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glowshroom.dm
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#define GLOWSHROOM_SPREAD_BASE_DIMINISH_FACTOR 10
#define GLOWSHROOM_SPREAD_DIMINISH_FACTOR_PER_GLOWSHROOM 0.2
#define GLOWSHROOM_BASE_INTEGRITY 60
GLOBAL_VAR_INIT(glowshrooms, 0)
/obj/structure/glowshroom
name = "glowshroom"
desc = "Mycena Bregprox, a species of mushroom that glows in the dark."
anchored = TRUE
opacity = FALSE
density = FALSE
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
base_icon_state = "glowshroom"
layer = ABOVE_NORMAL_TURF_LAYER
max_integrity = GLOWSHROOM_BASE_INTEGRITY
///Cooldown for when next to try to spread.
COOLDOWN_DECLARE(spread_cooldown)
/// Min time interval between glowshroom "spreads"
var/min_delay_spread = 20 SECONDS
/// Max time interval between glowshroom "spreads"
var/max_delay_spread = 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/spread_into_adjacent_chance = 75
///Amount of decay when decay happens on process.
var/idle_decay_min = 1
///Amount of decay when decay happens on process
var/idle_decay_max = 2
///Amount of percentage decay affects endurance.max_integrity =
var/endurance_decay_rate = 0.1
/// 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]!"
/**
* Creates a new glowshroom structure.
*
* Arguments:
* * newseed - Seed of the shroom
*/
/obj/structure/glowshroom/Initialize(mapload, obj/item/seeds/newseed)
. = ..()
GLOB.glowshrooms++
if(newseed)
myseed = newseed
myseed.forceMove(src)
else
myseed = new myseed(src)
modify_max_integrity(GLOWSHROOM_BASE_INTEGRITY + ((100 - GLOWSHROOM_BASE_INTEGRITY) / 100 * myseed.endurance)) //goes up to 100 with peak endurance
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(calc_dir())
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
COOLDOWN_START(src, spread_cooldown, rand(min_delay_spread, max_delay_spread))
START_PROCESSING(SSobj, src)
/obj/structure/glowshroom/Destroy()
if(isatom(myseed))
QDEL_NULL(myseed)
GLOB.glowshrooms--
STOP_PROCESSING(SSobj, src)
return ..()
/**
* Causes glowshroom spreading across the floor/walls.
*/
/obj/structure/glowshroom/process(delta_time)
if(COOLDOWN_FINISHED(src, spread_cooldown))
COOLDOWN_START(src, spread_cooldown, rand(min_delay_spread, max_delay_spread))
Spread()
Decay(rand(idle_decay_min, idle_decay_max) * delta_time)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
if(!TURF_SHARES(ownturf)) //If we are in a 1x1 room
return //Deal with it not now
var/list/possible_locs = list()
//Lets collect a list of possible viewable turfs BEFORE we iterate for yield so we don't call view multiple
//times when there's no real chance of the viewable range changing, really you could do this once on item
//spawn and most people probably would not notice.
for(var/turf/open/floor/earth in oview(2,src))
if(is_type_in_typecache(earth, blacklisted_glowshroom_turfs))
continue
if(!TURF_SHARES(earth))
continue
possible_locs += earth
//Lets not even try to spawn again if somehow we have ZERO possible locations
if(!possible_locs.len)
return
var/chance_generation = 100 * (NUM_E ** -((GLOWSHROOM_SPREAD_BASE_DIMINISH_FACTOR + GLOWSHROOM_SPREAD_DIMINISH_FACTOR_PER_GLOWSHROOM * GLOB.glowshrooms) / myseed.potency * (generation - 1))) //https://www.desmos.com/calculator/istvjvcelz
for(var/i in 1 to myseed.yield)
if(!prob(chance_generation))
continue
var/spreads_into_adjacent = prob(spread_into_adjacent_chance)
var/turf/new_loc = null
//Try three random locations to spawn before giving up tradeoff
//between running view(1, earth) on every single collected possibleLoc
//and failing to spread if we get 3 bad picks, which should only be a problem
//if there's a lot of glow shroom clustered about
for(var/iterator in 1 to 3)
var/turf/possibleLoc = pick(possible_locs)
if(spreads_into_adjacent || !locate(/obj/structure/glowshroom) in view(1,possibleLoc))
new_loc = possibleLoc
break
//We failed to find any location, skip trying to yield
if(new_loc == null)
break
var/shroom_count = 0
var/place_count = 1
for(var/obj/structure/glowshroom/shroom in new_loc)
shroom_count++
for(var/wall_dir in GLOB.cardinals)
var/turf/potential_wall = get_step(new_loc,wall_dir)
if(potential_wall.density)
place_count++
if(shroom_count >= place_count)
continue
var/obj/structure/glowshroom/child = new type(new_loc, myseed.Copy())
child.generation = generation + 1
/obj/structure/glowshroom/proc/calc_dir(turf/location = loc)
var/direction = 16
for(var/wall_dir in GLOB.cardinals)
var/turf/new_turf = get_step(location,wall_dir)
if(new_turf.density)
direction |= wall_dir
for(var/obj/structure/glowshroom/shroom in location)
if(shroom == src)
continue
if(shroom.floor) //special
direction &= ~16
else
direction &= ~shroom.dir
var/list/dir_list = list()
for(var/i=1,i<=16,i <<= 1)
if(direction & i)
dir_list += i
if(dir_list.len)
var/new_dir = pick(dir_list)
if(new_dir == 16)
floor = 1
new_dir = 1
return new_dir
floor = 1
return 1
/**
* Causes the glowshroom to decay by decreasing its endurance, destroying it when it gets too low.
*
* Arguments:
* * amount - Amount of endurance to be reduced due to spread decay.
*/
/obj/structure/glowshroom/proc/Decay(amount)
myseed.adjust_endurance(-amount * endurance_decay_rate)
take_damage(amount)
// take_damage could qdel our shroom, so check beforehand
// if our endurance dropped before the min plant endurance, then delete our shroom anyways
if (!QDELETED(src) && myseed.endurance <= 10)
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/acid_act(acidpwr, acid_volume)
visible_message(span_danger("[src] melts away!"))
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)
return TRUE
/obj/structure/glowshroom/extreme/Initialize(mapload, obj/item/seeds/newseed)
. = ..()
if(generation == 1)
myseed.potency = 100
myseed.endurance = 100
myseed.yield = 10
/obj/structure/glowshroom/medium/Initialize(mapload, obj/item/seeds/newseed)
. = ..()
if(generation == 1)
myseed.potency = 50
myseed.endurance = 50
myseed.yield = 5
#undef GLOWSHROOM_SPREAD_BASE_DIMINISH_FACTOR
#undef GLOWSHROOM_SPREAD_DIMINISH_FACTOR_PER_GLOWSHROOM
#undef GLOWSHROOM_BASE_INTEGRITY