Reworks Bear Traps (#21941)

* beartrap trigger on find

* fixed an oversight

* Update code/game/objects/items/weapons/legcuffs.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* 2 second timer for arming a trap

* Update code/game/objects/items/weapons/legcuffs.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* adjust breakout time

* apply extra damage if bear

* 15% to delimb on opening bag

* reverts delimb

* first set of review changes

* small adjustment

* spring_trap proc work

* spring_trap first pass

* spring_trap take two

* code formatting and simple mob damage

* Update code/game/objects/items/weapons/legcuffs.dm

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* review fixes

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* a little code cleaing for review

* Update code/game/objects/items/weapons/legcuffs.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/game/objects/items/weapons/legcuffs.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
Burzah
2023-08-15 14:51:54 +01:00
committed by GitHub
co-authored by DGamerL Charlie Henri215
parent a1c9f95a3f
commit 4150373d43
+54 -33
View File
@@ -10,7 +10,7 @@
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "engineering=3;combat=3"
slowdown = 7
breakouttime = 300 //Deciseconds = 30s = 0.5 minute
breakouttime = 30 SECONDS
/obj/item/restraints/legcuffs/beartrap
name = "bear trap"
@@ -19,6 +19,7 @@
icon_state = "beartrap0"
desc = "A trap used to catch bears and other legged creatures."
origin_tech = "engineering=4"
breakouttime = 20 SECONDS
var/armed = FALSE
var/trap_damage = 20
///Do we want the beartrap not to make a visable message on arm? Use when a beartrap is applied by something else.
@@ -41,7 +42,11 @@
/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
..()
if(ishuman(user) && !user.stat && !user.restrained())
if(!ishuman(user) || user.restrained())
return
if(do_after(user, 2 SECONDS, target = user))
armed = !armed
update_icon(UPDATE_ICON_STATE)
to_chat(user, "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>")
@@ -94,42 +99,58 @@
return TRUE
/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj, oldloc)
if(armed && isturf(src.loc))
if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !isconstruct(AM) && !isshade(AM) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
var/mob/living/L = AM
armed = FALSE
update_icon()
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
if(!silent_arming)
L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
"<span class='userdanger'>You trigger \the [src]!</span>")
if(!armed || !isturf(loc))
return ..()
if(IED && isturf(src.loc))
IED.active = TRUE
message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
log_game("[key_name(usr)] has triggered an IED-rigged [name].")
spawn(IED.det_time)
IED.prime()
if(sig && isturf(src.loc))
sig.signal()
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(IS_HORIZONTAL(H))
H.apply_damage(trap_damage, BRUTE,"chest")
else
H.apply_damage(trap_damage, BRUTE,(pick("l_leg", "r_leg")))
if(!H.legcuffed && H.get_num_legs() >= 2) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
H.legcuffed = src
forceMove(H)
H.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
var/mob/living/L = AM
if((iscarbon(AM) || isanimal(AM)) && !L.flying)
spring_trap(AM)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(IS_HORIZONTAL(H))
H.apply_damage(trap_damage, BRUTE, "chest")
else
L.apply_damage(trap_damage, BRUTE)
H.apply_damage(trap_damage, BRUTE, pick("l_leg", "r_leg"))
if(!H.legcuffed && H.get_num_legs() >= 2) //beartrap can't cuff you leg if there's already a beartrap or legcuffs.
H.legcuffed = src
forceMove(H)
H.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
else
if(istype(L, /mob/living/simple_animal/hostile/bear))
L.apply_damage(trap_damage * 2.5, BRUTE)
else
L.apply_damage(trap_damage * 1.75, BRUTE)
..()
/obj/item/restraints/legcuffs/beartrap/on_found(mob/finder)
if(!armed)
return FALSE
spring_trap(finder)
if(ishuman(finder))
var/mob/living/carbon/H = finder
H.apply_damage(trap_damage, BRUTE, pick("l_hand", "r_hand"))
return TRUE
/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(mob/user)
armed = FALSE
update_icon()
playsound(loc, 'sound/effects/snap.ogg', 50, TRUE)
if(!silent_arming)
user.visible_message("<span class='danger'>[user] triggers [src].</span>", "<span class='userdanger'>You trigger [src].</span>")
if(sig)
sig.signal()
if(IED)
IED.active = TRUE
message_admins("[key_name_admin(usr)] has triggered an IED-rigged [name].")
log_game("[key_name(usr)] has triggered an IED-rigged [name].")
spawn(IED.det_time)
IED.prime()
/obj/item/restraints/legcuffs/beartrap/energy
name = "energy snare"
armed = TRUE