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* Mobility refactor: no more update_mobility() * Update robot.dm Fixes robots. * megadumb * Update robot.dm * weh * Update gunpoint_datum.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
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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