Files
Bubberstation/code/modules/assembly/mousetrap.dm
SkyratBot 51b8ac1431 [MIRROR] pipebomb (#26704)
* pipebomb (#81529)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/70376633/2c2a8ddf-d210-468b-9403-f7de4fa1fd9b)

removes IEDs, these are its replacement

![image](https://github.com/tgstation/tgstation/assets/70376633/95cc67d7-ed41-481b-9b9d-f31897fdb46d)

this recipe produces a finished pipebomb

you can craft pipes (of the atmos kind) with some metal
then you can make it into a pair of halved pipes with a welder
then you stuff in items for extra effect (optional, only works if it
does something)
then you put in welding fuel OR gunpowder (no other options as of now,
gunpowder is a better explosive)
cable finishes that part
after that, you can attach an unsecured assembly to finish the bomb

also this is the math for the explosion, power is decided by fuel

![image](https://github.com/tgstation/tgstation/assets/70376633/95ac3101-a2af-4bdc-9730-6c9c20195b59)

using it in-hand activates the assembly, using it off-hand allows you to
configure the assembly

## Why It's Good For The Game

IEDs suck and stuff and this would be a better upgrade/replacement
because with assemblies you could make a circuit sentient pipebomb or
gift a pipebomb via cargo or something and gimmicks i guess
## Changelog
🆑
add: Pipebombs
del: Improvised Firebombs
/🆑

* pipebomb

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-02-29 23:24:18 +01:00

237 lines
7.7 KiB
Plaintext

/obj/item/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
inhand_icon_state = "mousetrap"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
attachable = TRUE
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/obj/item/host = null
var/turf/host_turf = null
/**
* update_host: automatically setup host and host_turf
*
* Arguments:
* * force: Re-register signals even if the host or loc is unchanged
*/
/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
var/obj/item/newhost
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
newhost = connected?.holder || holder?.master || holder || src
// ok look
// previously this wasn't working and thus no concern, but I made mousetraps work with wires
// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
// and as a consequence, you can put a mousetrap in door wires and it will be set off
// the first time someone walks through a door (enters the door's loc)
// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
// other assemblies could be made to do something similar instead.
// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
// and (whether reasonable or not) mousetraps that do this do still trigger wires
// the point is for now step-on-mousetrap mode should only work on items
// maybe it should never have been an assembly in the first place.
// tl;dr only trigger step-on mode if the host is an item
if(!istype(newhost,/obj/item))
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = src
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return
// If host changed
if((newhost != host) || force)
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = newhost
RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
// If host moved
if((host_turf != host.loc) || force)
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
if(isturf(host.loc))
host_turf = host.loc
RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
else
host_turf = null
/obj/item/assembly/mousetrap/holder_movement()
. = ..()
update_host()
/obj/item/assembly/mousetrap/Initialize(mapload)
. = ..()
update_host(force = TRUE)
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
. += span_notice("The pressure plate is [armed?"primed":"safe"].")
/obj/item/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
pulse()
update_appearance()
playsound(loc, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon_state()
icon_state = "mousetrap[armed ? "armed" : ""]"
return ..()
/obj/item/assembly/mousetrap/update_icon(updates=ALL)
. = ..()
holder?.update_icon(updates)
/obj/item/assembly/mousetrap/on_attach()
. = ..()
update_host()
/obj/item/assembly/mousetrap/on_detach()
. = ..()
update_host()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
update_appearance()
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/victim = target
if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
return FALSE
switch(type)
if("feet")
if(!victim.shoes)
affecting = victim.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
victim.Paralyze(60)
else
to_chat(victim, span_notice("Your [victim.shoes] protects you from [src]."))
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!victim.gloves)
affecting = victim.get_bodypart(type)
victim.Stun(60)
else
to_chat(victim, span_notice("Your [victim.gloves] protects you from [src]."))
if(affecting)
if(affecting.receive_damage(1, 0))
victim.update_damage_overlays()
else if(ismouse(target))
var/mob/living/basic/mouse/splatted = target
visible_message(span_boldannounce("SPLAT!"))
splatted.splat() // mousetraps are instadeath for mice
else if(isregalrat(target))
visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
/**
* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
*
* Arguments:
* * user: The mob handling the trap
*/
/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
if(!armed)
return FALSE
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
return TRUE
return FALSE
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, span_notice("You arm [src]."))
else
if(clumsy_check(user))
return
to_chat(user, span_notice("You disarm [src]."))
armed = !armed
update_appearance()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
// Clumsy check only
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
if(clumsy_check(user))
return
return ..()
/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
SIGNAL_HANDLER
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.move_intent == MOVE_INTENT_RUN)
INVOKE_ASYNC(src, PROC_REF(triggered), H)
H.visible_message(span_warning("[H] accidentally steps on [src]."), \
span_warning("You accidentally step on [src]"))
else if(ismouse(MM) || isregalrat(MM))
INVOKE_ASYNC(src, PROC_REF(triggered), MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
INVOKE_ASYNC(src, PROC_REF(triggered), AM)
/obj/item/assembly/mousetrap/on_found(mob/finder)
if(armed)
if(finder)
finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
return TRUE //end the search!
else
visible_message(span_warning("[src] snaps shut!"))
triggered(loc)
return FALSE
return FALSE
/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(!armed)
return ..()
visible_message(span_warning("[src] is triggered by [AM]."))
triggered(null)
/obj/item/assembly/mousetrap/Destroy()
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = null
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return ..()
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE