/*
* Trays - Nanako
*/
//Use tray on an item to load it, alt+click on anything to attempt to load all the stuff on the tile
//To unload, place on a table, then rightclic > Unload tray. Alternatively, alt+click on the tray to unload it
//Tray will spill if thrown, dropped on the floor, or used to hit someone with. Spilling scatters contents
/obj/item/tray
name = "tray"
desc = "A metal tray to lay food on."
icon = 'icons/obj/food.dmi'
icon_state = "tray"
throwforce = 12
force = 10
throw_speed = 1
throw_range = 5
layer = OBJ_LAYER - 0.01
flags = CONDUCT
matter = list(DEFAULT_WALL_MATERIAL = 3000)
var/cooldown = 0 //shield bash cooldown. based on world.time
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 20
var/current_weight = 0
drop_sound = 'sound/items/trayhit1.ogg'
var/safedrop = FALSE //Used to tell when we should or shouldn't spill if the tray is dropped.
//Safedrop is set true when throwing, because it will spill on impact. And when placing on a table
var/list/valid = list(
/obj/item/reagent_containers,
/obj/item/material/kitchen/utensil,
/obj/item/storage/box/fancy/cigarettes,
/obj/item/clothing/mask/smokable,
/obj/item/storage/box/fancy/matches,
/obj/item/flame/match,
/obj/item/material/ashtray
)
/obj/item/tray/attack(mob/living/carbon/M, mob/living/carbon/user, var/target_zone)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
// Drop all the things. All of them.
spill(user, get_turf(M))
//Note: Added a robot check to all stun/weaken procs, beccause weakening a robot causes its active modules to bug out
if((user.is_clumsy()) && prob(50)) //What if he's a clown?
to_chat(M, SPAN_WARNING("You accidentally slam yourself with the [src]!"))
if(!issilicon(M))
M.Weaken(1)
user.take_organ_damage(2)
playsound(M, pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg'), 50, TRUE)
return
var/mob/living/carbon/human/H = M //Let's have this ready for later.
if(!(target_zone == (BP_EYES || BP_HEAD))) // hitting anything else other than the eyes
if(prob(33) && !issilicon(M)) // robots dont bleed
src.add_blood(H)
var/turf/location = H.loc
if(istype(location, /turf/simulated))
location.add_blood(H) // Plik plik, the sound of blood
M.attack_log += text("\[[time_stamp()]\] Has been attacked with [src.name] by [user.name] ([user.ckey])")
user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to attack [M.name] ([M.ckey])")
msg_admin_attack("[key_name_admin(user)] used the [src.name] to attack [key_name_admin(M)] (JMP)",ckey=key_name(user),ckey_target=key_name(M))
if(prob(15))
if(!issilicon(M))
M.Weaken(3)
M.take_organ_damage(3)
else
M.take_organ_damage(5)
playsound(M, pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg'), 50, TRUE)
visible_message("\The [user] slams \the [M] with \the [src]!")
return
var/protected = FALSE
for(var/slot in list(slot_head, slot_wear_mask, slot_glasses))
var/obj/item/protection = M.get_equipped_item(slot)
if(istype(protection) && (protection.body_parts_covered & FACE))
protected = TRUE
break
if(protected)
to_chat(M, SPAN_WARNING("The tray slams against your mask!"))
if(prob(33) && !issilicon(M))
src.add_blood(H)
if(H.wear_mask)
H.wear_mask.add_blood(H)
if(H.head)
H.head.add_blood(H)
if(H.glasses && prob(33))
H.glasses.add_blood(H)
var/turf/location = get_turf(H)
if(istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v
location.add_blood(H)
playsound(M, pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg'), 50, 1)
visible_message(SPAN_DANGER("\The [user] slams \the [M] with the tray!"))
if(prob(10))
if(!issilicon(M))
M.Stun(rand(1,3))
M.take_organ_damage(3)
return
else
M.take_organ_damage(5)
return
else if (!issilicon(M))//No eye or head protection, tough luck!
to_chat(M, "You get slammed in the face with the tray!")
if(prob(33))
src.add_blood(M)
var/turf/location = H.loc
if(istype(location, /turf/simulated))
location.add_blood(H)
playsound(M, pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg'), 50, TRUE)
visible_message(SPAN_DANGER("\The [user] slams \the [M] in the face with the tray!"))
if(prob(30))
M.Stun(rand(2,4))
M.take_organ_damage(4)
return
else
M.take_organ_damage(8)
if(prob(30))
M.Weaken(2)
return
return
/obj/item/tray/attackby(obj/item/W, mob/user)
if(isrobot(user)) //safety to stop robots losing their items
return
if(istype(W, /obj/item/tray)) //safety to prevent tray stacking
return
if(istype(W, /obj/item/material/kitchen/rollingpin))
if(cooldown < world.time - 25)
user.visible_message(SPAN_WARNING("\The [user] bashes \the [W] against their [src]!"))
playsound(get_turf(user), 'sound/effects/shieldbash.ogg', 50, TRUE)
cooldown = world.time
else
var/obj/item/I = W
attempt_load_item(I, user)
/obj/item/tray/attack_hand(mob/user)
if(length(carrying) && user.get_inactive_hand() == src)
var/obj/item/chosen_item = input(user, "Which item do you want to remove?", "Tray Items") as null|anything in carrying
if(!chosen_item)
to_chat(user, SPAN_NOTICE("You decide to not take anything off the tray."))
return
chosen_item.forceMove(get_turf(user))
carrying.Remove(chosen_item)
user.put_in_hands(chosen_item)
cut_overlays()
for(var/obj/item in carrying)
var/mutable_appearance/MA = new(item)
MA.layer = FLOAT_LAYER
MA.pixel_x = rand(-12, 12)
MA.pixel_y = rand(-12, 12)
add_overlay(MA)
else
..()
/*
============~~~~~==============~~~~~=============
= =
= Code for trays carrying things. By Nanako.
= =
============~~~~~============~~~~~===============
*/
//Clicking an item individually loads it. clicking a table places the tray on it safely
/obj/item/tray/afterattack(atom/target, mob/user, proximity)
if(proximity)
if(istype(target, /obj/item))
var/obj/item/I = target
attempt_load_item(I,user,1)
if(istype(target,/obj/structure/table))
safedrop = TRUE
//Alt+click with the tray in hand attempts to grab everything on the tile
/obj/item/tray/alt_attack(var/atom/A, var/mob/user)
var/dist
var/tile
if(istype(A, /turf))
dist = get_dist(A, get_turf(user))
tile = A
else
dist = get_dist(get_turf(A), get_turf(user))
tile = get_turf(A)
if(dist == 1)//checking that we're adjacent
var/addedSomething = 0
for(var/obj/item/I in tile)
if(attempt_load_item(I, usr, 0))
addedSomething++
if(addedSomething)
user.visible_message(SPAN_NOTICE("\The [user] loads [addedSomething > 1 ? "some things" : "an item"] onto their service tray."))
else
to_chat(user, SPAN_WARNING("The tray is full or there's nothing to load here."))
return TRUE
return FALSE //This prevents the alt-click from doing any further actions
return TRUE
/obj/item/tray/AltClick(var/mob/user)
if(use_check_and_message(user))
return
unload(user)
/obj/item/tray/proc/attempt_load_item(var/obj/item/I, var/mob/user, var/messages = TRUE)
if(I != src && !I.anchored && !istype(I, /obj/item/projectile))
var/match = FALSE
for(var/T in valid)
if(istype(I, T))
match = TRUE
var/remaining = max_carry - current_weight
if(remaining >= I.w_class)
load_item(I, user)
if(messages)
to_chat(user, SPAN_NOTICE("You place \the [I] on \the [src]."))
return TRUE
else
if(messages)
to_chat(user, SPAN_WARNING("\The [src] can't take hold that much weight."))
break
if(!match && messages)
to_chat(user, SPAN_WARNING("That item isn't suitable for a tray."))
return FALSE
/obj/item/tray/proc/load_item(var/obj/item/I, var/mob/user)
user.remove_from_mob(I) // these two lines need to stay for borgcode trays to work i hate it i hate it - geeves
I.forceMove(src)
current_weight += I.w_class
carrying += I
var/mutable_appearance/MA = new(I)
MA.layer = FLOAT_LAYER
MA.pixel_x = rand(-12, 12)
MA.pixel_y = rand(-12, 12)
add_overlay(MA)
/obj/item/tray/verb/unload()
set name = "Unload Tray"
set category = "Object"
set src in view(1)
if(!isturf(loc))//check that we're not being held by a mob
to_chat(usr, SPAN_WARNING("Place \the [src] down first!"))
return
else
var/turf/dropspot = get_turf(src)
for(var/obj/item/I in carrying)
I.forceMove(dropspot)
carrying -= I
cut_overlays()
current_weight = 0
usr.visible_message(SPAN_NOTICE("[usr] unloads \the [src]."), SPAN_NOTICE("You unload \the [src]."))
/obj/item/tray/proc/unload_at_loc(var/turf/dropspot = null, var/mob/user)
if(!isturf(loc) && !dropspot)//check that we're not being held by a mob
to_chat(user, SPAN_WARNING("Place \the [src] down first!"))
return
else
if(!dropspot)
dropspot = get_turf(src)
for(var/obj/item/I in carrying)
I.forceMove(dropspot)
carrying -= I
cut_overlays()
current_weight = 0
user.visible_message(SPAN_NOTICE("\The [user] unloads \the [src]."), SPAN_NOTICE("You unload \the [src]."))
/obj/item/tray/proc/spill(var/mob/user = null, var/turf/dropspot = null)
//This proc is called when a tray is thrown or dropped on the floor
//its also called when a cyborg uses its tray on the floor
if (current_weight > 0)//can't spill a tray with nothing on it
cut_overlays()
//First we have to find where the items are being dropped, unless a location has been passed in
if(!dropspot)
dropspot = get_turf(src)
for(var/obj/item/I in carrying)
I.forceMove(dropspot)
carrying.Remove(I)
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(cardinal))
sleep(rand(2, 4))
if(user)
user.visible_message(SPAN_WARNING("\The [user] spills the contents of their tray all over the floor."))
else
src.visible_message(SPAN_WARNING("The tray scatters its contents all over the area."))
current_weight = 0
playsound(dropspot, pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg'), 50, TRUE)
/obj/item/tray/throw_impact(atom/hit_atom)
spill(null, get_turf(src))
/obj/item/tray/throw_at(atom/target, throw_range, throw_speed, mob/user)
safedrop = TRUE //we dont want the tray to spill when thrown, it will spill on impact instead
..()
/obj/item/tray/dropped(mob/user)
spawn(1)//A hack to avoid race conditions. Dropped procs too quickly
if(ismob(loc))
//If this is true, then the tray has just switched hands and is still held by a mob
return
if(!safedrop)
spill(user, get_turf(src))
safedrop = FALSE
/obj/item/tray/resolve_attackby(atom/A, mob/user, var/click_parameters)
if(istype(A,/obj/structure/table))
safedrop = TRUE
..(A, user, click_parameters)