Files
Polaris/code/modules/hydroponics/beekeeping/beehive.dm
Datraen beda3185eb Reverts the second mob clean up because of incomplete implementation.
This caused an error that would then cause machinery to hang on the server, and was reproduced successfully.
2016-05-04 00:24:55 -04:00

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/obj/machinery/beehive
name = "beehive"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beehive"
density = 1
anchored = 1
var/closed = 0
var/bee_count = 0 // Percent
var/smoked = 0 // Timer
var/honeycombs = 0 // Percent
var/frames = 0
var/maxFrames = 5
/obj/machinery/beehive/update_icon()
overlays.Cut()
icon_state = "beehive"
if(closed)
overlays += "lid"
if(frames)
overlays += "empty[frames]"
if(honeycombs >= 100)
overlays += "full[round(honeycombs / 100)]"
if(!smoked)
switch(bee_count)
if(1 to 40)
overlays += "bees1"
if(41 to 80)
overlays += "bees2"
if(81 to 100)
overlays += "bees3"
/obj/machinery/beehive/examine(var/mob/user)
..()
if(!closed)
user << "The lid is open."
/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/crowbar))
closed = !closed
user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src].</span>")
update_icon()
return
else if(istype(I, /obj/item/weapon/wrench))
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
return
else if(istype(I, /obj/item/bee_smoker))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before smoking the bees.</span>"
return
user.visible_message("<span class='notice'>[user] smokes the bees in \the [src].</span>", "<span class='notice'>You smoke the bees in \the [src].</span>")
smoked = 30
update_icon()
return
else if(istype(I, /obj/item/honey_frame))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before inserting \the [I].</span>"
return
if(frames >= maxFrames)
user << "<span class='notice'>There is no place for an another frame.</span>"
return
var/obj/item/honey_frame/H = I
if(H.honey)
user << "<span class='notice'>\The [I] is full with beeswax and honey, empty it in the extractor first.</span>"
return
++frames
user.visible_message("<span class='notice'>[user] loads \the [I] into \the [src].</span>", "<span class='notice'>You load \the [I] into \the [src].</span>")
update_icon()
user.drop_from_inventory(I)
qdel(I)
return
else if(istype(I, /obj/item/bee_pack))
var/obj/item/bee_pack/B = I
if(B.full && bee_count)
user << "<span class='notice'>\The [src] already has bees inside.</span>"
return
if(!B.full && bee_count < 90)
user << "<span class='notice'>\The [src] is not ready to split.</span>"
return
if(!B.full && !smoked)
user << "<span class='notice'>Smoke \the [src] first!</span>"
return
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before moving the bees.</span>"
return
if(B.full)
user.visible_message("<span class='notice'>[user] puts the queen and the bees from \the [I] into \the [src].</span>", "<span class='notice'>You put the queen and the bees from \the [I] into \the [src].</span>")
bee_count = 20
B.empty()
else
user.visible_message("<span class='notice'>[user] puts bees and larvae from \the [src] into \the [I].</span>", "<span class='notice'>You put bees and larvae from \the [src] into \the [I].</span>")
bee_count /= 2
B.fill()
update_icon()
return
else if(istype(I, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='notice'>Scan result of \the [src]...</span>"
user << "Beehive is [bee_count ? "[round(bee_count)]% full" : "empty"].[bee_count > 90 ? " Colony is ready to split." : ""]"
if(frames)
user << "[frames] frames installed, [round(honeycombs / 100)] filled."
if(honeycombs < frames * 100)
user << "Next frame is [round(honeycombs % 100)]% full."
else
user << "No frames installed."
if(smoked)
user << "The hive is smoked."
return 1
else if(istype(I, /obj/item/weapon/screwdriver))
if(bee_count)
user << "<span class='notice'>You can't dismantle \the [src] with these bees inside.</span>"
return
user << "<span class='notice'>You start dismantling \the [src]...</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/beehive_assembly(loc)
qdel(src)
return
/obj/machinery/beehive/attack_hand(var/mob/user)
if(!closed)
if(honeycombs < 100)
user << "<span class='notice'>There are no filled honeycombs.</span>"
return
if(!smoked && bee_count)
user << "<span class='notice'>The bees won't let you take the honeycombs out like this, smoke them first.</span>"
return
user.visible_message("<span class='notice'>[user] starts taking the honeycombs out of \the [src].</span>", "<span class='notice'>You start taking the honeycombs out of \the [src]...</span>")
while(honeycombs >= 100 && do_after(user, 30))
new /obj/item/honey_frame/filled(loc)
honeycombs -= 100
--frames
update_icon()
if(honeycombs < 100)
user << "<span class='notice'>You take all filled honeycombs out.</span>"
return
/obj/machinery/beehive/process()
if(closed && !smoked && bee_count)
pollinate_flowers()
update_icon()
smoked = max(0, smoked - 1)
if(!smoked && bee_count)
bee_count = min(bee_count * 1.005, 100)
update_icon()
/obj/machinery/beehive/proc/pollinate_flowers()
var/coef = bee_count / 100
var/trays = 0
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead)
H.health += 0.05 * coef
++trays
honeycombs = min(honeycombs + 0.1 * coef * min(trays, 5), frames * 100)
/obj/machinery/honey_extractor
name = "honey extractor"
desc = "A machine used to turn honeycombs on the frame into honey and wax."
icon = 'icons/obj/virology.dmi'
icon_state = "centrifuge"
var/processing = 0
var/honey = 0
/obj/machinery/honey_extractor/attackby(var/obj/item/I, var/mob/user)
if(processing)
user << "<span class='notice'>\The [src] is currently spinning, wait until it's finished.</span>"
return
else if(istype(I, /obj/item/honey_frame))
var/obj/item/honey_frame/H = I
if(!H.honey)
user << "<span class='notice'>\The [H] is empty, put it into a beehive.</span>"
return
user.visible_message("<span class='notice'>[user] loads \the [H] into \the [src] and turns it on.</span>", "<span class='notice'>You load \the [H] into \the [src] and turn it on.</span>")
processing = H.honey
icon_state = "centrifuge_moving"
qdel(H)
spawn(50)
new /obj/item/honey_frame(loc)
new /obj/item/stack/wax(loc)
honey += processing
processing = 0
icon_state = "centrifuge"
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!honey)
user << "<span class='notice'>There is no honey in \the [src].</span>"
return
var/obj/item/weapon/reagent_containers/glass/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
G.reagents.add_reagent("honey", transferred)
honey -= transferred
user.visible_message("<span class='notice'>[user] collects honey from \the [src] into \the [G].</span>", "<span class='notice'>You collect [transferred] units of honey from \the [src] into \the [G].</span>")
return 1
/obj/item/bee_smoker
name = "bee smoker"
desc = "A device used to calm down bees before harvesting honey."
icon = 'icons/obj/device.dmi'
icon_state = "battererburnt"
w_class = 2
/obj/item/honey_frame
name = "beehive frame"
desc = "A frame for the beehive that the bees will fill with honeycombs."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "honeyframe"
w_class = 2
var/honey = 0
/obj/item/honey_frame/filled
name = "filled beehive frame"
desc = "A frame for the beehive that the bees have filled with honeycombs."
honey = 20
/obj/item/honey_frame/filled/New()
..()
overlays += "honeycomb"
/obj/item/beehive_assembly
name = "beehive assembly"
desc = "Contains everything you need to build a beehive."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "apiary"
/obj/item/beehive_assembly/attack_self(var/mob/user)
user << "<span class='notice'>You start assembling \the [src]...</span>"
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] constructs a beehive.</span>", "<span class='notice'>You construct a beehive.</span>")
new /obj/machinery/beehive(get_turf(user))
user.drop_from_inventory(src)
qdel(src)
return
/obj/item/stack/wax
name = "wax"
singular_name = "wax piece"
desc = "Soft substance produced by bees. Used to make candles."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "wax"
/obj/item/stack/wax/New()
..()
recipes = wax_recipes
var/global/list/datum/stack_recipe/wax_recipes = list( \
new/datum/stack_recipe("candle", /obj/item/weapon/flame/candle) \
)
/obj/item/bee_pack
name = "bee pack"
desc = "Contains a queen bee and some worker bees. Everything you'll need to start a hive!"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beepack"
var/full = 1
/obj/item/bee_pack/New()
..()
overlays += "beepack-full"
/obj/item/bee_pack/proc/empty()
full = 0
name = "empty bee pack"
desc = "A stasis pack for moving bees. It's empty."
overlays.Cut()
overlays += "beepack-empty"
/obj/item/bee_pack/proc/fill()
full = initial(full)
name = initial(name)
desc = initial(desc)
overlays.Cut()
overlays += "beepack-full"