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https://github.com/CHOMPStation2/CHOMPStation2.git
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Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that. The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner. Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
217 lines
7.1 KiB
Plaintext
217 lines
7.1 KiB
Plaintext
/*
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* Trays - Agouri
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*/
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/obj/item/weapon/tray
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name = "tray"
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icon = 'icons/obj/food.dmi'
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icon_state = "tray"
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desc = "A metal tray to lay food on."
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throwforce = 12.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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flags = CONDUCT
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matter = list(DEFAULT_WALL_MATERIAL = 3000)
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var/list/carrying = list() // List of things on the tray. - Doohl
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var/max_carry = 10
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/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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user.setClickCooldown(user.get_attack_speed(src))
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// Drop all the things. All of them.
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overlays.Cut()
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for(var/obj/item/I in carrying)
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I.loc = M.loc
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carrying.Remove(I)
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if(isturf(I.loc))
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spawn()
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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M << "<span class='warning'>You accidentally slam yourself with the [src]!</span>"
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M.Weaken(1)
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user.take_organ_damage(2)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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return
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
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return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
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var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later.
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if(!(user.zone_sel.selecting == (O_EYES || BP_HEAD))) //////////////hitting anything else other than the eyes
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if(prob(33))
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src.add_blood(H)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H) ///Plik plik, the sound of blood
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(prob(15))
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M.Weaken(3)
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M.take_organ_damage(3)
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else
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M.take_organ_damage(5)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] with the tray!</span>", user, M), 1)
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return
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //we applied the damage, we played the sound, we showed the appropriate messages. Time to return and stop the proc
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] with the tray!</span>", user, M), 1)
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return
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var/protected = 0
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for(var/slot in list(slot_head, slot_wear_mask, slot_glasses))
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var/obj/item/protection = M.get_equipped_item(slot)
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if(istype(protection) && (protection.body_parts_covered & FACE))
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protected = 1
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break
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if(protected)
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M << "<span class='warning'>You get slammed in the face with the tray, against your mask!</span>"
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if(prob(33))
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src.add_blood(H)
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if (H.wear_mask)
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H.wear_mask.add_blood(H)
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if (H.head)
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H.head.add_blood(H)
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if (H.glasses && prob(33))
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H.glasses.add_blood(H)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v
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location.add_blood(H)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] with the tray!</span>", user, M), 1)
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] with the tray!</span>", user, M), 1)
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if(prob(10))
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M.Stun(rand(1,3))
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M.take_organ_damage(3)
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return
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else
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M.take_organ_damage(5)
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return
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else //No eye or head protection, tough luck!
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M << "<span class='warning'>You get slammed in the face with the tray!</span>"
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if(prob(33))
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src.add_blood(M)
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] in the face with the tray!</span>", user, M), 1)
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' again
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for(var/mob/O in viewers(M, null))
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O.show_message(text("<span class='danger'>[] slams [] in the face with the tray!</span>", user, M), 1)
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if(prob(30))
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M.Stun(rand(2,4))
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M.take_organ_damage(4)
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return
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else
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M.take_organ_damage(8)
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if(prob(30))
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M.Weaken(2)
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return
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return
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/obj/item/weapon/tray/var/cooldown = 0 //shield bash cooldown. based on world.time
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/obj/item/weapon/tray/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/material/kitchen/rollingpin))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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..()
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/*
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===============~~~~~================================~~~~~====================
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= =
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= Code for trays carrying things. By Doohl for Doohl erryday Doohl Doohl~ =
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= =
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===============~~~~~================================~~~~~====================
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*/
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/obj/item/weapon/tray/proc/calc_carry()
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// calculate the weight of the items on the tray
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var/val = 0 // value to return
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for(var/obj/item/I in carrying)
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if(I.w_class == ITEMSIZE_TINY)
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val ++
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else if(I.w_class == ITEMSIZE_SMALL)
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val += 3
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else
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val += 5
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return val
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/obj/item/weapon/tray/pickup(mob/user)
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if(!isturf(loc))
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return
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for(var/obj/item/I in loc)
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if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) )
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var/add = 0
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if(I.w_class == ITEMSIZE_TINY)
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add = 1
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else if(I.w_class == ITEMSIZE_SMALL)
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add = 3
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else
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add = 5
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if(calc_carry() + add >= max_carry)
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break
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var/image/Img = new(src.icon)
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I.loc = src
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carrying.Add(I)
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Img.icon = I.icon
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Img.icon_state = I.icon_state
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Img.layer = 30 + I.layer
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if(istype(I, /obj/item/weapon/material))
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var/obj/item/weapon/material/O = I
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if(O.applies_material_colour)
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Img.color = O.color
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overlays += Img
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/obj/item/weapon/tray/dropped(mob/user)
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var/noTable = null
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spawn() //Allows the tray to udpate location, rather than just checking against mob's location
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if(isturf(src.loc) && !(locate(/obj/structure/table) in src.loc))
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noTable = 1
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if(isturf(loc) && !(locate(/mob/living) in src.loc))
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overlays.Cut()
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for(var/obj/item/I in carrying)
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I.forceMove(src.loc)
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carrying.Remove(I)
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if(noTable)
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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