Files
Bubberstation/code/game/objects/items/handcuffs.dm
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00

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16 KiB
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/**
* # Generic restraints
*
* Parent class for handcuffs and handcuff accessories
*
* Functionality:
* 1. A special suicide
* 2. If a restraint is handcuffing/legcuffing a carbon while being deleted, it will remove the handcuff/legcuff status.
*/
/obj/item/restraints
breakouttime = 1 MINUTES
dye_color = DYE_PRISONER
icon = 'icons/obj/restraints.dmi'
/obj/item/restraints/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return(OXYLOSS)
/**
* # Handcuffs
*
* Stuff that makes humans unable to use hands
*
* Clicking people with those will cause an attempt at handcuffing them to occur
*/
/obj/item/restraints/handcuffs
name = "handcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon_state = "handcuff"
worn_icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=500)
breakouttime = 1 MINUTES
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
custom_price = PAYCHECK_HARD * 0.35
///Sound that plays when starting to put handcuffs on someone
var/cuffsound = 'sound/weapons/handcuffs.ogg'
///If set, handcuffs will be destroyed on application and leave behind whatever this is set to.
var/trashtype = null
/obj/item/restraints/handcuffs/attack(mob/living/carbon/C, mob/living/user)
if(!istype(C))
return
SEND_SIGNAL(C, COMSIG_CARBON_CUFF_ATTEMPTED, user)
if(iscarbon(user) && (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))) //Clumsy people have a 50% chance to handcuff themselves instead of their target.
to_chat(user, span_warning("Uh... how do those things work?!"))
apply_cuffs(user,user)
return
if(!C.handcuffed)
if(C.canBeHandcuffed())
C.visible_message(span_danger("[user] is trying to put [src.name] on [C]!"), \
span_userdanger("[user] is trying to put [src.name] on you!"))
playsound(loc, cuffsound, 30, TRUE, -2)
log_combat(user, C, "attempted to handcuff")
if(do_mob(user, C, 30, timed_action_flags = IGNORE_SLOWDOWNS) && C.canBeHandcuffed())
if(iscyborg(user))
apply_cuffs(C, user, TRUE)
else
apply_cuffs(C, user)
C.visible_message(span_notice("[user] handcuffs [C]."), \
span_userdanger("[user] handcuffs you."))
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
log_combat(user, C, "handcuffed")
else
to_chat(user, span_warning("You fail to handcuff [C]!"))
log_combat(user, C, "failed to handcuff")
else
to_chat(user, span_warning("[C] doesn't have two hands..."))
/**
* This handles handcuffing people
*
* When called, this instantly puts handcuffs on someone (if possible)
* Arguments:
* * mob/living/carbon/target - Who is being handcuffed
* * mob/user - Who or what is doing the handcuffing
* * dispense - True if the cuffing should create a new item instead of using putting src on the mob, false otherwise. False by default.
*/
/obj/item/restraints/handcuffs/proc/apply_cuffs(mob/living/carbon/target, mob/user, dispense = FALSE)
if(target.handcuffed)
return
if(!user.temporarilyRemoveItemFromInventory(src) && !dispense)
return
var/obj/item/restraints/handcuffs/cuffs = src
if(trashtype)
cuffs = new trashtype()
else if(dispense)
cuffs = new type()
target.equip_to_slot(cuffs, ITEM_SLOT_HANDCUFFED)
if(trashtype && !dispense)
qdel(src)
return
/**
* # Alien handcuffs
*
* Abductor reskin of the handcuffs.
*/
/obj/item/restraints/handcuffs/alien
icon_state = "handcuffAlien"
/**
*
* # Fake handcuffs
*
* Fake handcuffs that can be removed near-instantly.
*/
/obj/item/restraints/handcuffs/fake
name = "fake handcuffs"
desc = "Fake handcuffs meant for gag purposes."
breakouttime = 1 SECONDS
/**
* # Cable restraints
*
* Ghetto handcuffs. Removing those is faster.
*/
/obj/item/restraints/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff"
inhand_icon_state = "coil"
color = "#ff0000"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
breakouttime = 30 SECONDS
cuffsound = 'sound/weapons/cablecuff.ogg'
/**
* # Sinew restraints
*
* Primal ghetto handcuffs
*
* Just cable restraints that look differently and can't be recycled.
*/
/obj/item/restraints/handcuffs/cable/sinew
name = "sinew restraints"
desc = "A pair of restraints fashioned from long strands of flesh."
icon_state = "sinewcuff"
inhand_icon_state = "sinewcuff"
custom_materials = null
color = null
/**
* Red cable restraints
*/
/obj/item/restraints/handcuffs/cable/red
color = "#ff0000"
/**
* Yellow cable restraints
*/
/obj/item/restraints/handcuffs/cable/yellow
color = "#ffff00"
/**
* Blue cable restraints
*/
/obj/item/restraints/handcuffs/cable/blue
color = "#1919c8"
/**
* Green cable restraints
*/
/obj/item/restraints/handcuffs/cable/green
color = "#00aa00"
/**
* Pink cable restraints
*/
/obj/item/restraints/handcuffs/cable/pink
color = "#ff3ccd"
/**
* Orange (the color) cable restraints
*/
/obj/item/restraints/handcuffs/cable/orange
color = "#ff8000"
/**
* Cyan cable restraints
*/
/obj/item/restraints/handcuffs/cable/cyan
color = "#00ffff"
/**
* White cable restraints
*/
/obj/item/restraints/handcuffs/cable/white
color = null
/obj/item/restraints/handcuffs/cable/attackby(obj/item/I, mob/user, params) //Slapcrafting
if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/R = I
if (R.use(1))
var/obj/item/wirerod/W = new /obj/item/wirerod
remove_item_from_storage(user)
user.put_in_hands(W)
to_chat(user, span_notice("You wrap [src] around the top of [I]."))
qdel(src)
else
to_chat(user, span_warning("You need one rod to make a wired rod!"))
return
else if(istype(I, /obj/item/stack/sheet/iron))
var/obj/item/stack/sheet/iron/M = I
if(M.get_amount() < 6)
to_chat(user, span_warning("You need at least six iron sheets to make good enough weights!"))
return
to_chat(user, span_notice("You begin to apply [I] to [src]..."))
if(do_after(user, 35, target = src))
if(M.get_amount() < 6 || !M)
return
var/obj/item/restraints/legcuffs/bola/S = new /obj/item/restraints/legcuffs/bola
M.use(6)
user.put_in_hands(S)
to_chat(user, span_notice("You make some weights out of [I] and tie them to [src]."))
remove_item_from_storage(user)
qdel(src)
else
return ..()
/**
* # Zipties
*
* One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied.
*/
/obj/item/restraints/handcuffs/cable/zipties
name = "zipties"
desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use."
icon_state = "cuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
custom_materials = null
breakouttime = 45 SECONDS
trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
color = null
/**
* # Used zipties
*
* What zipties turn into when applied. These can't be used to cuff people.
*/
/obj/item/restraints/handcuffs/cable/zipties/used
desc = "A pair of broken zipties."
icon_state = "cuff_used"
inhand_icon_state = "cuff"
/obj/item/restraints/handcuffs/cable/zipties/used/attack()
return
/**
* # Generic leg cuffs
*
* Parent class for everything that can legcuff carbons. Can't legcuff anything itself.
*/
/obj/item/restraints/legcuffs
name = "leg cuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
flags_1 = CONDUCT_1
throwforce = 0
w_class = WEIGHT_CLASS_NORMAL
slowdown = 7
breakouttime = 30 SECONDS
/**
* # Bear trap
*
* This opens, closes, and bites people's legs.
*/
/obj/item/restraints/legcuffs/beartrap
name = "bear trap"
throw_speed = 1
throw_range = 1
icon_state = "beartrap"
desc = "A trap used to catch bears and other legged creatures."
///If true, the trap is "open" and can trigger.
var/armed = FALSE
///How much damage the trap deals when triggered.
var/trap_damage = 20
/obj/item/restraints/legcuffs/beartrap/Initialize(mapload)
. = ..()
update_appearance()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/spring_trap,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/restraints/legcuffs/beartrap/update_icon_state()
icon_state = "[initial(icon_state)][armed]"
return ..()
/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is sticking [user.p_their()] head in the [src.name]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, TRUE, -1)
return (BRUTELOSS)
/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
. = ..()
if(!ishuman(user) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
return
armed = !armed
update_appearance()
to_chat(user, span_notice("[src] is now [armed ? "armed" : "disarmed"]"))
/**
* Closes a bear trap
*
* Closes a bear trap.
* Arguments:
*/
/obj/item/restraints/legcuffs/beartrap/proc/close_trap()
armed = FALSE
update_appearance()
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(datum/source, atom/movable/AM, thrown_at = FALSE)
SIGNAL_HANDLER
if(!armed || !isturf(loc) || !isliving(AM))
return
var/mob/living/L = AM
var/snap = TRUE
if(istype(L.buckled, /obj/vehicle))
var/obj/vehicle/ridden_vehicle = L.buckled
if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times.
close_trap()
ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src]."))
if(!thrown_at && L.movement_type & (FLYING|FLOATING)) //don't close the trap if they're flying/floating over it.
snap = FALSE
var/def_zone = BODY_ZONE_CHEST
if(snap && iscarbon(L))
var/mob/living/carbon/C = L
if(C.body_position == STANDING_UP)
def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(!C.legcuffed && C.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
INVOKE_ASYNC(C, /mob/living/carbon.proc/equip_to_slot, src, ITEM_SLOT_LEGCUFFED)
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
else if(snap && isanimal(L))
var/mob/living/simple_animal/SA = L
if(SA.mob_size <= MOB_SIZE_TINY) //don't close the trap if they're as small as a mouse.
snap = FALSE
if(snap)
close_trap()
if(!thrown_at)
L.visible_message(span_danger("[L] triggers \the [src]."), \
span_userdanger("You trigger \the [src]!"))
else
L.visible_message(span_danger("\The [src] ensnares [L]!"), \
span_userdanger("\The [src] ensnares you!"))
L.apply_damage(trap_damage, BRUTE, def_zone)
/**
* # Energy snare
*
* This closes on people's legs.
*
* A weaker version of the bear trap that can be resisted out of faster and disappears
*/
/obj/item/restraints/legcuffs/beartrap/energy
name = "energy snare"
armed = 1
icon_state = "e_snare"
trap_damage = 0
breakouttime = 3 SECONDS
item_flags = DROPDEL
flags_1 = NONE
/obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, .proc/dissipate), 100)
/**
* Handles energy snares disappearing
*
* If the snare isn't closed on anyone, it will disappear in a shower of sparks.
* Arguments:
*/
/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
if(!ismob(loc))
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers)
spring_trap(null, user)
return ..()
/obj/item/restraints/legcuffs/beartrap/energy/cyborg
breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint
/obj/item/restraints/legcuffs/bola
name = "bola"
desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly."
icon_state = "bola"
inhand_icon_state = "bola"
lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi'
breakouttime = 3.5 SECONDS//easy to apply, easy to break out of
gender = NEUTER
///Amount of time to knock the target down for once it's hit in deciseconds.
var/knockdown = 0
/obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle = FALSE, quickstart = TRUE)
if(!..())
return
playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE)
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
return//abort
ensnare(hit_atom)
/**
* Attempts to legcuff someone with the bola
*
* Arguments:
* * C - the carbon that we will try to ensnare
*/
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
if(!C.legcuffed && C.num_legs >= 2)
visible_message(span_danger("\The [src] ensnares [C]!"), span_userdanger("\The [src] ensnares you!"))
C.equip_to_slot(src, ITEM_SLOT_LEGCUFFED)
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
C.Knockdown(knockdown)
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/**
* A traitor variant of the bola.
*
* It knocks people down and is harder to remove.
*/
/obj/item/restraints/legcuffs/bola/tactical
name = "reinforced bola"
desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
icon_state = "bola_r"
inhand_icon_state = "bola_r"
breakouttime = 7 SECONDS
knockdown = 3.5 SECONDS
/**
* A security variant of the bola.
*
* It's harder to remove, smaller and has a defined price.
*/
/obj/item/restraints/legcuffs/bola/energy
name = "energy bola"
desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
icon_state = "ebola"
inhand_icon_state = "ebola"
hitsound = 'sound/weapons/taserhit.ogg'
w_class = WEIGHT_CLASS_SMALL
breakouttime = 6 SECONDS
custom_price = PAYCHECK_HARD * 0.35
/obj/item/restraints/legcuffs/bola/energy/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_UNCATCHABLE, TRAIT_GENERIC) // People said energy bolas being uncatchable is a feature.
/obj/item/restraints/legcuffs/bola/energy/ensnare(atom/hit_atom)
var/obj/item/restraints/legcuffs/beartrap/energy/cyborg/B = new (get_turf(hit_atom))
B.spring_trap(null, hit_atom, TRUE)
qdel(src)
/**
* A pacifying variant of the bola.
*
* It's much harder to remove, doesn't cause a slowdown and gives people STATUS_EFFECT_GONBOLAPACIFY.
*/
/obj/item/restraints/legcuffs/bola/gonbola
name = "gonbola"
desc = "Hey, if you have to be hugged in the legs by anything, it might as well be this little guy."
icon_state = "gonbola"
inhand_icon_state = "bola_r"
breakouttime = 30 SECONDS
slowdown = 0
var/datum/status_effect/gonbola_pacify/effectReference
/obj/item/restraints/legcuffs/bola/gonbola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(iscarbon(hit_atom))
var/mob/living/carbon/C = hit_atom
effectReference = C.apply_status_effect(STATUS_EFFECT_GONBOLAPACIFY)
/obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user)
. = ..()
if(effectReference)
QDEL_NULL(effectReference)