Files
GS13NG/code/game/objects/effects/glowshroom.dm
silicons 19f1e99a8c mass ports like 15 tg prs + counting (#13386)
* changes

* ok

* changes

* sigh

* fixes

* changes

* fix

* fix

* alright

* fixes
git pus

* fix

* fix

* fix

* test

* ok

* Update code/modules/paperwork/ticketmachine.dm

Co-authored-by: Letter N <24603524+LetterN@users.noreply.github.com>

* ok

* compile and other stuff

* ok

* fix

* fix

* Fix

* Update menu.dm

* Update view.dm

* Update preferences.dm

Co-authored-by: Letter N <24603524+LetterN@users.noreply.github.com>
Co-authored-by: Putnam3145 <putnam3145@gmail.com>
2020-10-10 12:20:33 +02:00

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//separate dm since hydro is getting bloated already
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = 0
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
/// Time interval between glowshroom "spreads"
var/delay_spread = 2 MINUTES
/// Time interval between glowshroom decay checks
var/delay_decay = 30 SECONDS
/// Boolean to indicate if the shroom is on the floor/wall
var/floor = 0
/// Mushroom generation number
var/generation = 1
/// Chance to spread into adjacent tiles (0-100)
var/spreadIntoAdjacentChance = 75
/// Internal seed of the glowshroom, stats are stored here
var/obj/item/seeds/myseed = /obj/item/seeds/glowshroom
/// Turfs where the glowshroom cannot spread to
var/static/list/blacklisted_glowshroom_turfs = typecacheof(list(
/turf/open/lava,
/turf/open/floor/plating/beach/water))
/obj/structure/glowshroom/glowcap
name = "glowcap"
desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent."
icon_state = "glowcap"
myseed = /obj/item/seeds/glowshroom/glowcap
/obj/structure/glowshroom/shadowshroom
name = "shadowshroom"
desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light."
icon_state = "shadowshroom"
myseed = /obj/item/seeds/glowshroom/shadowshroom
/obj/structure/glowshroom/single/Spread()
return
/obj/structure/glowshroom/examine(mob/user)
. = ..()
. += "This is a [generation]\th generation [name]!"
/obj/structure/glowshroom/Destroy()
if(myseed)
QDEL_NULL(myseed)
return ..()
/**
* Creates a new glowshroom structure.
*
* Arguments:
* * newseed - Seed of the shroom
* * mutate_stats - If the plant needs to mutate their stats
* * spread - If the plant is a result of spreading, reduce its stats
*/
/obj/structure/glowshroom/Initialize(mapload, obj/item/seeds/newseed, mutate_stats, spread)
. = ..()
if(newseed)
myseed = newseed.Copy()
myseed.forceMove(src)
else
myseed = new myseed(src)
if(spread)
myseed.potency -= round(myseed.potency * 0.25) // Reduce potency of the little mushie if it's spreading
if(mutate_stats) //baby mushrooms have different stats :3
myseed.adjust_potency(rand(-4,3))
myseed.adjust_yield(rand(-3,2))
myseed.adjust_production(rand(-3,3))
myseed.endurance = clamp(myseed.endurance + rand(-3,2), 0, 100) // adjust_endurance has a min value of 10, need to edit directly
delay_spread = delay_spread - myseed.production * 100 //So the delay goes DOWN with better stats instead of up. :I
var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow)
if(ispath(G)) // Seeds were ported to initialize so their genes are still typepaths here, luckily their initializer is smart enough to handle us doing this
myseed.genes -= G
G = new G
myseed.genes += G
set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color)
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
if(NORTH)
pixel_y = 32
if(SOUTH)
pixel_y = -32
if(EAST)
pixel_x = 32
if(WEST)
pixel_x = -32
icon_state = "[base_icon_state][rand(1,3)]"
else //if on the floor, glowshroom on-floor sprite
icon_state = base_icon_state
addtimer(CALLBACK(src, .proc/Spread), delay_spread)
addtimer(CALLBACK(src, .proc/Decay), delay_decay, FALSE) // Start decaying the plant
/**
* Causes glowshroom spreading across the floor/walls.
*/
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
var/shrooms_planted = 0
for(var/i in 1 to myseed.yield)
var/chance_stats = ((myseed.potency + myseed.endurance * 2) * 0.2) // Chance of generating a new mushroom based on stats
var/chance_generation = (100 / (generation * generation)) // This formula gives you diminishing returns based on generation. 100% with 1st gen, decreasing to 25%, 11%, 6, 4, 2...
if(prob(max(chance_stats, chance_generation))) // Whatever is the higher chance we use it
var/list/possibleLocs = list()
var/spreadsIntoAdjacent = FALSE
if(prob(spreadIntoAdjacentChance))
spreadsIntoAdjacent = TRUE
for(var/turf/open/floor/earth in view(3,src))
if(is_type_in_typecache(earth, blacklisted_glowshroom_turfs))
continue
if(!ownturf.CanAtmosPass(earth))
continue
if(spreadsIntoAdjacent || !locate(/obj/structure/glowshroom) in view(1,earth))
possibleLocs += earth
CHECK_TICK
if(!possibleLocs.len)
break
var/turf/newLoc = pick(possibleLocs)
var/shroomCount = 0 //hacky
var/placeCount = 1
for(var/obj/structure/glowshroom/shroom in newLoc)
shroomCount++
for(var/wallDir in GLOB.cardinals)
var/turf/isWall = get_step(newLoc,wallDir)
if(isWall.density)
placeCount++
if(shroomCount >= placeCount)
continue
Decay(TRUE, 2) // Decay before spawning new mushrooms to reduce their endurance
var/obj/structure/glowshroom/child = new type(newLoc, myseed, TRUE, TRUE)
child.generation = generation + 1
shrooms_planted++
CHECK_TICK
if(shrooms_planted <= myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.adjust_yield(-shrooms_planted)
addtimer(CALLBACK(src, .proc/Spread), delay_spread)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
for(var/wallDir in GLOB.cardinals)
var/turf/newTurf = get_step(location,wallDir)
if(newTurf.density)
direction |= wallDir
for(var/obj/structure/glowshroom/shroom in location)
if(shroom == src)
continue
if(shroom.floor) //special
direction &= ~16
else
direction &= ~shroom.dir
var/list/dirList = list()
for(var/i=1,i<=16,i <<= 1)
if(direction & i)
dirList += i
if(dirList.len)
var/newDir = pick(dirList)
if(newDir == 16)
floor = 1
newDir = 1
return newDir
floor = 1
return 1
/**
* Causes the glowshroom to decay by decreasing its endurance.
*
* Arguments:
* * spread - Boolean to indicate if the decay is due to spreading or natural decay.
* * amount - Amount of endurance to be reduced due to spread decay.
*/
/obj/structure/glowshroom/proc/Decay(spread, amount)
if (spread) // Decay due to spread
myseed.endurance -= amount
else // Timed decay
myseed.endurance -= 1
if (myseed.endurance > 0)
addtimer(CALLBACK(src, .proc/Decay), delay_decay, FALSE) // Recall decay timer
return
if (myseed.endurance < 1) // Plant is gone
qdel(src)
/obj/structure/glowshroom/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
if(damage_type == BURN && damage_amount)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/glowshroom/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
take_damage(5, BURN, 0, 0)
/obj/structure/glowshroom/acid_act(acidpwr, acid_volume)
. = 1
visible_message("<span class='danger'>[src] melts away!</span>")
var/obj/effect/decal/cleanable/molten_object/I = new (get_turf(src))
I.desc = "Looks like this was \an [src] some time ago."
qdel(src)
/obj/structure/glowshroom/attackby(obj/item/I, mob/living/user, params)
if (istype(I, /obj/item/plant_analyzer))
return myseed.attackby(I, user, params) // Hacky I guess
return ..() // Attack normally