mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-27 18:42:19 +00:00
357 lines
11 KiB
Plaintext
357 lines
11 KiB
Plaintext
/*
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CONTAINS:
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FORK
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ROLLING PIN
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KNIFE
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*/
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/obj/item/weapon/kitchen/utensil/New()
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if (prob(60))
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src.pixel_y = rand(0, 4)
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return
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// FORK
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/obj/item/weapon/kitchen/utensil/fork/attack(mob/living/M as mob, mob/living/carbon/user as mob)
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if(istype(M,/mob/living/carbon) || istype(M,/mob/living/simple_animal/livestock))
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if (bite)
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if(M == user)
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user.visible_message( \
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"\blue [user] eats a delicious forkful of [bite]!", \
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"\blue You eat a delicious forkful of [bite]!")
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else
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user.visible_message( \
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"\blue [user] feeds [M] a delicious forkful of [bite]!", \
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"\blue You feed [M] a delicious forkful of [bite]!")
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spawn(0)
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bite.reagents.reaction(M, INGEST)
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bite.reagents.trans_to(M)
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del(bite)
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src.icon_state = "fork"
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else if(user.zone_sel.selecting == "eyes")
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if((user.mutations & CLUMSY) && prob(50))
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M = user
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return eyestab(M, user)
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else
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user << "\red Your fork does not have any food on it."
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else
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user << "\red You can't seem to feed [M]."
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/obj/item/weapon/kitchen/utensil/fork/afterattack(obj/item/weapon/reagent_containers/food/snacks/snack as obj, mob/living/carbon/user as mob)
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if(istype(snack))
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if(bite)
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user << "\red You already have [bite] on your fork."
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else
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bite = new snack.type(src)
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icon_state = "forkloaded"
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user.visible_message( \
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"[user] takes a piece of [bite] with their fork!", \
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"\blue You take a piece of [bite] with your fork!" \
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)
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if(bite.reagents && snack.reagents) //transfer bit's worth of reagents to
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bite.reagents.clear_reagents()
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if(snack.reagents.total_volume)
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snack.reagents.reaction(src, TOUCH) // react "food" with fork
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spawn(0)
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if(snack.reagents.total_volume > snack.bitesize)
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snack.reagents.trans_to(bite, snack.bitesize)
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else
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snack.reagents.trans_to(bite, snack.reagents.total_volume)
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snack.bitecount++
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if(!snack.reagents.total_volume)
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// due to the trash code being hard-coded to place in hand, do magic trick
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// free active hand
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user.drop_item(src)
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// consumption fills active hand, drop it back down
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snack.On_Consume()
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var/obj/trash = user.get_active_hand()
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if(trash)
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user.drop_item(trash)
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trash.loc = get_turf(snack.loc) // move trash to snack's turf
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// put fork back in hand
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user.put_in_hand(src)
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user << "\red You grab the last bite of [snack]."
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del(snack)
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else
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return ..()
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// ROLLING PIN
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/obj/item/weapon/kitchen/rollingpin/attack(mob/M as mob, mob/living/user as mob)
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if ((user.mutations & CLUMSY) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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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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if (M.stat < 2 && M.health < 50 && prob(90))
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var/mob/H = M
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// ******* Check
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if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
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M << "\red The helmet protects you from being hit hard in the head!"
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return
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var/time = rand(2, 6)
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if (prob(75))
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M.Paralyse(time)
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else
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M.Stun(time)
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if(M.stat != 2) M.stat = 1
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] has been knocked unconscious!</B>", M), 1, "\red You hear someone fall.", 2)
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else
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M << text("\red [] tried to knock you unconcious!",user)
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M.eye_blurry += 3
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return
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// KNIFE
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((user.mutations & CLUMSY) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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return ..()
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////// TRAY -Agouri :3 ///////////////////////////////////////////////
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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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// Drop all the things. All of them.
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overlays = null
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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((user.mutations & CLUMSY) && prob(50)) //What if he's a clown?
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M << "\red You accidentally slam yourself with the [src]!"
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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, 'trayhit1.ogg', 50, 1)
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return
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else
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playsound(M, '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 == ("eyes" || "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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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, 'trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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return
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else
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playsound(M, '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("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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return
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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M << "\red You get slammed in the face with the tray, against your mask!"
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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, 'trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
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else
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playsound(M, '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("\red <B>[] slams [] with the tray!</B>", 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 << "\red You get slammed in the face with the tray!"
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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, 'trayhit1.ogg', 50, 1)
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
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else
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playsound(M, '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("\red <B>[] slams [] in the face with the tray!</B>", 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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/*
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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 == 1.0)
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val ++
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else if(I.w_class == 2.0)
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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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overlays = null
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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 == 1.0)
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add = 1
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else if(I.w_class == 2.0)
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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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I.loc = src
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carrying.Add(I)
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overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = 30 + I.layer)
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/obj/item/weapon/tray/dropped(mob/user)
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var/foundtable = 0
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for(var/obj/structure/table/T in loc)
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foundtable = 1
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break
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overlays = null
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for(var/obj/item/I in carrying)
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I.loc = loc
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carrying.Remove(I)
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if(!foundtable && isturf(loc))
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// if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere!
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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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/////////////////////////////////////////////////////////////////////////////////////////
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//Enough with the violent stuff, here's what happens if you try putting food on it
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/////////////////////////////////////////////////////////////////////////////////////////////
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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/kitchen/utensil/fork))
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if (W.icon_state == "forkloaded")
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user << "\red You already have omelette on your fork."
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return
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W.icon = 'kitchen.dmi'
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W.icon_state = "forkloaded"
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viewers(3,user) << "[user] takes a piece of omelette with his fork!"
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reagents.remove_reagent("nutriment", 1)
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if (reagents.total_volume <= 0)
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del(src)*/
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/* if (prob(33))
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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 (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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if (istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/user2 = user
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if (user2.gloves)
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user2.gloves.add_blood(H)
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else
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user2.add_blood(H)
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if (prob(15))
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if (user2.wear_suit)
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user2.wear_suit.add_blood(H)
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else if (user2.w_uniform)
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user2.w_uniform.add_blood(H)*/ |