/** * # Generic restraints * * Parent class for handcuffs and handcuff accessories * * Functionality: * 1. A special suicide * 2. If a restraint is handcuffing/legcuffing a carbon while being deleted, it will remove the handcuff/legcuff status. */ /obj/item/restraints breakouttime = 1 MINUTES dye_color = DYE_PRISONER icon = 'icons/obj/restraints.dmi' /obj/item/restraints/suicide_act(mob/living/carbon/user) user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return(OXYLOSS) /** * # Handcuffs * * Stuff that makes humans unable to use hands * * Clicking people with those will cause an attempt at handcuffing them to occur */ /obj/item/restraints/handcuffs name = "handcuffs" desc = "Use this to keep prisoners in line." gender = PLURAL icon_state = "handcuff" worn_icon_state = "handcuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT throwforce = 0 w_class = WEIGHT_CLASS_SMALL throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=500) breakouttime = 1 MINUTES armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50) custom_price = PAYCHECK_HARD * 0.35 ///Sound that plays when starting to put handcuffs on someone var/cuffsound = 'sound/weapons/handcuffs.ogg' ///If set, handcuffs will be destroyed on application and leave behind whatever this is set to. var/trashtype = null /obj/item/restraints/handcuffs/attack(mob/living/carbon/C, mob/living/user) if(!istype(C)) return SEND_SIGNAL(C, COMSIG_CARBON_CUFF_ATTEMPTED, user) if(iscarbon(user) && (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))) //Clumsy people have a 50% chance to handcuff themselves instead of their target. to_chat(user, span_warning("Uh... how do those things work?!")) apply_cuffs(user,user) return if(!C.handcuffed) if(C.canBeHandcuffed()) C.visible_message(span_danger("[user] is trying to put [src.name] on [C]!"), \ span_userdanger("[user] is trying to put [src.name] on you!")) playsound(loc, cuffsound, 30, TRUE, -2) log_combat(user, C, "attempted to handcuff") if(do_mob(user, C, 30, timed_action_flags = IGNORE_SLOWDOWNS) && C.canBeHandcuffed()) if(iscyborg(user)) apply_cuffs(C, user, TRUE) else apply_cuffs(C, user) C.visible_message(span_notice("[user] handcuffs [C]."), \ span_userdanger("[user] handcuffs you.")) SSblackbox.record_feedback("tally", "handcuffs", 1, type) log_combat(user, C, "handcuffed") else to_chat(user, span_warning("You fail to handcuff [C]!")) log_combat(user, C, "failed to handcuff") else to_chat(user, span_warning("[C] doesn't have two hands...")) /** * This handles handcuffing people * * When called, this instantly puts handcuffs on someone (if possible) * Arguments: * * mob/living/carbon/target - Who is being handcuffed * * mob/user - Who or what is doing the handcuffing * * dispense - True if the cuffing should create a new item instead of using putting src on the mob, false otherwise. False by default. */ /obj/item/restraints/handcuffs/proc/apply_cuffs(mob/living/carbon/target, mob/user, dispense = FALSE) if(target.handcuffed) return if(!user.temporarilyRemoveItemFromInventory(src) && !dispense) return var/obj/item/restraints/handcuffs/cuffs = src if(trashtype) cuffs = new trashtype() else if(dispense) cuffs = new type() target.equip_to_slot(cuffs, ITEM_SLOT_HANDCUFFED) if(trashtype && !dispense) qdel(src) return /** * # Alien handcuffs * * Abductor reskin of the handcuffs. */ /obj/item/restraints/handcuffs/alien icon_state = "handcuffAlien" /** * * # Fake handcuffs * * Fake handcuffs that can be removed near-instantly. */ /obj/item/restraints/handcuffs/fake name = "fake handcuffs" desc = "Fake handcuffs meant for gag purposes." breakouttime = 1 SECONDS /** * # Cable restraints * * Ghetto handcuffs. Removing those is faster. */ /obj/item/restraints/handcuffs/cable name = "cable restraints" desc = "Looks like some cables tied together. Could be used to tie something up." icon_state = "cuff" inhand_icon_state = "coil" color = "#ff0000" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' custom_materials = list(/datum/material/iron=150, /datum/material/glass=75) breakouttime = 30 SECONDS cuffsound = 'sound/weapons/cablecuff.ogg' /** * # Sinew restraints * * Primal ghetto handcuffs * * Just cable restraints that look differently and can't be recycled. */ /obj/item/restraints/handcuffs/cable/sinew name = "sinew restraints" desc = "A pair of restraints fashioned from long strands of flesh." icon_state = "sinewcuff" inhand_icon_state = "sinewcuff" custom_materials = null color = null /** * Red cable restraints */ /obj/item/restraints/handcuffs/cable/red color = "#ff0000" /** * Yellow cable restraints */ /obj/item/restraints/handcuffs/cable/yellow color = "#ffff00" /** * Blue cable restraints */ /obj/item/restraints/handcuffs/cable/blue color = "#1919c8" /** * Green cable restraints */ /obj/item/restraints/handcuffs/cable/green color = "#00aa00" /** * Pink cable restraints */ /obj/item/restraints/handcuffs/cable/pink color = "#ff3ccd" /** * Orange (the color) cable restraints */ /obj/item/restraints/handcuffs/cable/orange color = "#ff8000" /** * Cyan cable restraints */ /obj/item/restraints/handcuffs/cable/cyan color = "#00ffff" /** * White cable restraints */ /obj/item/restraints/handcuffs/cable/white color = null /obj/item/restraints/handcuffs/cable/attackby(obj/item/I, mob/user, params) //Slapcrafting if(istype(I, /obj/item/stack/rods)) var/obj/item/stack/rods/R = I if (R.use(1)) var/obj/item/wirerod/W = new /obj/item/wirerod remove_item_from_storage(user) user.put_in_hands(W) to_chat(user, span_notice("You wrap [src] around the top of [I].")) qdel(src) else to_chat(user, span_warning("You need one rod to make a wired rod!")) return else if(istype(I, /obj/item/stack/sheet/iron)) var/obj/item/stack/sheet/iron/M = I if(M.get_amount() < 6) to_chat(user, span_warning("You need at least six iron sheets to make good enough weights!")) return to_chat(user, span_notice("You begin to apply [I] to [src]...")) if(do_after(user, 35, target = src)) if(M.get_amount() < 6 || !M) return var/obj/item/restraints/legcuffs/bola/S = new /obj/item/restraints/legcuffs/bola M.use(6) user.put_in_hands(S) to_chat(user, span_notice("You make some weights out of [I] and tie them to [src].")) remove_item_from_storage(user) qdel(src) else return ..() /** * # Zipties * * One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied. */ /obj/item/restraints/handcuffs/cable/zipties name = "zipties" desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use." icon_state = "cuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' custom_materials = null breakouttime = 45 SECONDS trashtype = /obj/item/restraints/handcuffs/cable/zipties/used color = null /** * # Used zipties * * What zipties turn into when applied. These can't be used to cuff people. */ /obj/item/restraints/handcuffs/cable/zipties/used desc = "A pair of broken zipties." icon_state = "cuff_used" inhand_icon_state = "cuff" /obj/item/restraints/handcuffs/cable/zipties/used/attack() return /** * # Generic leg cuffs * * Parent class for everything that can legcuff carbons. Can't legcuff anything itself. */ /obj/item/restraints/legcuffs name = "leg cuffs" desc = "Use this to keep prisoners in line." gender = PLURAL icon_state = "handcuff" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' flags_1 = CONDUCT_1 throwforce = 0 w_class = WEIGHT_CLASS_NORMAL slowdown = 7 breakouttime = 30 SECONDS /** * # Bear trap * * This opens, closes, and bites people's legs. */ /obj/item/restraints/legcuffs/beartrap name = "bear trap" throw_speed = 1 throw_range = 1 icon_state = "beartrap" desc = "A trap used to catch bears and other legged creatures." ///If true, the trap is "open" and can trigger. var/armed = FALSE ///How much damage the trap deals when triggered. var/trap_damage = 20 /obj/item/restraints/legcuffs/beartrap/Initialize(mapload) . = ..() update_appearance() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = .proc/spring_trap, ) AddElement(/datum/element/connect_loc, loc_connections) /obj/item/restraints/legcuffs/beartrap/update_icon_state() icon_state = "[initial(icon_state)][armed]" return ..() /obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user) user.visible_message(span_suicide("[user] is sticking [user.p_their()] head in the [src.name]! It looks like [user.p_theyre()] trying to commit suicide!")) playsound(loc, 'sound/weapons/bladeslice.ogg', 50, TRUE, -1) return (BRUTELOSS) /obj/item/restraints/legcuffs/beartrap/attack_self(mob/user) . = ..() if(!ishuman(user) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) return armed = !armed update_appearance() to_chat(user, span_notice("[src] is now [armed ? "armed" : "disarmed"]")) /** * Closes a bear trap * * Closes a bear trap. * Arguments: */ /obj/item/restraints/legcuffs/beartrap/proc/close_trap() armed = FALSE update_appearance() playsound(src, 'sound/effects/snap.ogg', 50, TRUE) /obj/item/restraints/legcuffs/beartrap/proc/spring_trap(datum/source, atom/movable/AM, thrown_at = FALSE) SIGNAL_HANDLER if(!armed || !isturf(loc) || !isliving(AM)) return var/mob/living/L = AM var/snap = TRUE if(istype(L.buckled, /obj/vehicle)) var/obj/vehicle/ridden_vehicle = L.buckled if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times. close_trap() ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src].")) if(!thrown_at && L.movement_type & (FLYING|FLOATING)) //don't close the trap if they're flying/floating over it. snap = FALSE var/def_zone = BODY_ZONE_CHEST if(snap && iscarbon(L)) var/mob/living/carbon/C = L if(C.body_position == STANDING_UP) def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) if(!C.legcuffed && C.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs. INVOKE_ASYNC(C, /mob/living/carbon.proc/equip_to_slot, src, ITEM_SLOT_LEGCUFFED) SSblackbox.record_feedback("tally", "handcuffs", 1, type) else if(snap && isanimal(L)) var/mob/living/simple_animal/SA = L if(SA.mob_size <= MOB_SIZE_TINY) //don't close the trap if they're as small as a mouse. snap = FALSE if(snap) close_trap() if(!thrown_at) L.visible_message(span_danger("[L] triggers \the [src]."), \ span_userdanger("You trigger \the [src]!")) else L.visible_message(span_danger("\The [src] ensnares [L]!"), \ span_userdanger("\The [src] ensnares you!")) L.apply_damage(trap_damage, BRUTE, def_zone) /** * # Energy snare * * This closes on people's legs. * * A weaker version of the bear trap that can be resisted out of faster and disappears */ /obj/item/restraints/legcuffs/beartrap/energy name = "energy snare" armed = 1 icon_state = "e_snare" trap_damage = 0 breakouttime = 3 SECONDS item_flags = DROPDEL flags_1 = NONE /obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload) . = ..() addtimer(CALLBACK(src, .proc/dissipate), 100) /** * Handles energy snares disappearing * * If the snare isn't closed on anyone, it will disappear in a shower of sparks. * Arguments: */ /obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate() if(!ismob(loc)) do_sparks(1, TRUE, src) qdel(src) /obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers) spring_trap(null, user) return ..() /obj/item/restraints/legcuffs/beartrap/energy/cyborg breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint /obj/item/restraints/legcuffs/bola name = "bola" desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly." icon_state = "bola" inhand_icon_state = "bola" lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi' breakouttime = 3.5 SECONDS//easy to apply, easy to break out of gender = NEUTER ///Amount of time to knock the target down for once it's hit in deciseconds. var/knockdown = 0 /obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle = FALSE, quickstart = TRUE) if(!..()) return playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE) /obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed, return//abort ensnare(hit_atom) /** * Attempts to legcuff someone with the bola * * Arguments: * * C - the carbon that we will try to ensnare */ /obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C) if(!C.legcuffed && C.num_legs >= 2) visible_message(span_danger("\The [src] ensnares [C]!"), span_userdanger("\The [src] ensnares you!")) C.equip_to_slot(src, ITEM_SLOT_LEGCUFFED) SSblackbox.record_feedback("tally", "handcuffs", 1, type) C.Knockdown(knockdown) playsound(src, 'sound/effects/snap.ogg', 50, TRUE) /** * A traitor variant of the bola. * * It knocks people down and is harder to remove. */ /obj/item/restraints/legcuffs/bola/tactical name = "reinforced bola" desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody." icon_state = "bola_r" inhand_icon_state = "bola_r" breakouttime = 7 SECONDS knockdown = 3.5 SECONDS /** * A security variant of the bola. * * It's harder to remove, smaller and has a defined price. */ /obj/item/restraints/legcuffs/bola/energy name = "energy bola" desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests." icon_state = "ebola" inhand_icon_state = "ebola" hitsound = 'sound/weapons/taserhit.ogg' w_class = WEIGHT_CLASS_SMALL breakouttime = 6 SECONDS custom_price = PAYCHECK_HARD * 0.35 /obj/item/restraints/legcuffs/bola/energy/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_UNCATCHABLE, TRAIT_GENERIC) // People said energy bolas being uncatchable is a feature. /obj/item/restraints/legcuffs/bola/energy/ensnare(atom/hit_atom) var/obj/item/restraints/legcuffs/beartrap/energy/cyborg/B = new (get_turf(hit_atom)) B.spring_trap(null, hit_atom, TRUE) qdel(src) /** * A pacifying variant of the bola. * * It's much harder to remove, doesn't cause a slowdown and gives people STATUS_EFFECT_GONBOLAPACIFY. */ /obj/item/restraints/legcuffs/bola/gonbola name = "gonbola" desc = "Hey, if you have to be hugged in the legs by anything, it might as well be this little guy." icon_state = "gonbola" inhand_icon_state = "bola_r" breakouttime = 30 SECONDS slowdown = 0 var/datum/status_effect/gonbola_pacify/effectReference /obj/item/restraints/legcuffs/bola/gonbola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) . = ..() if(iscarbon(hit_atom)) var/mob/living/carbon/C = hit_atom effectReference = C.apply_status_effect(STATUS_EFFECT_GONBOLAPACIFY) /obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user) . = ..() if(effectReference) QDEL_NULL(effectReference)