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Bubberstation/code/game/objects/structures/traps.dm
TemporalOroboros 6be8e0feee Adds an option to generate typecaches as zebras. (#63710)
About The Pull Request

Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game

Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
2022-02-07 14:23:38 +13:00

246 lines
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/obj/structure/trap
name = "IT'S A TRAP"
desc = "Stepping on me is a guaranteed bad day."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "trap"
density = FALSE
anchored = TRUE
alpha = 30 //initially quite hidden when not "recharging"
var/flare_message = "<span class='warning'>the trap flares brightly!</span>"
var/last_trigger = 0
var/time_between_triggers = 600 //takes a minute to recharge
var/charges = INFINITY
var/checks_antimagic = TRUE
var/list/static/ignore_typecache
var/list/mob/immune_minds = list()
var/sparks = TRUE
var/datum/effect_system/spark_spread/spark_system
/obj/structure/trap/Initialize(mapload)
. = ..()
flare_message = "<span class='warning'>[src] flares brightly!</span>"
spark_system = new
spark_system.set_up(4,1,src)
spark_system.attach(src)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered
)
AddElement(/datum/element/connect_loc, loc_connections)
if(!ignore_typecache)
ignore_typecache = typecacheof(list(
/obj/effect,
/mob/dead,
))
/obj/structure/trap/Destroy()
qdel(spark_system)
spark_system = null
. = ..()
/obj/structure/trap/examine(mob/user)
. = ..()
if(!isliving(user))
return
if(user.mind && (user.mind in immune_minds))
return
if(get_dist(user, src) <= 1)
. += span_notice("You reveal [src]!")
flare()
/obj/structure/trap/proc/flare()
// Makes the trap visible, and starts the cooldown until it's
// able to be triggered again.
visible_message(flare_message)
if(sparks)
spark_system.start()
alpha = 200
last_trigger = world.time
charges--
if(charges <= 0)
animate(src, alpha = 0, time = 10)
QDEL_IN(src, 10)
else
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/trap/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(last_trigger + time_between_triggers > world.time)
return
// Don't want the traps triggered by sparks, ghosts or projectiles.
if(is_type_in_typecache(AM, ignore_typecache))
return
if(ismob(AM))
var/mob/M = AM
if(M.mind in immune_minds)
return
if(checks_antimagic && M.anti_magic_check())
flare()
return
if(charges <= 0)
return
flare()
if(isliving(AM))
trap_effect(AM)
/obj/structure/trap/proc/trap_effect(mob/living/L)
return
/obj/structure/trap/stun
name = "shock trap"
desc = "A trap that will shock and render you immobile. You'd better avoid it."
icon_state = "trap-shock"
var/stun_time = 100
/obj/structure/trap/stun/trap_effect(mob/living/L)
L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
L.Paralyze(stun_time)
/obj/structure/trap/stun/hunter
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_on"
stun_time = 200
sparks = FALSE //the item version gives them off to prevent runtimes (see Destroy())
checks_antimagic = FALSE
var/obj/item/bountytrap/stored_item
var/caught = FALSE
/obj/structure/trap/stun/hunter/Initialize(mapload)
. = ..()
time_between_triggers = 10
flare_message = "<span class='warning'>[src] snaps shut!</span>"
/obj/structure/trap/stun/hunter/Destroy()
if(!QDELETED(stored_item))
qdel(stored_item)
stored_item = null
return ..()
/obj/structure/trap/stun/hunter/on_entered(datum/source, atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
return
caught = TRUE
. = ..()
/obj/structure/trap/stun/hunter/flare()
..()
var/turf/our_turf = get_turf(src)
if(!our_turf)
return
stored_item.forceMove(get_turf(src))
forceMove(stored_item)
if(caught)
stored_item.announce_fugitive()
caught = FALSE
/obj/item/bountytrap
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_off"
var/obj/structure/trap/stun/hunter/stored_trap
var/obj/item/radio/radio
var/datum/effect_system/spark_spread/spark_system
/obj/item/bountytrap/Initialize(mapload)
. = ..()
radio = new(src)
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
spark_system = new
spark_system.set_up(4,1,src)
spark_system.attach(src)
name = "[name] #[rand(1, 999)]"
stored_trap = new(src)
stored_trap.name = name
stored_trap.stored_item = src
/obj/item/bountytrap/proc/announce_fugitive()
spark_system.start()
playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
/obj/item/bountytrap/attack_self(mob/living/user)
var/turf/T = get_turf(src)
if(!user || !user.transferItemToLoc(src, T))//visibly unequips
return
to_chat(user, span_notice("You set up [src]. Examine while close to disarm it."))
stored_trap.forceMove(T)//moves trap to ground
forceMove(stored_trap)//moves item into trap
/obj/item/bountytrap/Destroy()
if(!QDELETED(stored_trap))
qdel(stored_trap)
stored_trap = null
QDEL_NULL(radio)
QDEL_NULL(spark_system)
. = ..()
/obj/structure/trap/fire
name = "flame trap"
desc = "A trap that will set you ablaze. You'd better avoid it."
icon_state = "trap-fire"
/obj/structure/trap/fire/trap_effect(mob/living/L)
to_chat(L, span_danger("<B>Spontaneous combustion!</B>"))
L.Paralyze(20)
new /obj/effect/hotspot(get_turf(src))
/obj/structure/trap/chill
name = "frost trap"
desc = "A trap that will chill you to the bone. You'd better avoid it."
icon_state = "trap-frost"
/obj/structure/trap/chill/trap_effect(mob/living/L)
to_chat(L, span_danger("<B>You're frozen solid!</B>"))
L.Paralyze(20)
L.adjust_bodytemperature(-300)
L.apply_status_effect(/datum/status_effect/freon)
/obj/structure/trap/damage
name = "earth trap"
desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
icon_state = "trap-earth"
/obj/structure/trap/damage/trap_effect(mob/living/L)
to_chat(L, span_danger("<B>The ground quakes beneath your feet!</B>"))
L.Paralyze(100)
L.adjustBruteLoss(35)
var/obj/structure/flora/rock/giant_rock = new(get_turf(src))
QDEL_IN(giant_rock, 200)
/obj/structure/trap/ward
name = "divine ward"
desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
icon_state = "ward"
density = TRUE
time_between_triggers = 1200 //Exists for 2 minutes
/obj/structure/trap/ward/Initialize(mapload)
. = ..()
QDEL_IN(src, time_between_triggers)
/obj/structure/trap/cult
name = "unholy trap"
desc = "A trap that rings with unholy energy. You think you hear... chittering?"
icon_state = "trap-cult"
/obj/structure/trap/cult/trap_effect(mob/living/L)
to_chat(L, span_danger("<B>With a crack, the hostile constructs come out of hiding, stunning you!</B>"))
L.electrocute_act(10, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
L.Paralyze(20)
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
QDEL_IN(src, 30)