Files
Bubberstation/code/game/objects/items/devices/reverse_bear_trap.dm
SkyratBot 1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00

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/obj/item/reverse_bear_trap
name = "reverse bear trap"
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."
icon = 'icons/obj/device.dmi'
icon_state = "reverse_bear_trap"
slot_flags = ITEM_SLOT_HEAD
flags_1 = CONDUCT_1
resistance_flags = FIRE_PROOF | UNACIDABLE
w_class = WEIGHT_CLASS_NORMAL
obj_integrity = 300
max_integrity = 300
inhand_icon_state = "rack_parts"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
var/ticking = FALSE
var/time_left = 60 //seconds remaining until pop
var/escape_chance = 0 //chance per "fiddle" to get the trap off your head
var/struggling = FALSE
var/time_since_last_beep = 0
var/datum/looping_sound/reverse_bear_trap/soundloop
var/datum/looping_sound/reverse_bear_trap_beep/soundloop2
/obj/item/reverse_bear_trap/Initialize()
. = ..()
soundloop = new(list(src))
soundloop2 = new(list(src))
/obj/item/reverse_bear_trap/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(soundloop2)
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/reverse_bear_trap/process(delta_time)
if(!ticking)
return
time_left -= delta_time
soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
if(time_left <= 0 || !isliving(loc))
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
soundloop.stop()
soundloop2.stop()
to_chat(loc, "<span class='userdanger'>*ding*</span>")
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/reverse_bear_trap/attack_hand(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(ITEM_SLOT_HEAD) == src)
if(HAS_TRAIT_FROM(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT) && !struggling)
struggling = TRUE
var/fear_string
switch(time_left)
if(0 to 5)
fear_string = "agonizingly"
if(5 to 20)
fear_string = "desperately"
if(20 to 40)
fear_string = "panickedly"
if(40 to 50)
fear_string = "shakily"
if(50 to 60)
fear_string = ""
C.visible_message("<span class='danger'>[C] fiddles with and pulls at [src]...</span>", \
"<span class='danger'>You [fear_string] try to pull at [src]...</span>", "<i>You hear clicking and ticking.</i>")
if(!do_after(user, 20, target = src))
struggling = FALSE
return
if(!prob(escape_chance))
to_chat(user, "<span class='warning'>It doesn't budge!</span>")
escape_chance++
else
user.visible_message("<span class='warning'>The lock on [user]'s [name] pops open!</span>", \
"<span class='userdanger'>You force open the padlock!</span>", "<i>You hear a single, pronounced click!</i>")
REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
struggling = FALSE
return
..()
/obj/item/reverse_bear_trap/attack(mob/living/target, mob/living/user)
if(target.get_item_by_slot(ITEM_SLOT_HEAD))
to_chat(user, "<span class='warning'>Remove [target.p_their()] headgear first!</span>")
return
target.visible_message("<span class='warning'>[user] starts forcing [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] starts forcing [src] onto your head!</span>", "<i>You hear clanking.</i>")
to_chat(user, "<span class='danger'>You start forcing [src] onto [target]'s head...</span>")
if(!do_after(user, 30, target = target) || target.get_item_by_slot(ITEM_SLOT_HEAD))
return
target.visible_message("<span class='warning'>[user] forces and locks [src] onto [target]'s head!</span>", \
"<span class='userdanger'>[target] locks [src] onto your head!</span>", "<i>You hear a click, and then a timer ticking down.</i>")
to_chat(user, "<span class='danger'>You force [src] onto [target]'s head and click the padlock shut.</span>")
user.dropItemToGround(src)
target.equip_to_slot_if_possible(src, ITEM_SLOT_HEAD)
arm()
notify_ghosts("[user] put a reverse bear trap on [target]!", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/beep.ogg', notify_volume = 75, header = "Reverse bear trap armed")
/obj/item/reverse_bear_trap/proc/snap()
reset()
var/mob/living/carbon/human/H = loc
if(!istype(H) || H.get_item_by_slot(ITEM_SLOT_HEAD) != src)
visible_message("<span class='warning'>[src]'s jaws snap open with an ear-piercing crack!</span>")
playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
else
var/mob/living/carbon/human/jill = loc
jill.visible_message("<span class='boldwarning'>[src] goes off in [jill]'s mouth, ripping [jill.p_their()] head apart!</span>", "<span class='userdanger'>[src] goes off!</span>")
jill.emote("scream")
playsound(src, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
playsound(src, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
jill.apply_damage(9999, BRUTE, BODY_ZONE_HEAD)
jill.death() //just in case, for some reason, they're still alive
flash_color(jill, flash_color = "#FF0000", flash_time = 100)
/obj/item/reverse_bear_trap/proc/reset()
ticking = FALSE
REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
soundloop.stop()
soundloop2.stop()
STOP_PROCESSING(SSprocessing, src)
/obj/item/reverse_bear_trap/proc/arm() //hulen
ticking = TRUE
escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
time_left = initial(time_left)
ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
soundloop.start()
soundloop2.mid_length = initial(soundloop2.mid_length)
soundloop2.start()
START_PROCESSING(SSprocessing, src)