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