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This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs. For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down. There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them. The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL Fixes AIs being able to strip nearby people. They've lost their hands usage.
104 lines
4.6 KiB
Plaintext
104 lines
4.6 KiB
Plaintext
/** This structure acts as a source of moisture loving cell lines,
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as well as a location where a hidden item can somtimes be retrieved
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at the cost of risking a vicious bite.**/
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/obj/structure/moisture_trap
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name = "moisture trap"
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desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigoriously in this sterile and desolate place?"
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icon_state = "moisture_trap"
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anchored = TRUE
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density = FALSE
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///This var stores the hidden item that might be able to be retrieved from the trap
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var/obj/item/hidden_item
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///This var determines if there is a chance to recieve a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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var/list/loot = list(
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/obj/item/food/meat/slab/human/mutant/skeleton = 35,
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/obj/item/food/meat/slab/human/mutant/zombie = 15,
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/obj/item/trash/can = 15,
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/obj/item/clothing/head/helmet/skull = 10,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/restraints/handcuffs/cable/red = 1,
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/obj/item/restraints/handcuffs/cable/blue = 1,
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/obj/item/restraints/handcuffs/cable/green = 1,
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/obj/item/restraints/handcuffs/cable/pink = 1,
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/obj/item/restraints/handcuffs/alien = 2,
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/obj/item/coin/bananium = 9,
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/obj/item/kitchen/knife/butcher = 5,
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/obj/item/coin/mythril = 1) //the loot table isn't that great and should probably be improved and expanded later.
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/obj/structure/moisture_trap/Initialize()
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. = ..()
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if(prob(40))
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critter_infested = FALSE
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if(prob(75))
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var/picked_item = pickweight(loot)
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hidden_item = new picked_item(src)
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loot = null
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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return ..()
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///This proc checks if we are able to reach inside the trap to interact with it.
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/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
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if(!isliving(user))
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return FALSE
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var/mob/living/living_user = user
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if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I dont think monkeys can crawl on command.
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return FALSE
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return TRUE
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/obj/structure/moisture_trap/attack_hand(mob/user)
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. = ..()
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if(iscyborg(user) || isalien(user))
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return
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if(!CanReachInside(user))
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to_chat(user, "<span class='warning'>You need to lie down to reach into [src].</span>")
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return
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to_chat(user, "<span class='notice'>You reach down into the cold water of the basin.</span>")
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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user.put_in_hands(hidden_item)
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to_chat(user, "<span class='notice'>As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src].</span>")
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hidden_item = null
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return
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if(critter_infested && prob(50) && iscarbon(user))
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var/mob/living/carbon/bite_victim = user
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var/obj/item/bodypart/affecting = bite_victim.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting?.receive_damage(30))
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to_chat(user, "<span class='danger'>You feel a sharp as an unseen creature sinks it's [pick("fangs", "beak", "proboscis")] into your arm!</span>")
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bite_victim.update_damage_overlays()
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playsound(src,'sound/weapons/bite.ogg', 70, TRUE)
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return
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to_chat(user, "<span class='warning'>You find nothing of value...</span>")
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/obj/structure/moisture_trap/attackby(obj/item/I, mob/user, params)
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if(iscyborg(user) || isalien(user) || !CanReachInside(user))
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return ..()
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add_fingerprint(user)
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if(istype(I, /obj/item/reagent_containers))
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if(istype(I, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = I
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cube.Expand()
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return
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var/obj/item/reagent_containers/reagent_container = I
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if(reagent_container.is_open_container())
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reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
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to_chat(user, "<span class='notice'>You fill [reagent_container] from [src].</span>")
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return
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if(hidden_item)
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to_chat(user, "<span class='warning'>There is already something inside [src].</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in [src]!</span>")
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return
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hidden_item = I
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to_chat(user, "<span class='notice'>You hide [I] inside the basin.</span>")
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