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Bubberstation/code/modules/assembly/mousetrap.dm
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ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
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.
2023-05-03 14:44:51 +00:00

241 lines
7.7 KiB
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/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(src, '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!"))
if(splatted.health <= 5)
splatted.splat()
else
splatted.adjust_health(5)
splatted.Stun(1 SECONDS)
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 & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_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