.
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown) || istype(O, /obj/item/weapon/grown))
user.drop_item(O)
var/datum/seed/new_seed_type
if(istype(O, /obj/item/weapon/grown))
var/obj/item/weapon/grown/F = O
new_seed_type = plant_controller.seeds[F.plantname]
else
var/obj/item/weapon/reagent_containers/food/snacks/grown/F = O
new_seed_type = plant_controller.seeds[F.plantname]
if(new_seed_type)
to_chat(user, "<span class='notice'>You extract some seeds from [O].</span>")
var/produce = rand(1,4)
for(var/i = 0;i<=produce;i++)
var/obj/item/seeds/seeds = new(get_turf(src))
seeds.seed_type = new_seed_type.name
seeds.update_seed()
else
to_chat(user, "[O] doesn't seem to have any usable seeds inside it.")
qdel(O)
//Grass.
else if(istype(O, /obj/item/stack/tile/grass))
var/obj/item/stack/tile/grass/S = O
to_chat(user, "<span class='notice'>You extract some seeds from the [S.name].</span>")
S.use(1)
new /obj/item/seeds/grassseed(loc)
return