//Houses the ash tree, a lava land tree that has been burning for quite some time making a maple like sweetener. /obj/structure/flora/ashtree name = "ashed tree" desc = "A once large tree now burnt like the lands around it." layer = FLY_LAYER gender = PLURAL //same as other tree density = TRUE pixel_x = -16 icon = 'icons/obj/lavaland/ash_tree.dmi' icon_state = "ashtree" //Are icon when we are full of honey or other sap var/sap_icon_state = "ashtree_maple" //What we look like when tapping var/tabbed_icon_state = "ashtree_maple" //amout of coal in are tree, simular to logs var/coal_amount = 5 //Do we have sap? var/sap = FALSE //What reagent we have var/sap_type = /datum/reagent/consumable/honey //This is in seconds, and now long we wait till are tree is tapped var/harvest_sap_time = 60 var/container_used var/sap_amount /obj/structure/flora/ashtree/Initialize(mapload) ..() if(prob(50)) sap = TRUE icon_state = sap_icon_state desc = "A once large tree now burnt like the lands around it. This one seems to have a sap still inside." //If we have sap, we can generate a bit of it sap_amount = rand(5,15) //Random coal or wood amount, so its not bog standered. coal_amount = rand(5,15) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! SSblackbox.record_feedback("tally", "Honey Tree", 1, "Trees Spawned") //So we dont lose are bowls, stolen form closet code /obj/structure/flora/ashtree/Destroy() dump_contents(override = FALSE) return ..() //Override is for not revealing the locker electronics when you open the locker, for example /obj/structure/flora/ashtree/proc/dump_contents(override = TRUE) var/atom/L = drop_location() for(var/atom/movable/AM in src) AM.forceMove(L) /obj/structure/flora/ashtree/proc/harvest_sap() desc = "A once large tree now burnt like the lands around it." icon_state = "ashtree" var/obj/item/reagent_containers/RG = container_used //Incase someone was a dumb and used a lidded container if(RG.is_refillable()) //Make sure that its not filling something thats full if(!RG.reagents.holder_full()) RG.reagents.add_reagent(sap_type, min(RG.volume - RG.reagents.total_volume, sap_amount)) //We drop are used beaker and try to fill it with sap RG.forceMove(drop_location()) SSblackbox.record_feedback("tally", "Honey Tree", 1, "Harvested Honey") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! //Proc stolen from Trees //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 //Also dosnt have a stump /obj/structure/flora/ashtree/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/reagent_containers)) if(sap) user.visible_message("[user] pokes [src] and places a container under the [W].","You set up [src] with [W].") icon_state = tabbed_icon_state sap = FALSE container_used = W //So we dont lose are bowl when cutting it down + needed for the harvest sap proc user.transferItemToLoc(W, src) addtimer(CALLBACK(src, .proc/harvest_sap), harvest_sap_time SECONDS) else to_chat(user, "There is no sap to collect.") if(coal_amount && (!(flags_1 & NODECONSTRUCT_1))) if(!W.sharpness || !W.force) return if(W.hitsound) playsound(get_turf(src), W.hitsound, 100, 0, 0) user.visible_message("[user] begins to cut down [src] with [W].","You begin to cut down [src] with [W].", "You hear the sound of brittle sawing.") //2.5 seconds with 20 force, 4 seconds with a hatchet, 10 seconds with a shard. if(do_after(user, 500/W.force, target = src)) user.visible_message("[user] fells [src] with the [W].","You fell [src] with the [W].", "You hear the sound of a crumbling tree.") playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0) for(var/i=1 to coal_amount) new /obj/item/stack/sheet/mineral/coal(get_turf(src)) qdel(src)//If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! SSblackbox.record_feedback("tally", "Honey Tree", 1, "Cutted Tree") return ..()