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## About The Pull Request Quite simple - this changes every direct mention of a mob in a `notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]` ## Why It's Good For The Game makes things less confusing - ghosts can see easily their actual identity anyways, so it's not like there's much of a reason _not_ to do this. ## Changelog 🆑 qol: Ghost notifications will now use the real names of mobs when something happens (i.e no more "Unknown has completed an ascension ritual!") /🆑
163 lines
6.3 KiB
Plaintext
163 lines
6.3 KiB
Plaintext
#define REVERSE_BEAR_TRAP_COUNTDOWN (60 SECONDS)
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/obj/item/reverse_bear_trap
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name = "reverse bear trap"
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desc = "A horrifying set of shut metal jaws, rigged to a kitchen timer and secured by padlock to a head-mounted clamp. To apply, hit someone with it."
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icon = 'icons/obj/devices/syndie_gadget.dmi'
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worn_icon = 'icons/mob/clothing/head/utility.dmi'
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icon_state = "reverse_bear_trap"
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slot_flags = ITEM_SLOT_HEAD
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obj_flags = CONDUCTS_ELECTRICITY
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resistance_flags = FIRE_PROOF | UNACIDABLE
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w_class = WEIGHT_CLASS_NORMAL
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max_integrity = 300
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inhand_icon_state = "reverse_bear_trap"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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///Is the reverse bear trap active?
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var/ticking = FALSE
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///Cooldown for the KILL
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COOLDOWN_DECLARE(kill_countdown)
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///chance per "fiddle" to get the trap off your head
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var/escape_chance = 0
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///Is the target struggling?
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var/struggling = FALSE
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var/time_since_last_beep = 0
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var/datum/looping_sound/reverse_bear_trap/soundloop
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var/datum/looping_sound/reverse_bear_trap_beep/soundloop2
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/obj/item/reverse_bear_trap/Initialize(mapload)
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. = ..()
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soundloop = new(src)
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soundloop2 = new(src)
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/obj/item/reverse_bear_trap/Destroy()
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QDEL_NULL(soundloop)
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QDEL_NULL(soundloop2)
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/reverse_bear_trap/process(seconds_per_tick)
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if(!ticking)
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return
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soundloop2.mid_length = max(0.5, COOLDOWN_TIMELEFT(src, kill_countdown) - 5) //beepbeepbeepbeepbeep
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if (COOLDOWN_FINISHED(src, kill_countdown) || !isliving(loc))
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trigger()
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/obj/item/reverse_bear_trap/proc/trigger()
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playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
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soundloop.stop()
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soundloop2.stop()
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to_chat(loc, span_userdanger("*ding*"))
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addtimer(CALLBACK(src, PROC_REF(snap)), 0.2 SECONDS)
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COOLDOWN_RESET(src, kill_countdown) // reset the countdown in case it wasn't finished
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/obj/item/reverse_bear_trap/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(!iscarbon(user))
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return
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var/mob/living/carbon/carbon_user = user
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if(carbon_user.get_item_by_slot(ITEM_SLOT_HEAD) != src)
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return
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if(!HAS_TRAIT_FROM(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT) || struggling)
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return
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struggling = TRUE
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var/fear_string
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switch(COOLDOWN_TIMELEFT(src, kill_countdown))
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if(0 SECONDS to 5 SECONDS)
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fear_string = "agonizingly"
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if(5 SECONDS to 20 SECONDS)
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fear_string = "desperately"
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if(20 SECONDS to 40 SECONDS)
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fear_string = "panickedly"
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if(40 SECONDS to 50 SECONDS)
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fear_string = "shakily"
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carbon_user.visible_message(span_danger("[carbon_user] fiddles with and pulls at [src]..."), \
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span_danger("You[isnull(fear_string) ? "" : " [fear_string]"] try to pull at [src]..."), "<i>You hear clicking and ticking.</i>")
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if(!do_after(user, 2 SECONDS, target = src))
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struggling = FALSE
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return
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if(!prob(escape_chance))
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to_chat(user, span_warning("It doesn't budge!"))
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escape_chance++
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else
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user.visible_message(span_warning("The lock on [user]'s [name] pops open!"), \
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span_userdanger("You force open the padlock!"), "<i>You hear a single, pronounced click!</i>")
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REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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struggling = FALSE
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/obj/item/reverse_bear_trap/attack(mob/living/target, mob/living/user)
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if(target.get_item_by_slot(ITEM_SLOT_HEAD))
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to_chat(user, span_warning("Remove [target.p_their()] headgear first!"))
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return
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target.visible_message(span_warning("[user] starts forcing [src] onto [target]'s head!"), \
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span_userdanger("[target] starts forcing [src] onto your head!"), "<i>You hear clanking.</i>")
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to_chat(user, span_danger("You start forcing [src] onto [target]'s head..."))
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if(!do_after(user, 3 SECONDS, target = target) || target.get_item_by_slot(ITEM_SLOT_HEAD))
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return
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target.visible_message(span_warning("[user] forces and locks [src] onto [target]'s head!"), \
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span_userdanger("[target] locks [src] onto your head!"), "<i>You hear a click, and then a timer ticking down.</i>")
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to_chat(user, span_danger("You force [src] onto [target]'s head and click the padlock shut."))
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user.dropItemToGround(src)
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target.equip_to_slot_if_possible(src, ITEM_SLOT_HEAD)
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arm()
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notify_ghosts(
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"[user.real_name] put a reverse bear trap on [target.real_name]!",
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source = src,
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header = "Reverse bear trap armed",
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notify_flags = NOTIFY_CATEGORY_NOFLASH,
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ghost_sound = 'sound/machines/beep/beep.ogg',
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notify_volume = 75,
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)
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/obj/item/reverse_bear_trap/proc/snap()
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reset()
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var/mob/living/carbon/human/victim = loc
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if(!istype(victim) || victim.get_item_by_slot(ITEM_SLOT_HEAD) != src)
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visible_message(span_warning("[src]'s jaws snap open with an ear-piercing crack!"))
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playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
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else
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var/mob/living/carbon/human/jill = loc
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jill.visible_message(span_boldwarning("[src] goes off in [jill]'s mouth, ripping [jill.p_their()] head apart!"), span_userdanger("[src] goes off!"))
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jill.emote("scream")
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playsound(src, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
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playsound(src, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
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jill.apply_damage(9999, BRUTE, BODY_ZONE_HEAD)
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jill.investigate_log("has been killed by [src].", INVESTIGATE_DEATHS)
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jill.death() //just in case, for some reason, they're still alive
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flash_color(jill, flash_color = "#FF0000", flash_time = 100)
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/obj/item/reverse_bear_trap/proc/reset()
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ticking = FALSE
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update_appearance(UPDATE_OVERLAYS)
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REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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soundloop.stop()
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soundloop2.stop()
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/reverse_bear_trap/update_overlays()
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. = ..()
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if(ticking != TRUE)
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return
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/// note: this timer overlay increments one frame every second (to simulate a clock ticking). If you want to instead have it do a full cycle in a minute, set the 'delay' of each frame of the icon overlay to 75 rather than 10, and the worn overlay to twice that.
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. += "rbt_ticking"
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/obj/item/reverse_bear_trap/proc/arm() //hulen
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ticking = TRUE
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update_appearance(UPDATE_OVERLAYS)
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escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
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COOLDOWN_START(src, kill_countdown, REVERSE_BEAR_TRAP_COUNTDOWN)
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ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
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soundloop.start()
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soundloop2.mid_length = initial(soundloop2.mid_length)
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soundloop2.start()
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START_PROCESSING(SSprocessing, src)
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#undef REVERSE_BEAR_TRAP_COUNTDOWN
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