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Paradise/code/game/objects/biomass.dm
2011-05-09 08:12:57 +00:00

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/obj/biomass
icon = 'biomass.dmi'
icon_state = "stage1"
opacity = 0
density = 0
anchored = 1
layer = 20 //DEBUG
var/health = 10
var/stage = 1
var/obj/rift/originalRift = null //the originating rift of that biomass
var/maxDistance = 15 //the maximum length of a thread
var/newSpreadDistance = 10 //the length of a thread at which new ones are created
var/curDistance = 1 //the current length of a thread
var/continueChance = 3 //weighed chance of continuing in the same direction. turning left or right has 1 weight both
var/spreadDelay = 1 //will change to something bigger later, but right now I want it to spread as fast as possible for testing
/obj/rift
icon = 'biomass.dmi'
icon_state = "rift"
var/list/obj/biomass/linkedBiomass = list() //all the biomass patches that have spread from it
var/newicon = 1 //DEBUG
/obj/rift/New()
set background = 1
..()
for(var/turf/T in orange(1,src))
if(!IsValidBiomassLoc(T))
continue
var/obj/biomass/starting = new /obj/biomass(T)
starting.dir = get_dir(src,starting)
starting.originalRift = src
linkedBiomass += starting
spawn(1) //DEBUG
starting.icon_state = "[newicon]"
/obj/rift/Del()
for(var/obj/biomass/biomass in linkedBiomass)
del(biomass)
..()
/obj/biomass/New()
set background = 1
..()
if(!IsValidBiomassLoc(loc,src))
del(src)
return
spawn(1) //so that the dir and stuff can be set by the source first
if(curDistance >= maxDistance)
return
switch(dir)
if(NORTHWEST)
dir = NORTH
if(NORTHEAST)
dir = EAST
if(SOUTHWEST)
dir = WEST
if(SOUTHEAST)
dir = SOUTH
sleep(spreadDelay)
Spread()
/obj/biomass/proc/Spread(var/direction = dir)
set background = 1
var/possibleDirsInt = 0
for(var/newDirection in cardinal)
if(newDirection == turn(direction,180)) //can't go backwards
continue
var/turf/T = get_step(loc,newDirection)
if(!IsValidBiomassLoc(T,src))
continue
possibleDirsInt |= newDirection
var/list/possibleDirs = list()
if(possibleDirsInt & direction)
for(var/i=0 , i<continueChance , i++)
possibleDirs += direction
if(possibleDirsInt & turn(direction,90))
possibleDirs += turn(direction,90)
if(possibleDirsInt & turn(direction,-90))
possibleDirs += turn(direction,-90)
if(!possibleDirs.len)
return
direction = pick(possibleDirs)
var/obj/biomass/newBiomass = new /obj/biomass(get_step(src,direction))
newBiomass.curDistance = curDistance + 1
newBiomass.maxDistance = maxDistance
newBiomass.dir = direction
newBiomass.originalRift = originalRift
newBiomass.icon_state = "[originalRift.newicon]" //DEBUG
originalRift.linkedBiomass += newBiomass
if(!(curDistance%newSpreadDistance))
var/obj/rift/newrift = new /obj/rift(loc)
if(originalRift.newicon <= 3)
newrift.newicon = originalRift.newicon + 1
// NewSpread()
/obj/biomass/proc/NewSpread(maxDistance = 15)
set background = 1
for(var/turf/T in orange(1,src))
if(!IsValidBiomassLoc(T,src))
continue
var/obj/biomass/starting = new /obj/biomass(T)
starting.dir = get_dir(src,starting)
starting.maxDistance = maxDistance
/proc/IsValidBiomassLoc(turf/location,obj/biomass/source = null)
set background = 1
for(var/obj/biomass/biomass in location)
if(biomass != source)
return 0
if(istype(location,/turf/space))
return 0
if(location.density)
return 0
return 1