Files
kiwistation/code/modules/assembly/mousetrap.dm
T
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00

143 lines
4.7 KiB
Plaintext

/obj/item/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
item_state = "mousetrap"
materials = list(/datum/material/iron=100)
attachable = TRUE
var/armed = FALSE
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
. += "<span class='notice'>The pressure plate is [armed?"primed":"safe"].</span>"
/obj/item/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(FALSE)
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
return FALSE
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
H.Paralyze(60)
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(60)
if(affecting)
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
return ..()
/obj/item/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/assembly/mousetrap/on_found(mob/finder)
if(armed)
if(finder)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
return TRUE //end the search!
else
visible_message("<span class='warning'>[src] snaps shut!</span>")
triggered(loc)
return FALSE
return FALSE
/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [AM].</span>")
triggered(null)
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE