Ashen tree!
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//Houses the ash tree, a lava land tree that has been burning for quite some time making a maple like sweetener.
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/obj/structure/flora/ashtree
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gender = PLURAL //same as other tree
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icon = 'icons/obj/lavaland/ash_tree.dmi'
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icon_state = "ashtree"
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var/sap_icon_state = "ashtree_maple" //Are icon when we are full of honey or other sap
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var/tabbed_icon_state = "ashtree_maple" //What we look like when tapping
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name = "ashed tree"
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desc = "A once large tree now burnt like the lands around it."
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density = TRUE
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pixel_x = -16
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layer = FLY_LAYER
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var/coal_amount = 5 //amout of coal in are tree, simular to logs
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var/sap = FALSE //Do we have sap?
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var/are_sap = /datum/reagent/consumable/honey //What reagent we have
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//var/tapping_items = list(/obj/item/reagent_containers/glass) - current dosnt work commiting it out
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var/harvest_sap_time = 60 //This is in seconds, and now long we wait till are tree is tapped
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var/container_used
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var/sap_amount
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/obj/structure/flora/ashtree/New()
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..()
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if(prob(50))
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sap = TRUE
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icon_state = sap_icon_state
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desc = "A once large tree now burnt like the lands around it. This one seems to have a sap still inside."
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sap_amount = rand(60,120) //good amout of honey
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coal_amount = rand(5,15) //We give a random amout
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/obj/structure/flora/ashtree/proc/harvest_sap()
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desc = "A once large tree now burnt like the lands around it."
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icon_state = "ashtree"
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var/obj/item/reagent_containers/RG = container_used
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if(RG.is_refillable()) //Incase someone was a dumb and used a lidded container
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if(!RG.reagents.holder_full()) //Make sure that its not filling something thats full
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RG.reagents.add_reagent(are_sap, min(RG.volume - RG.reagents.total_volume, sap_amount))
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RG.forceMove(drop_location()) //We drop are used beaker and try to fill it with sap
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//Proc stolen from Trees
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//If you hit it with a sharp force aboe 0 item it chops it down, unlike trees tho it dosnt give wood as its already charcoal
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//Also dosnt have a stump
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/obj/structure/flora/ashtree/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers))
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if(sap)
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user.visible_message("<span class='notice'>[user] pokes [src] and places a container under the [W].</span>","<span class='notice'>You set up [src] with [W].</span>")
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icon_state = tabbed_icon_state
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sap = FALSE
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container_used = W
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W.forceMove(src) //Sadly when cutting down the tree we get deleted with it, otherwise this allows us to get sap!
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addtimer(CALLBACK(src, .proc/harvest_sap), harvest_sap_time SECONDS)
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else
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to_chat(user, "<span class='notice'>There is no sap to collect.</span>")
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if(coal_amount && (!(flags_1 & NODECONSTRUCT_1)))
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if(W.sharpness && W.force > 0)
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if(W.hitsound)
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playsound(get_turf(src), W.hitsound, 100, 0, 0)
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user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of brittle sawing.")
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if(do_after(user, 500/W.force, target = src)) //2.5 seconds with 20 force, 4 seconds with a hatchet, 10 seconds with a shard.
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user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a crumbling tree.")
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playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
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for(var/i=1 to coal_amount)
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new /obj/item/stack/sheet/mineral/coal(get_turf(src))
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qdel(src)
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else
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return ..()
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