Files
Paradise/code/modules/games/cards.dm
mwerezak a07b7a5ce3 Thrown items can be targeted, has miss chance...
...based on distance, similar to projectiles.

Conflicts:
	code/defines/obj.dm
	code/game/machinery/kitchen/smartfridge.dm
	code/game/machinery/vending.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/games/cards.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living_defense.dm
2014-07-16 09:53:34 -04:00

222 lines
5.0 KiB
Plaintext

/datum/playingcard
var/name = "playing card"
var/card_icon = "card_back"
/obj/item/weapon/deck
name = "deck of cards"
desc = "A simple deck of playing cards."
icon = 'icons/obj/playing_cards.dmi'
icon_state = "deck"
w_class = 2
var/list/cards = list()
/obj/item/weapon/deck/New()
..()
var/datum/playingcard/P
for(var/suit in list("spades","clubs","diamonds","hearts"))
var/colour
if(suit == "spades" || suit == "clubs")
colour = "black_"
else
colour = "red_"
for(var/number in list("ace","two","three","four","five","six","seven","eight","nine","ten"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]num"
cards += P
for(var/number in list("jack","queen","king"))
P = new()
P.name = "[number] of [suit]"
P.card_icon = "[colour]col"
cards += P
for(var/i = 0,i<2,i++)
P = new()
P.name = "joker"
P.card_icon = "joker"
cards += P
/obj/item/weapon/deck/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in H.cards)
cards += P
del(O)
user << "You place your cards on the bottom of the deck."
return
..()
/obj/item/weapon/deck/verb/draw_card()
set category = "Object"
set name = "Draw"
set desc = "Draw a card from a deck."
set src in oview(1)
if(usr.stat || !Adjacent(usr)) return
if(!istype(usr,/mob/living/carbon))
return
var/mob/living/carbon/user = usr
if(!cards.len)
usr << "There are no cards in the deck."
return
var/obj/item/weapon/hand/H
if(user.l_hand && istype(user.l_hand,/obj/item/weapon/hand))
H = user.l_hand
else if(user.r_hand && istype(user.r_hand,/obj/item/weapon/hand))
H = user.r_hand
else
H = new(get_turf(src))
user.put_in_hands(H)
if(!H || !user) return
var/datum/playingcard/P = cards[1]
H.cards += P
cards -= P
H.update_icon()
user.visible_message("\The [user] draws a card.")
user << "It's the [P]."
/obj/item/weapon/deck/verb/deal_card()
set category = "Object"
set name = "Deal"
set desc = "Deal a card from a deck."
if(usr.stat || !Adjacent(usr)) return
if(!cards.len)
usr << "There are no cards in the deck."
return
var/list/players = list()
for(var/mob/living/player in orange(3))
if(!player.stat)
players += player
players -= usr
var/mob/living/M = input("Who do you wish to deal a card?") as null|anything in players
if(!usr || !src || !M) return
var/obj/item/weapon/hand/H = new(get_turf(src))
H.cards += cards[1]
cards -= cards[1]
H.concealed = 1
H.update_icon()
usr.visible_message("\The [usr] deals a card to \the [M].")
H.throw_at(get_step(M,M.dir),10,1,H)
/obj/item/weapon/hand/attackby(obj/O as obj, mob/user as mob)
if(istype(O,/obj/item/weapon/hand))
var/obj/item/weapon/hand/H = O
for(var/datum/playingcard/P in H.cards)
cards += P
del(O)
user.put_in_hands(src)
update_icon()
return
..()
/obj/item/weapon/deck/attack_self(var/mob/user as mob)
var/list/newcards = list()
while(cards.len)
var/datum/playingcard/P = pick(cards)
newcards += P
cards -= P
cards = newcards
user.visible_message("\The [user] shuffles [src].")
/obj/item/weapon/hand
name = "hand of cards"
desc = "Some playing cards."
icon = 'icons/obj/playing_cards.dmi'
icon_state = "empty"
w_class = 1
var/concealed = 0
var/list/cards = list()
/obj/item/weapon/hand/verb/discard()
set category = "Object"
set name = "Discard"
set desc = "Place a card from your hand in front of you."
var/list/to_discard = list()
for(var/datum/playingcard/P in cards)
to_discard[P.name] = P
var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard
if(!discarding || !to_discard[discarding] || !usr || !src) return
var/datum/playingcard/card = to_discard[discarding]
del(to_discard)
var/obj/item/weapon/hand/H = new(src.loc)
H.cards += card
cards -= card
H.concealed = 0
H.update_icon()
usr.visible_message("\The [usr] plays \the [discarding].")
H.loc = get_step(usr,usr.dir)
if(!cards.len)
del(src)
/obj/item/weapon/hand/attack_self(var/mob/user as mob)
concealed = !concealed
update_icon()
user.visible_message("\The [user] [concealed ? "conceals" : "reveals"] their hand.")
/obj/item/weapon/hand/examine()
..()
if((!concealed || src.loc == usr) && cards.len)
usr << "It contains: "
for(var/datum/playingcard/P in cards)
usr << "The [P.name]."
/obj/item/weapon/hand/update_icon()
if(!cards.len)
del(src)
return
else if(cards.len > 1)
name = "hand of cards"
desc = "Some playing cards."
else
name = "a playing card"
desc = "A playing card."
overlays.Cut()
if(cards.len == 1)
var/datum/playingcard/P = cards[1]
var/image/I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") )
I.pixel_x += (-5+rand(10))
I.pixel_y += (-5+rand(10))
overlays += I
return
var/origin = -12
var/offset = Floor(32/cards.len)
var/i = 0
for(var/datum/playingcard/P in cards)
var/image/I = new(src.icon, (concealed ? "card_back" : "[P.card_icon]") )
I.pixel_x = origin+(offset*i)
overlays += I
i++