Cleans up tray code. (#19335)

* Cleans up tray code.

* Update trays.dm

* Update trays.dm
This commit is contained in:
Cameron Lennox
2026-03-26 15:50:53 +01:00
committed by GitHub
parent 6780aca160
commit 6516ab8831
2 changed files with 54 additions and 96 deletions
+53 -96
View File
@@ -14,9 +14,14 @@
matter = list(MAT_STEEL = 3000)
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 10
var/min_bonus_damage = 3
var/max_bonus_damage = 5
COOLDOWN_DECLARE(shield_bash)
drop_sound = 'sound/items/trayhit1.ogg'
/obj/item/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
/obj/item/tray/attack(mob/living/carbon/M, mob/living/carbon/user)
var/tray_sound = pick('sound/items/trayhit1.ogg', 'sound/items/trayhit2.ogg')
//var/attack_area = user.zone_sel.selecting
user.setClickCooldown(user.get_attack_speed(src))
// Drop all the things. All of them.
cut_overlays()
@@ -35,114 +40,66 @@
to_chat(M, span_warning("You accidentally slam yourself with the [src]!"))
M.Weaken(1)
user.take_organ_damage(2)
if(prob(50))
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
return
else
playsound(src, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
playsound(src, tray_sound, 50, 1)
return
var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later.
if(!(user.zone_sel.selecting == (O_EYES || BP_HEAD))) //////////////hitting anything else other than the eyes
if(prob(33))
src.add_blood(H)
var/turf/location = H.loc
if (istype(location, /turf/simulated))
location.add_blood(H) ///Plik plik, the sound of blood
var/face_hit = FALSE
if(!(user.zone_sel.selecting == O_EYES) && !(user.zone_sel.selecting == BP_HEAD) && !(user.zone_sel.selecting == O_MOUTH))
add_attack_logs(user,M,"Hit with [src]")
if(prob(15))
M.Weaken(3)
M.take_organ_damage(3)
else
M.take_organ_damage(5)
if(prob(50))
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] with the tray!"), 1)
return
else
playsound(src, '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
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] with the tray!"), 1)
return
else
//attack_area = BP_HEAD //Ensure we're hitting a valid area.
face_hit = TRUE //Our head is being hit! Let's presume we got hit in the face until we are told otherwise.
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))
face_hit = FALSE
break
var/protected = 0
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 = 1
break
if(protected)
to_chat(M, span_warning("You get slammed in the face with the tray, against your mask!"))
if(prob(33))
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 = H.loc
if (istype(location, /turf/simulated)) //Addin' blood! At least on the floor and item :v
location.add_blood(H)
if(prob(50))
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] with the tray!"), 1)
else
playsound(src, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] with the tray!"), 1)
if(prob(10))
M.Stun(rand(1,3))
M.take_organ_damage(3)
return
else
M.take_organ_damage(5)
return
else //No eye or head protection, tough luck!
to_chat(M, span_warning("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)
if(prob(50))
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] in the face with the tray!"), 1)
else
playsound(src, 'sound/items/trayhit2.ogg', 50, 1) //sound playin' again
for(var/mob/O in viewers(M, null))
O.show_message(span_danger("[user] slams [M] in the face with the tray!"), 1)
if(prob(30))
M.Stun(rand(2,4))
M.take_organ_damage(4)
return
else
M.take_organ_damage(8)
if(face_hit) //No eye or head protection, tough luck!
to_chat(M, span_warning("You get slammed in the face with the tray!"))
//user.apply_damage(rand(min_bonus_damage, max_bonus_damage), BRUTE, attack_area) //How to make it take armor into account.
M.take_organ_damage(rand(min_bonus_damage, max_bonus_damage)) //This gets double damage. One here and one below.
if(prob(30))
M.Stun(rand(2,4))
else if(prob(30))
M.Weaken(2)
return
return
else
to_chat(M, span_warning("You get slammed in the face with the tray, against your mask!"))
if(M.wear_mask && prob(33))
M.wear_mask.add_blood(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.head && prob(33))
H.head.add_blood(H)
if(H.glasses && prob(33))
H.glasses.add_blood(H)
/obj/item/tray/var/cooldown = 0 //shield bash cooldown. based on world.time
if(prob(10))
M.Stun(rand(1,3))
if(prob(33))
add_blood(M)
var/turf/location = get_turf(M)
if(issimulatedturf(location))
location.add_blood(M)
playsound(src, tray_sound, 50, 1)
user.visible_message(span_danger("[user] slams [M] [face_hit ? "in the face " : ""]with the tray!"), runemessage = "CLANG!")
//user.apply_damage(rand(min_bonus_damage, max_bonus_damage), BRUTE, attack_area)
M.take_organ_damage(rand(min_bonus_damage, max_bonus_damage))
return
/obj/item/tray/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/material/kitchen/rollingpin))
if(cooldown < world.time - 25)
user.visible_message(span_warning("[user] bashes [src] with [W]!"))
playsound(src, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
if(!COOLDOWN_FINISHED(src, shield_bash))
return
user.visible_message(span_warning("[user] bashes [src] with [W]!"))
playsound(src, 'sound/effects/shieldbash.ogg', 50, 1)
COOLDOWN_START(src, shield_bash, 2.5 SECONDS)
else
..()