Removes old hives

This commit is contained in:
Kelenius
2015-07-08 12:55:53 +03:00
parent c5b98782d5
commit 33a6cac0e1
9 changed files with 18 additions and 565 deletions
@@ -15,10 +15,10 @@
/obj/machinery/beehive/update_icon()
overlays.Cut()
icon_state = "beehive"
if(honeycombs >= 1)
overlays += "filled[round(honeycombs)]"
if(frames)
overlays += "empty[frames]"
if(honeycombs >= 1)
overlays += "filled[round(honeycombs)]"
/obj/machinery/beehive/examine(var/mob/user)
..()
@@ -183,6 +183,7 @@
/obj/item/stack/wax
name = "wax"
singular_name = "wax piece"
desc = "Soft substance produced by bees. Used to make candles."
icon_state = "sheet-metal"
-13
View File
@@ -531,19 +531,6 @@
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
else if(istype(O, /obj/item/apiary))
if(seed)
user << "<span class='danger'>[src] is already occupied!</span>"
else
user.drop_item()
qdel(O)
var/obj/machinery/apiary/A = new(src.loc)
A.icon = src.icon
A.icon_state = src.icon_state
A.hydrotray_type = src.type
qdel(src)
else if(O.force && seed)
user.visible_message("<span class='danger'>\The [seed.display_name] has been attacked by [user] with \the [O]!</span>")
if(!dead)
@@ -1,240 +0,0 @@
//http://www.youtube.com/watch?v=-1GadTfGFvU
//i could have done these as just an ordinary plant, but fuck it - there would have been too much snowflake code
/obj/machinery/apiary
name = "apiary tray"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "hydrotray3"
density = 1
anchored = 1
var/nutrilevel = 0
var/yieldmod = 1
var/mut = 1
var/toxic = 0
var/dead = 0
var/health = -1
var/maxhealth = 100
var/lastcycle = 0
var/cycledelay = 100
var/harvestable_honey = 0
var/beezeez = 0
var/swarming = 0
var/bees_in_hive = 0
var/list/owned_bee_swarms = list()
var/hydrotray_type = /obj/machinery/portable_atmospherics/hydroponics
//overwrite this after it's created if the apiary needs a custom machinery sprite
/obj/machinery/apiary/New()
..()
overlays += image('icons/obj/apiary_bees_etc.dmi', icon_state="apiary")
/obj/machinery/apiary/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(istype(Proj ,/obj/item/projectile/energy/floramut))
mut++
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
if(!yieldmod)
yieldmod += 1
//world << "Yield increased by 1, from 0, to a total of [myseed.yield]"
else if (prob(1/(yieldmod * yieldmod) *100))//This formula gives you diminishing returns based on yield. 100% with 1 yield, decreasing to 25%, 11%, 6, 4, 2...
yieldmod += 1
//world << "Yield increased by 1, to a total of [myseed.yield]"
else
..()
return
/obj/machinery/apiary/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/queen_bee))
if(health > 0)
user << "\red There is already a queen in there."
else
health = 10
nutrilevel += 10
user.drop_item()
qdel(O)
user << "\blue You carefully insert the queen into [src], she gets busy making a hive."
bees_in_hive = 0
else if(istype(O, /obj/item/beezeez))
beezeez += 100
nutrilevel += 10
user.drop_item()
if(health > 0)
user << "\blue You insert [O] into [src]. A relaxed humming appears to pick up."
else
user << "\blue You insert [O] into [src]. Now it just needs some bees."
qdel(O)
else if(istype(O, /obj/item/weapon/material/minihoe))
if(health > 0)
user << "\red <b>You begin to dislodge the apiary from the tray, the bees don't like that.</b>"
angry_swarm(user)
else
user << "\blue You begin to dislodge the dead apiary from the tray."
if(do_after(user, 50))
new hydrotray_type(src.loc)
new /obj/item/apiary(src.loc)
user << "\red You dislodge the apiary from the tray."
qdel(src)
else if(istype(O, /obj/item/weapon/bee_net))
var/obj/item/weapon/bee_net/N = O
if(N.caught_bees > 0)
user << "\blue You empty the bees into the apiary."
bees_in_hive += N.caught_bees
N.caught_bees = 0
else
user << "\blue There are no more bees in the net."
else if(istype(O, /obj/item/weapon/reagent_containers/glass))
var/obj/item/weapon/reagent_containers/glass/G = O
if(harvestable_honey > 0)
if(health > 0)
user << "\red You begin to harvest the honey. The bees don't seem to like it."
angry_swarm(user)
else
user << "\blue You begin to harvest the honey."
if(do_after(user,50))
G.reagents.add_reagent("honey",harvestable_honey)
harvestable_honey = 0
user << "\blue You successfully harvest the honey."
else
user << "\blue There is no honey left to harvest."
else
angry_swarm(user)
..()
/obj/machinery/apiary/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
/obj/machinery/apiary/process()
if(swarming > 0)
swarming -= 1
if(swarming <= 0)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
else if(bees_in_hive < 10)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
if(world.time > (lastcycle + cycledelay))
lastcycle = world.time
if(health < 0)
return
//magical bee formula
if(beezeez > 0)
beezeez -= 1
nutrilevel += 2
health += 1
toxic = max(0, toxic - 1)
//handle nutrients
nutrilevel -= bees_in_hive / 10 + owned_bee_swarms.len / 5
if(nutrilevel > 0)
bees_in_hive += 1 * yieldmod
if(health < maxhealth)
health++
else
//nutrilevel is less than 1, so we're effectively subtracting here
health += max(nutrilevel - 1, round(-health / 2))
bees_in_hive += max(nutrilevel - 1, round(-bees_in_hive / 2))
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
//clear out some toxins
if(toxic > 0)
toxic -= 1
health -= 1
if(health <= 0)
return
//make a bit of honey
if(harvestable_honey < 50)
harvestable_honey += 0.5
//make some new bees
if(bees_in_hive >= 10 && prob(bees_in_hive * 10))
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
owned_bee_swarms.Add(B)
B.mut = mut
B.toxic = toxic
bees_in_hive -= 1
//find some plants, harvest
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead && prob(owned_bee_swarms.len * 10))
src.nutrilevel++
H.nutrilevel++
if(mut < H.mutation_mod - 1)
mut = H.mutation_mod - 1
else if(mut > H.mutation_mod - 1)
H.mutation_mod = mut
//flowers give us pollen (nutrients)
/* - All plants should be giving nutrients to the hive.
if(H.myseed.type == /obj/item/seeds/harebell || H.myseed.type == /obj/item/seeds/sunflowerseed)
src.nutrilevel++
H.nutrilevel++
*/
//have a few beneficial effects on nearby plants
if(prob(10))
H.lastcycle -= 5
if(prob(10))
H.seed.set_trait(TRAIT_ENDURANCE,max(H.seed.get_trait(TRAIT_ENDURANCE)*1.5,H.seed.get_trait(TRAIT_ENDURANCE)+1))
if(H.toxins && prob(10))
H.toxins = min(0, H.toxins - 1)
toxic++
/obj/machinery/apiary/proc/die()
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
B.strength -= 1
if(B.strength <= 0)
qdel(B)
else if(B.strength <= 5)
B.icon_state = "bees[B.strength]"
bees_in_hive = 0
health = 0
/obj/machinery/apiary/proc/angry_swarm(var/mob/M)
for(var/mob/living/simple_animal/bee/B in owned_bee_swarms)
B.feral = 25
B.target_mob = M
swarming = 25
while(bees_in_hive > 0)
var/spawn_strength = bees_in_hive
if(bees_in_hive >= 5)
spawn_strength = 6
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
B.target_mob = M
B.strength = spawn_strength
B.feral = 25
B.mut = mut
B.toxic = toxic
bees_in_hive -= spawn_strength
/obj/machinery/apiary/verb/harvest_honeycomb()
set src in oview(1)
set name = "Harvest honeycomb"
set category = "Object"
while(health > 15)
health -= 15
var/obj/item/weapon/reagent_containers/food/snacks/honeycomb/H = new(src.loc)
if(toxic > 0)
H.reagents.add_reagent("toxin", toxic)
usr << "\blue You harvest the honeycomb from the hive. There is a wild buzzing!"
angry_swarm(usr)
@@ -1,179 +0,0 @@
/mob/living/simple_animal/bee
name = "bees"
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "bees1"
icon_dead = "bees1"
mob_size = 1
var/strength = 1
var/feral = 0
var/mut = 0
var/toxic = 0
var/turf/target_turf
var/mob/target_mob
var/obj/machinery/apiary/parent
pass_flags = PASSTABLE
turns_per_move = 6
var/obj/machinery/portable_atmospherics/hydroponics/my_hydrotray
/mob/living/simple_animal/bee/New(loc, var/obj/machinery/apiary/new_parent)
..()
parent = new_parent
/mob/living/simple_animal/bee/Destroy()
if(parent)
parent.owned_bee_swarms.Remove(src)
..()
/mob/living/simple_animal/bee/Life()
..()
if(stat == CONSCIOUS)
//if we're strong enough, sting some people
var/mob/living/carbon/human/M = target_mob
var/sting_prob = 40 // Bees will always try to sting.
if(M in view(src,1)) // Can I see my target?
if(prob(max(feral * 10, 0))) // Am I mad enough to want to sting? And yes, when I initially appear, I AM mad enough
var/obj/item/clothing/worn_suit = M.wear_suit
var/obj/item/clothing/worn_helmet = M.head
if(worn_suit) // Are you wearing clothes?
sting_prob -= min(worn_suit.armor["bio"],70) // Is it sealed? I can't get to 70% of your body.
if(worn_helmet)
sting_prob -= min(worn_helmet.armor["bio"],30) // Is your helmet sealed? I can't get to 30% of your body.
if( prob(sting_prob) && (M.stat == CONSCIOUS || (M.stat == UNCONSCIOUS && prob(25))) ) // Try to sting! If you're not moving, think about stinging.
M.apply_damage(min(strength,2)+mut, BRUTE, sharp=1) // Stinging. The more mutated I am, the harder I sting.
M.apply_damage((round(feral/10,1)*(max((round(strength/20,1)),1)))+toxic, TOX) // Bee venom based on how angry I am and how many there are of me!
M << "\red You have been stung!"
M.flash_pain()
//if we're chasing someone, get a little bit angry
if(target_mob && prob(5))
feral++
//calm down a little bit
if(feral > 0)
if(prob(feral * 20))
feral -= 1
else
//if feral is less than 0, we're becalmed by smoke or steam
if(feral < 0)
feral += 1
if(target_mob)
target_mob = null
target_turf = null
if(strength > 5)
//calm down and spread out a little
var/mob/living/simple_animal/bee/B = new(get_turf(pick(orange(src,1))))
B.strength = rand(1,5)
src.strength -= B.strength
if(src.strength <= 5)
src.icon_state = "bees[src.strength]"
B.icon_state = "bees[B.strength]"
if(src.parent)
B.parent = src.parent
src.parent.owned_bee_swarms.Add(B)
//make some noise
if(prob(0.5))
src.visible_message("\blue [pick("Buzzzz.","Hmmmmm.","Bzzz.")]")
//smoke, water and steam calms us down
var/calming = 0
var/list/calmers = list(/obj/effect/effect/smoke/chem, \
/obj/effect/effect/water, \
/obj/effect/effect/foam, \
/obj/effect/effect/steam, \
/obj/effect/mist)
for(var/this_type in calmers)
var/mob/living/simple_animal/check_effect = locate() in src.loc
if(istype(check_effect))
if(check_effect.type == this_type)
calming = 1
break
if(calming)
if(feral > 0)
src.visible_message("\blue The bees calm down!")
feral = -10
target_mob = null
target_turf = null
wander = 1
for(var/mob/living/simple_animal/bee/B in src.loc)
if(B == src)
continue
if(feral > 0)
src.strength += B.strength
qdel(B)
src.icon_state = "bees[src.strength]"
if(strength > 5)
icon_state = "bees_swarm"
else if(prob(10))
//make the other swarm of bees stronger, then move away
var/total_bees = B.strength + src.strength
if(total_bees < 10)
B.strength = min(5, total_bees)
src.strength = total_bees - B.strength
B.icon_state = "bees[B.strength]"
if(src.strength <= 0)
qdel(src)
return
src.icon_state = "bees[B.strength]"
var/turf/simulated/floor/T = get_turf(get_step(src, pick(1,2,4,8)))
density = 1
if(T.Enter(src, get_turf(src)))
src.loc = T
density = 0
break
if(target_mob)
if(target_mob in view(src,7))
target_turf = get_turf(target_mob)
wander = 0
else // My target's gone! But I might still be pissed! You there. You look like a good stinging target!
for(var/mob/living/carbon/G in view(src,7))
target_mob = G
break
if(target_turf)
if (!(DirBlocked(get_step(src, get_dir(src,target_turf)),get_dir(src,target_turf)))) // Check for windows and doors!
Move(get_step(src, get_dir(src,target_turf)))
if (prob(0.1))
src.visible_message("\blue The bees swarm after [target_mob]!")
if(src.loc == target_turf)
target_turf = null
wander = 1
else
//find some flowers, harvest
//angry bee swarms don't hang around
if(feral > 0)
turns_per_move = rand(1,3)
else if(feral < 0)
turns_since_move = 0
else if(!my_hydrotray || my_hydrotray.loc != src.loc || my_hydrotray.dead || !my_hydrotray.seed)
var/obj/machinery/portable_atmospherics/hydroponics/my_hydrotray = locate() in src.loc
if(my_hydrotray)
if(!my_hydrotray.dead && my_hydrotray.seed)
turns_per_move = rand(20,50)
else
my_hydrotray = null
pixel_x = rand(-12,12)
pixel_y = rand(-12,12)
if(!parent && prob(10))
strength -= 1
if(strength <= 0)
qdel(src)
else if(strength <= 5)
icon_state = "bees[strength]"
//debugging
/*icon_state = "[strength]"
if(strength > 5)
icon_state = "unknown"*/
@@ -43,6 +43,13 @@
return
..()
/datum/reagent/nutriment/honey
name = "Honey"
id = "honey"
description = "A golden yellow syrup, loaded with sugary sweetness."
nutriment_factor = 10
color = "#FFFF00"
/datum/reagent/nutriment/flour
name = "flour"
id = "flour"
@@ -34,7 +34,6 @@
/obj/machinery/iv_drip,
/obj/machinery/disease2/incubator,
/obj/machinery/disposal,
/obj/machinery/apiary,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
/obj/machinery/computer/centrifuge,