mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-28 02:52:28 +00:00
* adds fireplace, makes bonfire generate heat kinda, anyways * adds sifwood tiles, fixes old blue carpets old blue carpets are now known as "teal carpets." they still come in the carpet crate from cargo. * lets you dig up tree stumps with shovels * changelogs in the house * adds a delay to digging up stumps digging up stumps is easier said than done
218 lines
5.8 KiB
Plaintext
218 lines
5.8 KiB
Plaintext
//trees
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/obj/structure/flora/tree
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name = "tree"
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anchored = 1
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density = 1
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pixel_x = -16
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layer = MOB_LAYER // You know what, let's play it safe.
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var/base_state = null // Used for stumps.
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var/health = 200 // Used for chopping down trees.
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var/max_health = 200
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var/shake_animation_degrees = 4 // How much to shake the tree when struck. Larger trees should have smaller numbers or it looks weird.
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var/obj/item/stack/material/product = null // What you get when chopping this tree down. Generally it will be a type of wood.
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var/product_amount = 10 // How much of a stack you get, if the above is defined.
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var/is_stump = FALSE // If true, suspends damage tracking and most other effects.
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/obj/structure/flora/tree/attackby(var/obj/item/weapon/W, var/mob/living/user)
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if(!istype(W))
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return ..()
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if(is_stump)
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if(istype(W,/obj/item/weapon/shovel))
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if(do_after(user, 5 SECONDS))
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visible_message("<span class='notice'>\The [user] digs up \the [src] stump with \the [W].</span>")
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qdel(src)
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return
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visible_message("<span class='danger'>\The [user] hits \the [src] with \the [W]!</span>")
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var/damage_to_do = W.force
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if(!W.sharp && !W.edge)
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damage_to_do = round(damage_to_do / 4)
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if(damage_to_do > 0)
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if(W.sharp && W.edge)
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playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1)
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else
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playsound(get_turf(src), W.hitsound, 50, 1)
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if(damage_to_do > 5)
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adjust_health(-damage_to_do)
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else
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to_chat(user, "<span class='warning'>\The [W] is ineffective at harming \the [src].</span>")
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hit_animation()
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user.setClickCooldown(user.get_attack_speed(W))
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user.do_attack_animation(src)
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// Shakes the tree slightly, more or less stolen from lockers.
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/obj/structure/flora/tree/proc/hit_animation()
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var/init_px = pixel_x
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var/shake_dir = pick(-1, 1)
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animate(src, transform=turn(matrix(), shake_animation_degrees * shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
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animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
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// Used when the tree gets hurt.
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/obj/structure/flora/tree/proc/adjust_health(var/amount, var/is_ranged = FALSE)
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if(is_stump)
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return
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// Bullets and lasers ruin some of the wood
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if(is_ranged && product_amount > 0)
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var/wood = initial(product_amount)
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product_amount -= round(wood * (abs(amount)/max_health))
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health = between(0, health + amount, max_health)
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if(health <= 0)
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die()
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return
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// Called when the tree loses all health, for whatever reason.
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/obj/structure/flora/tree/proc/die()
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if(is_stump)
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return
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if(product && product_amount) // Make wooden logs.
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var/obj/item/stack/material/M = new product(get_turf(src))
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M.amount = product_amount
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M.update_icon()
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visible_message("<span class='danger'>\The [src] is felled!</span>")
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stump()
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// Makes the tree into a mostly non-interactive stump.
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/obj/structure/flora/tree/proc/stump()
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if(is_stump)
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return
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is_stump = TRUE
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density = FALSE
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icon_state = "[base_state]_stump"
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overlays.Cut() // For the Sif tree and other future glowy trees.
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set_light(0)
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/obj/structure/flora/tree/ex_act(var/severity)
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adjust_health(-(max_health / severity))
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/obj/structure/flora/tree/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.get_structure_damage())
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adjust_health(-Proj.get_structure_damage(), TRUE)
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/obj/structure/flora/tree/get_description_interaction()
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var/list/results = list()
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if(!is_stump)
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results += "[desc_panel_image("hatchet")]to cut down this tree into logs. Any sharp and strong weapon will do."
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results += ..()
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return results
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// Subtypes.
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// Pine trees
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/obj/structure/flora/tree/pine
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name = "pine tree"
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "pine_1"
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base_state = "pine"
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product = /obj/item/stack/material/log
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shake_animation_degrees = 3
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/obj/structure/flora/tree/pine/New()
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..()
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icon_state = "[base_state]_[rand(1, 3)]"
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/obj/structure/flora/tree/pine/xmas
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name = "xmas tree"
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icon = 'icons/obj/flora/pinetrees.dmi'
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icon_state = "pine_c"
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/obj/structure/flora/tree/pine/xmas/New()
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..()
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icon_state = "pine_c"
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// Palm trees
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/obj/structure/flora/tree/palm
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icon = 'icons/obj/flora/palmtrees.dmi'
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icon_state = "palm1"
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base_state = "palm"
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product = /obj/item/stack/material/log
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product_amount = 5
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health = 200
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max_health = 200
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pixel_x = 0
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/obj/structure/flora/tree/palm/New()
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..()
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icon_state = "[base_state][rand(1, 2)]"
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// Dead trees
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/obj/structure/flora/tree/dead
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icon = 'icons/obj/flora/deadtrees.dmi'
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icon_state = "tree_1"
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base_state = "tree"
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product = /obj/item/stack/material/log
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product_amount = 5
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health = 200
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max_health = 200
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/obj/structure/flora/tree/dead/New()
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..()
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icon_state = "[base_state]_[rand(1, 6)]"
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// Small jungle trees
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/obj/structure/flora/tree/jungle_small
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icon = 'icons/obj/flora/jungletreesmall.dmi'
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icon_state = "tree"
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base_state = "tree"
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product = /obj/item/stack/material/log
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product_amount = 10
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health = 400
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max_health = 400
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pixel_x = -32
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/obj/structure/flora/tree/jungle_small/New()
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..()
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icon_state = "[base_state][rand(1, 6)]"
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// Big jungle trees
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/obj/structure/flora/tree/jungle
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icon = 'icons/obj/flora/jungletree.dmi'
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icon_state = "tree"
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base_state = "tree"
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product = /obj/item/stack/material/log
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product_amount = 20
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health = 800
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max_health = 800
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pixel_x = -48
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pixel_y = -16
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shake_animation_degrees = 2
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/obj/structure/flora/tree/jungle/New()
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..()
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icon_state = "[base_state][rand(1, 6)]"
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// Sif trees
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/obj/structure/flora/tree/sif
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name = "glowing tree"
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desc = "It's a tree, except this one seems quite alien. It glows a deep blue."
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icon = 'icons/obj/flora/deadtrees.dmi'
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icon_state = "tree_sif"
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base_state = "tree_sif"
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product = /obj/item/stack/material/log/sif
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/obj/structure/flora/tree/sif/New()
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update_icon()
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/obj/structure/flora/tree/sif/update_icon()
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set_light(5, 1, "#33ccff")
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var/image/glow = image(icon = 'icons/obj/flora/deadtrees.dmi', icon_state = "[icon_state]_glow")
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glow.plane = PLANE_LIGHTING_ABOVE
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overlays = list(glow)
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