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f2fd69a49a
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
241 lines
7.7 KiB
Plaintext
241 lines
7.7 KiB
Plaintext
/obj/item/assembly/mousetrap
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name = "mousetrap"
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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inhand_icon_state = "mousetrap"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
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attachable = TRUE
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var/armed = FALSE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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var/obj/item/host = null
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var/turf/host_turf = null
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/**
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* update_host: automatically setup host and host_turf
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*
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* Arguments:
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* * force: Re-register signals even if the host or loc is unchanged
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*/
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/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
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var/obj/item/newhost
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// Pick the first valid object in this list:
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// Wiring datum's owner
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// assembly holder's attached object
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// assembly holder itself
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// us
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newhost = connected?.holder || holder?.master || holder || src
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// ok look
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// previously this wasn't working and thus no concern, but I made mousetraps work with wires
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// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
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// and as a consequence, you can put a mousetrap in door wires and it will be set off
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// the first time someone walks through a door (enters the door's loc)
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// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
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// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
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// other assemblies could be made to do something similar instead.
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// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
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// and (whether reasonable or not) mousetraps that do this do still trigger wires
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// the point is for now step-on-mousetrap mode should only work on items
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// maybe it should never have been an assembly in the first place.
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// tl;dr only trigger step-on mode if the host is an item
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if(!istype(newhost,/obj/item))
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = src
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return
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// If host changed
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if((newhost != host) || force)
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = newhost
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RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
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// If host moved
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if((host_turf != host.loc) || force)
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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if(isturf(host.loc))
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host_turf = host.loc
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RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
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else
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host_turf = null
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/obj/item/assembly/mousetrap/holder_movement()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/Initialize(mapload)
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. = ..()
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update_host(force = TRUE)
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/obj/item/assembly/mousetrap/examine(mob/user)
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. = ..()
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. += span_notice("The pressure plate is [armed?"primed":"safe"].")
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/obj/item/assembly/mousetrap/activate()
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if(..())
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armed = !armed
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
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pulse()
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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/obj/item/assembly/mousetrap/update_icon_state()
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icon_state = "mousetrap[armed ? "armed" : ""]"
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return ..()
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/obj/item/assembly/mousetrap/update_icon(updates=ALL)
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. = ..()
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holder?.update_icon(updates)
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/obj/item/assembly/mousetrap/on_attach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/on_detach()
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. = ..()
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update_host()
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/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
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if(!armed)
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return
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armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
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update_appearance()
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/victim = target
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if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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return FALSE
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switch(type)
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if("feet")
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if(!victim.shoes)
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affecting = victim.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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victim.Paralyze(60)
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else
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to_chat(victim, span_notice("Your [victim.shoes] protects you from [src]."))
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if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
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if(!victim.gloves)
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affecting = victim.get_bodypart(type)
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victim.Stun(60)
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else
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to_chat(victim, span_notice("Your [victim.gloves] protects you from [src]."))
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if(affecting)
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if(affecting.receive_damage(1, 0))
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victim.update_damage_overlays()
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else if(ismouse(target))
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var/mob/living/basic/mouse/splatted = target
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visible_message(span_boldannounce("SPLAT!"))
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if(splatted.health <= 5)
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splatted.splat()
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else
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splatted.adjust_health(5)
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splatted.Stun(1 SECONDS)
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else if(isregalrat(target))
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visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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pulse()
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/**
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* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
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*
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* Arguments:
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* * user: The mob handling the trap
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*/
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/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
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if(!armed)
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return FALSE
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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return TRUE
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return FALSE
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/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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to_chat(user, span_notice("You arm [src]."))
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else
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if(clumsy_check(user))
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return
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to_chat(user, span_notice("You disarm [src]."))
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armed = !armed
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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// Clumsy check only
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
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if(clumsy_check(user))
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return
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return ..()
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/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
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SIGNAL_HANDLER
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if(armed)
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if(ismob(AM))
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var/mob/MM = AM
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if(!(MM.movement_type & FLYING))
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == MOVE_INTENT_RUN)
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INVOKE_ASYNC(src, PROC_REF(triggered), H)
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H.visible_message(span_warning("[H] accidentally steps on [src]."), \
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span_warning("You accidentally step on [src]"))
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else if(ismouse(MM) || isregalrat(MM))
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INVOKE_ASYNC(src, PROC_REF(triggered), MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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INVOKE_ASYNC(src, PROC_REF(triggered), AM)
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/obj/item/assembly/mousetrap/on_found(mob/finder)
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if(armed)
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if(finder)
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finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
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return TRUE //end the search!
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else
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visible_message(span_warning("[src] snaps shut!"))
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triggered(loc)
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return FALSE
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return FALSE
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/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(!armed)
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return ..()
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visible_message(span_warning("[src] is triggered by [AM]."))
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triggered(null)
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/obj/item/assembly/mousetrap/Destroy()
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if(host)
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UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
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host = null
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if(isturf(host_turf))
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UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
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host_turf = null
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return ..()
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = TRUE
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