Files
Tad Hardesty 4d7b9be4a2 Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup
when inserting items into lathes
* Conform some job descriptions to the pattern used by the majority:
bitrunner, chemist, coroner, janitor, RD, shaft miner
* Remove extra colon from "Open Special Role Information" action buttons
* Uncapitalize "no alerts" / "systems nominal" messages in atmos and
station alert consoles
* Fix incorrect feedback when wrenching down a freezer/heater with its
panel open
* Fix "Thank you for restocking the station!" appearing in the wrong
place in the cargo export summary
* Fix "pizza boxs" on cargo manifests
* Fix mid-sentence capital "The" when:
  * Examining walls with mounted items
  * Inserting parts into machine frames
* Fix "Pete's the udder"
* Fix double-"the" and stringified datum typepath when scooping reagents
* Fix missing spaces in door remote descriptions
* Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role
poll
* Fix double-space in canister opening admin log
* Fix missing "the" when casting bear-form spell
* Fix "auxiliry" in NebulaStation airlocks
* Add `check_grep.sh` rules against "maintainance", "maintainence", and
"maintenence"
* Fix "maintainance" in NebulaStation airlocks, TCG cards, and in
examines of netpod, byteforge, quantum server
* Fix "maintainence" in examines of autolathe, flatpacker, cryo cell,
ore silo, floodlight, power storage unit, turbine, chromatography
machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines,
vending machines
  * Fix "maintenence" in Sulaco ruin terminal
* Add missing periods to:
  * "That's X." examine block header
  * steal objective explanation text
  * atmospheric shield generator examine
  * autolathe examine
  * telescreen examine
  * accidentally stepping on a mousetrap
  * netpod examine
  * byteforge examine
  * hat/mask visor toggling
  * bizza box stack examine
  * ChemMaster 3000 examine
  * floodlight examine
  * power storage unit examine
  * ChemMaster interact messages
  * disposal bin animal eject message
  * techfab examine
  * vending machine examine
  * flatpacker examine
* Fix name capitalization/propriety of:
  * big manipulator
  * DeForest first aid station
  * Christmas tree
  * Thunderdome plaque
  * commission plaque
  * chalkboard coffee menu
  * experimental destructive scanner
  * scanner array
  * prison cube
  * RaptorDex
  * atmospheric shield generator
  * high-performance liquid chromatography machine
  * all-in-one grinder
  * keycard authentication device
* Fix plurality of:
  * fake stairs
  * HUDs
  * restaurant and bar seating
* Fix misc grammar/typos in:
  * recharging station description
  * worm description
  * surgery tray description
  * access failure message of restaurant portal
  * mysterious pillar description
  * Pennywise painting description
  * floodlight examine
  * power storage unit examine
  * flatpacker examine
* Remove extra newline from "Debug Z-Levels" verb
2026-01-03 21:34:59 -07:00

236 lines
7.8 KiB
Plaintext

/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/cardboard = SHEET_MATERIAL_AMOUNT, /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
assembly_behavior = ASSEMBLY_TOGGLEABLE_INPUT
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/obj/item/host = null
var/turf/host_turf = null
/**
* update_host: automatically setup host and host_turf
*
* Arguments:
* * force: Re-register signals even if the host or loc is unchanged
*/
/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
var/obj/item/newhost
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
newhost = connected?.holder || holder?.master || holder || src
// ok look
// previously this wasn't working and thus no concern, but I made mousetraps work with wires
// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
// and as a consequence, you can put a mousetrap in door wires and it will be set off
// the first time someone walks through a door (enters the door's loc)
// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
// other assemblies could be made to do something similar instead.
// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
// and (whether reasonable or not) mousetraps that do this do still trigger wires
// the point is for now step-on-mousetrap mode should only work on items
// maybe it should never have been an assembly in the first place.
// tl;dr only trigger step-on mode if the host is an item
if(!istype(newhost,/obj/item))
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = src
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return
// If host changed
if((newhost != host) || force)
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = newhost
RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
// If host moved
if((host_turf != host.loc) || force)
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
if(isturf(host.loc))
host_turf = host.loc
RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
else
host_turf = null
/obj/item/assembly/mousetrap/holder_movement()
. = ..()
update_host()
/obj/item/assembly/mousetrap/Initialize(mapload)
. = ..()
update_host(force = TRUE)
/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()
update_appearance()
playsound(loc, 'sound/items/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()
. = ..()
update_host()
/obj/item/assembly/mousetrap/on_detach()
. = ..()
update_host()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
update_appearance()
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/victim = target
if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
return FALSE
switch(type)
if("feet")
if(!victim.shoes)
affecting = victim.get_bodypart(pick(GLOB.leg_zones))
victim.Paralyze(6 SECONDS)
else
to_chat(victim, span_notice("Your [victim.shoes.name] protects you from [src]."))
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!victim.gloves)
affecting = victim.get_bodypart(type)
victim.Stun(6 SECONDS)
else
to_chat(victim, span_notice("Your [victim.gloves.name] protects you from [src]."))
if(affecting)
victim.apply_damage(1, BRUTE, affecting, wound_bonus = CANT_WOUND)
else if(ismouse(target))
var/mob/living/basic/mouse/splatted = target
visible_message(span_bolddanger("SPLAT!"))
splatted.splat() // mousetraps are instadeath for mice
else if(isregalrat(target))
visible_message(span_bolddanger("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
/**
* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
*
* Arguments:
* * user: The mob handling the trap
*/
/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
if(!armed || !user)
return FALSE
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(IS_RIGHT_INDEX(user.active_hand_index))
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 TRUE
return FALSE
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, span_notice("You arm [src]."))
else
if(clumsy_check(user))
return
to_chat(user, span_notice("You disarm [src]."))
armed = !armed
update_appearance()
playsound(src, 'sound/items/weapons/handcuffs.ogg', 30, TRUE, -3)
// Clumsy check only
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
if(clumsy_check(user))
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 & MOVETYPES_NOT_TOUCHING_GROUND))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.move_intent == MOVE_INTENT_RUN)
INVOKE_ASYNC(src, PROC_REF(triggered), H)
H.visible_message(span_warning("[H] accidentally steps on [src]."), \
span_warning("You accidentally step on [src]."))
else if(ismouse(MM) || isregalrat(MM))
INVOKE_ASYNC(src, PROC_REF(triggered), MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
INVOKE_ASYNC(src, PROC_REF(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, (IS_RIGHT_INDEX(finder.active_hand_index)) ? 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/Destroy()
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = null
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return ..()
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE