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/obj/structure/flora/tree/shadow
name = "shadow tree"
desc = "A native lavaland tree, with a remarkable purple color."
icon = 'modular_splurt/icons/obj/flora/lavaland.dmi'
icon_state = "shadowtree_1"
spawned_wood = /obj/item/grown/log/tree/shadow
spawned_stump = /obj/structure/flora/stump/shadow
var/static/list/icon_states = list("shadowtree_1", "shadowtree_2")
/obj/structure/flora/tree/shadow/Initialize()
. = ..()
if(islist(icon_states) && icon_states.len)
icon_state = pick(icon_states)
/obj/structure/flora/stump/shadow
name = "shadow tree stump"
desc = "Hidden in the shadowns."
icon = 'modular_splurt/icons/obj/flora/lavaland.dmi'
icon_state = "shadowtree_stump"
/obj/structure/flora/tree/mushroom
name = "giant mushroom"
desc = "An impressive overgrown mushroom."
icon = 'modular_splurt/icons/obj/flora/lavaland.dmi'
icon_state = "gmushroom_1"
spawned_wood = /obj/item/grown/log/tree/mushroom
spawned_stump = /obj/structure/flora/stump/mushroom
var/list/icon_states = list("gmushroom_1", "gmushroom_2")
/obj/structure/flora/tree/mushroom/Initialize()
. = ..()
if(islist(icon_states) && icon_states.len)
icon_state = pick(icon_states)
/obj/structure/flora/stump/mushroom
name = "giant mushroom stump"
desc = "It will grow back. Maybe. One day."
icon = 'modular_splurt/icons/obj/flora/lavaland.dmi'
icon_state = "gmushroom_stump"
/obj/structure/flora/grass/red
name = "tall grass"
desc = "A patch of overgrown red grass."
icon = 'modular_splurt/icons/obj/flora/lavaland.dmi'
icon_state = "tallgrass1bb"
gender = PLURAL
layer = ABOVE_MOB_LAYER
/obj/structure/flora/grass/red/Initialize()
icon_state = "tallgrass[rand(1, 4)]bb"
return ..()
/obj/effect/spawner/grass_spawner
name = "grass spawner"
var/spawned_grass = /obj/structure/flora/grass
/obj/effect/spawner/grass_spawner/New()
var/range = 2
while(1==1)
if(prob(90))
break
range++
for(var/turf/T in view(range))
if(!isopenturf(T) || locate(spawned_grass) in T)
continue
if(get_dist(T, src) == range && prob(60))
continue
new spawned_grass(T)
qdel(src)
/obj/effect/spawner/grass_spawner/red
name = "redgrass spawner"
spawned_grass = /obj/structure/flora/grass/red
/obj/structure/flora/tree/pine/xmas/presents
gift_type = /obj/item/a_gift/balanced //this is a modular nerf to christmas trees to limit what they hand out
/obj/structure/flora/biolumi
name = "glowing plants"
desc = "Several sticks with bulbous, bioluminescent tips."
icon = 'modular_splurt/icons/obj/flora/jungleflora.dmi'
icon_state = "stick"
gender = PLURAL
light_range = 1.5
light_power = 0.5
max_integrity = 50
var/variants = 9
var/chosen_light
var/base_icon
var/list/random_light = list("#6AFF00","#00FFEE", "#D9FF00", "#FFC800")
/obj/structure/flora/biolumi/Initialize()
. = ..()
base_icon = "[initial(icon_state)][rand(1,variants)]"
icon_state = base_icon
chosen_light = pick(random_light)
light_color = chosen_light
update_icon()
/obj/structure/flora/biolumi/update_overlays()
. = ..()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
SSvis_overlays.add_vis_overlay(src, icon, "[base_icon]_light", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
if(chosen_light)
var/obj/effect/overlay/vis/overlay = managed_vis_overlays[1]
overlay.color = chosen_light
/obj/structure/flora/biolumi/mine
name = "glowing plant"
desc = "Glowing sphere encased in jungle leaves."
icon_state = "mine"
variants = 4
random_light = list("#FF0066","#00FFEE", "#D9FF00", "#FFC800")
/obj/structure/flora/biolumi/flower
name = "glowing flower"
desc = "Beautiful, bioluminescent flower."
icon_state = "flower"
variants = 2
random_light = list("#6F00FF","#00FFEE", "#D9FF00", "#FF73D5")
/obj/structure/flora/biolumi/lamp
name = "plant lamp"
desc = "Bioluminescent plant much in a shape of a street lamp."
icon_state = "lamp"
variants = 2
random_light = list("#6AFF00","#00FFEE", "#D9FF00", "#FFC800")