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Bubberstation/code/game/objects/items/devices/reverse_bear_trap.dm
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00

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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
max_integrity = 300
inhand_icon_state = "reverse_bear_trap"
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(mapload)
. = ..()
soundloop = new(src)
soundloop2 = new(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_userdanger("*ding*"))
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/reverse_bear_trap/attack_hand(mob/user, list/modifiers)
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_danger("[C] fiddles with and pulls at [src]..."), \
span_danger("You [fear_string] try to pull at [src]..."), "<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_warning("It doesn't budge!"))
escape_chance++
else
user.visible_message(span_warning("The lock on [user]'s [name] pops open!"), \
span_userdanger("You force open the padlock!"), "<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_warning("Remove [target.p_their()] headgear first!"))
return
target.visible_message(span_warning("[user] starts forcing [src] onto [target]'s head!"), \
span_userdanger("[target] starts forcing [src] onto your head!"), "<i>You hear clanking.</i>")
to_chat(user, span_danger("You start forcing [src] onto [target]'s head..."))
if(!do_after(user, 30, target = target) || target.get_item_by_slot(ITEM_SLOT_HEAD))
return
target.visible_message(span_warning("[user] forces and locks [src] onto [target]'s head!"), \
span_userdanger("[target] locks [src] onto your head!"), "<i>You hear a click, and then a timer ticking down.</i>")
to_chat(user, span_danger("You force [src] onto [target]'s head and click the padlock shut."))
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_warning("[src]'s jaws snap open with an ear-piercing crack!"))
playsound(src, 'sound/effects/snap.ogg', 75, TRUE)
else
var/mob/living/carbon/human/jill = loc
jill.visible_message(span_boldwarning("[src] goes off in [jill]'s mouth, ripping [jill.p_their()] head apart!"), span_userdanger("[src] goes off!"))
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
update_appearance(UPDATE_OVERLAYS)
REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
soundloop.stop()
soundloop2.stop()
STOP_PROCESSING(SSprocessing, src)
/obj/item/reverse_bear_trap/update_overlays()
. = ..()
if(ticking != TRUE)
return
/// 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.
. += "rbt_ticking"
/obj/item/reverse_bear_trap/proc/arm() //hulen
ticking = TRUE
update_appearance(UPDATE_OVERLAYS)
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)