/obj/item/assembly/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" inhand_icon_state = "mousetrap" custom_materials = list(/datum/material/iron=100) attachable = TRUE var/armed = FALSE drop_sound = 'sound/items/handling/component_drop.ogg' pickup_sound = 'sound/items/handling/component_pickup.ogg' ///if we are attached to an assembly holder, we attach a connect_loc element to ourselves that listens to this from the holder var/static/list/holder_connections = list( COMSIG_ATOM_ENTERED = .proc/on_entered, ) /obj/item/assembly/mousetrap/Initialize(mapload) . = ..() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = .proc/on_entered, ) AddElement(/datum/element/connect_loc, loc_connections) /obj/item/assembly/mousetrap/examine(mob/user) . = ..() . += span_notice("The pressure plate is [armed?"primed":"safe"].") /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_warning("Your hand slips, setting off the trigger!")) pulse(FALSE) update_appearance() playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3) /obj/item/assembly/mousetrap/update_icon_state() icon_state = "mousetrap[armed ? "armed" : ""]" return ..() /obj/item/assembly/mousetrap/update_icon(updates=ALL) . = ..() holder?.update_icon(updates) /obj/item/assembly/mousetrap/on_attach() . = ..() AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections) /obj/item/assembly/mousetrap/on_detach() . = ..() qdel(GetComponent(/datum/component/connect_loc_behalf)) /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_appearance() 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_boldannounce("SPLAT!")) M.splat() else if(israt(target)) var/mob/living/simple_animal/hostile/rat/ratt = target visible_message(span_boldannounce("Clink!")) ratt.apply_damage(5) //Not lethal, but just enought to make a mark. ratt.Stun(1 SECONDS) else if(isregalrat(target)) visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap. playsound(src, 'sound/effects/snap.ogg', 50, TRUE) armed = FALSE update_appearance() pulse(FALSE) /obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user) if(!armed) to_chat(user, span_notice("You arm [src].")) 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_warning("[user] accidentally sets off [src], breaking their fingers."), \ span_warning("You accidentally trigger [src]!")) return to_chat(user, span_notice("You disarm [src].")) armed = !armed update_appearance() 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, list/modifiers) 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_warning("[user] accidentally sets off [src], breaking their fingers."), \ span_warning("You accidentally trigger [src]!")) return return ..() /obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj) SIGNAL_HANDLER 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) INVOKE_ASYNC(src, .proc/triggered, H) H.visible_message(span_warning("[H] accidentally steps on [src]."), \ span_warning("You accidentally step on [src]")) else if(ismouse(MM) || israt(MM) || isregalrat(MM)) INVOKE_ASYNC(src, .proc/triggered, MM) else if(AM.density) // For mousetrap grenades, set off by anything heavy INVOKE_ASYNC(src, .proc/triggered, AM) /obj/item/assembly/mousetrap/on_found(mob/finder) if(armed) if(finder) finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \ span_warning("You accidentally trigger [src]!")) 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_warning("[src] snaps shut!")) 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_warning("[src] is triggered by [AM].")) triggered(null) /obj/item/assembly/mousetrap/armed icon_state = "mousetraparmed" armed = TRUE