/obj/item/assembly/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" materials = list(MAT_METAL=100) origin_tech = "combat=1;materials=2;engineering=1" var/armed = FALSE bomb_name = "contact mine" /obj/item/assembly/mousetrap/examine(mob/user) . = ..() if(armed) . += "It looks like it's armed." . += "Alt-Click to hide it." /obj/item/assembly/mousetrap/activate() if(!..()) return armed = !armed if(!armed) if(ishuman(usr)) var/mob/living/carbon/human/user = usr if((user.getBrainLoss() >= 60 || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50)) to_chat(user, "Your hand slips, setting off the trigger.") pulse(0) update_icon() if(usr) playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) /obj/item/assembly/mousetrap/update_icon_state() icon_state = "mousetrap[armed ? "armed": ""]" if(holder) holder.update_icon() /obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet") if(!armed) return var/obj/item/organ/external/affecting = null if(ishuman(target)) var/mob/living/carbon/human/H = target if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE)) playsound(src, 'sound/effects/snap.ogg', 50, TRUE) armed = FALSE update_icon() pulse(FALSE) return FALSE switch(type) if("feet") if(!H.shoes) affecting = H.get_organ(pick("l_leg", "r_leg")) H.Weaken(6 SECONDS) if("l_hand", "r_hand") if(!H.gloves) affecting = H.get_organ(type) H.Stun(6 SECONDS) if(affecting) affecting.receive_damage(1, 0) else if(ismouse(target)) var/mob/living/simple_animal/mouse/M = target visible_message("SPLAT!") M.death() M.splat() playsound(loc, 'sound/effects/snap.ogg', 50, 1) layer = MOB_LAYER - 0.2 armed = FALSE update_icon() pulse(0) /obj/item/assembly/mousetrap/attack_self(mob/living/user) if(!armed) to_chat(user, "You arm [src].") else if((user.getBrainLoss() >= 60 || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50)) var/which_hand = "l_hand" if(!user.hand) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking [user.p_their()] fingers.", "You accidentally trigger [src]!") return to_chat(user, "You disarm [src].") armed = !armed update_icon() playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) /obj/item/assembly/mousetrap/attack_hand(mob/living/user) if(armed) if((user.getBrainLoss() >= 60 || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50)) var/which_hand = "l_hand" if(!user.hand) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking [user.p_their()] fingers.", "You accidentally trigger [src]!") return ..() /obj/item/assembly/mousetrap/Crossed(atom/movable/AM, oldloc) if(armed) if(ishuman(AM)) var/mob/living/carbon/H = AM if(H.m_intent == MOVE_INTENT_RUN) triggered(H) H.visible_message("[H] accidentally steps on [src].", "You accidentally step on [src]") else if(ismouse(AM)) triggered(AM) else if(AM.density) // For mousetrap grenades, set off by anything heavy triggered(AM) ..() /obj/item/assembly/mousetrap/on_found(mob/finder) if(armed) finder.visible_message("[finder] accidentally sets off [src], breaking [finder.p_their()] fingers.", "You accidentally trigger [src]!") triggered(finder, finder.hand ? "l_hand" : "r_hand") return TRUE //end the search! return FALSE /obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) if(!armed) return ..() visible_message("[src] is triggered by [AM].") triggered(null) /obj/item/assembly/mousetrap/armed icon_state = "mousetraparmed" armed = TRUE /obj/item/assembly/mousetrap/AltClick(mob/user) if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user)) return layer = TURF_LAYER + 0.2 to_chat(user, "You hide [src].")