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VOREStation/code/game/objects/items/weapons/trays.dm
T
Cameron Lennox 6516ab8831 Cleans up tray code. (#19335)
* Cleans up tray code.

* Update trays.dm

* Update trays.dm
2026-03-26 15:50:53 +01:00

173 lines
5.2 KiB
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/*
* Trays - Agouri
*/
/obj/item/tray
name = "tray"
icon = 'icons/obj/food.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_NORMAL
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, 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()
for(var/obj/item/I in carrying)
I.loc = M.loc
carrying.Remove(I)
if(isturf(I.loc))
spawn()
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
if(CLUMSY_FAIL_CHANCE(user)) //What if he's a clown?
to_chat(M, span_warning("You accidentally slam yourself with the [src]!"))
M.Weaken(1)
user.take_organ_damage(2)
playsound(src, tray_sound, 50, 1)
return
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)
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
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)
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)
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_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
..()
/*
===============~~~~~================================~~~~~====================
= =
= Code for trays carrying things. By Doohl for Doohl erryday Doohl Doohl~ =
= =
===============~~~~~================================~~~~~====================
*/
/obj/item/tray/proc/calc_carry()
// calculate the weight of the items on the tray
var/val = 0 // value to return
for(var/obj/item/I in carrying)
if(I.w_class == ITEMSIZE_TINY)
val ++
else if(I.w_class == ITEMSIZE_SMALL)
val += 3
else
val += 5
return val
/obj/item/tray/pickup(mob/user)
if(!isturf(loc))
return
for(var/obj/item/I in loc)
if( I != src && !I.anchored && !istype(I, /obj/item/clothing/under) && !istype(I, /obj/item/clothing/suit) && !istype(I, /obj/item/projectile) )
var/add = 0
if(I.w_class == ITEMSIZE_TINY)
add = 1
else if(I.w_class == ITEMSIZE_SMALL)
add = 3
else
add = 5
if(calc_carry() + add >= max_carry)
break
var/image/Img = new(src.icon)
I.loc = src
carrying.Add(I)
Img.icon = I.icon
Img.icon_state = I.icon_state
Img.layer = layer + I.layer*0.01
if(istype(I, /obj/item/material))
var/obj/item/material/O = I
if(O.applies_material_colour)
Img.color = O.color
add_overlay(Img)
/obj/item/tray/dropped(mob/user)
..()
var/noTable = null
spawn() //Allows the tray to udpate location, rather than just checking against mob's location
if(isturf(src.loc) && !(locate(/obj/structure/table) in src.loc))
noTable = 1
if(isturf(loc) && !(locate(/mob/living) in src.loc))
cut_overlays()
for(var/obj/item/I in carrying)
I.forceMove(src.loc)
carrying.Remove(I)
if(noTable)
for(var/i = 1, i <= rand(1,2), i++)
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))