Gadgets & Gizmos

This commit is contained in:
Mechoid
2021-01-15 01:56:01 -05:00
committed by VirgoBot
parent 758db47b6b
commit 02ffbbe79b
25 changed files with 893 additions and 110 deletions
@@ -97,6 +97,8 @@
/obj/item/weapon/material/proc/check_health(var/consumed)
if(health<=0)
health = 0
if(fragile)
shatter(consumed)
else if(!dulled && can_dull)
+241
View File
@@ -1,3 +1,9 @@
/*
* Beartraps.
* Buckles crossing individuals, doing moderate brute damage.
*/
/obj/item/weapon/beartrap
name = "mechanical trap"
throw_speed = 2
@@ -158,3 +164,238 @@
color = "#C9DCE1"
origin_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 3, TECH_MAGNET = 4, TECH_PHORON = 2, TECH_ARCANE = 1)
/*
* Barbed-Wire.
* Slows individuals crossing it. Barefoot individuals will be cut. Can be electrified by placing over a cable node.
*/
/obj/item/weapon/material/barbedwire
name = "barbed wire"
desc = "A coil of wire."
icon = 'icons/obj/trap.dmi'
icon_state = "barbedwire"
anchored = FALSE
layer = TABLE_LAYER
w_class = ITEMSIZE_LARGE
explosion_resistance = 1
can_dull = TRUE
fragile = TRUE
force_divisor = 0.20
thrown_force_divisor = 0.25
sharp = TRUE
/obj/item/weapon/material/barbedwire/set_material(var/new_material)
..()
if(!QDELETED(src))
health = round(material.integrity / 3)
name = (material.get_edge_damage() * force_divisor > 15) ? "[material.display_name] razor wire" : "[material.display_name] [initial(name)]"
/obj/item/weapon/material/barbedwire/proc/can_use(mob/user)
return (user.IsAdvancedToolUser() && !issilicon(user) && !user.stat && !user.restrained())
/obj/item/weapon/material/barbedwire/attack_hand(mob/user as mob)
if(anchored && can_use(user))
user.visible_message(
"<span class='danger'>[user] starts to collect \the [src].</span>",
"<span class='notice'>You begin collecting \the [src]!</span>",
"You hear the sound of rustling [material.name]."
)
playsound(src, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, health))
user.visible_message(
"<span class='danger'>[user] has collected \the [src].</span>",
"<span class='notice'>You have collected \the [src]!</span>"
)
anchored = 0
update_icon()
else
..()
/obj/item/weapon/material/barbedwire/attack_self(mob/user as mob)
..()
if(!anchored && can_use(user))
user.visible_message(
"<span class='danger'>[user] starts to deploy \the [src].</span>",
"<span class='danger'>You begin deploying \the [src]!</span>",
"You hear the rustling of [material.name]."
)
if (do_after(user, 60))
user.visible_message(
"<span class='danger'>[user] has deployed \the [src].</span>",
"<span class='danger'>You have deployed \the [src]!</span>",
"You hear the rustling of [material.name]."
)
playsound(src, 'sound/items/Wirecutter.ogg',70, 1)
spawn(2)
playsound(src, 'sound/items/Wirecutter.ogg',40, 1)
user.drop_from_inventory(src)
forceMove(get_turf(src))
anchored = 1
update_icon()
/obj/item/weapon/material/barbedwire/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W))
return
if((W.flags & NOCONDUCT) || !shock(user, 70, pick(BP_L_HAND, BP_R_HAND)))
user.setClickCooldown(user.get_attack_speed(W))
user.do_attack_animation(src)
playsound(src, 'sound/effects/grillehit.ogg', 40, 1)
var/inc_damage = W.force
if(W.is_wirecutter())
if(!shock(user, 100, pick(BP_L_HAND, BP_R_HAND)))
playsound(src, W.usesound, 100, 1)
inc_damage *= 3
if(W.damtype != BRUTE)
inc_damage *= 0.3
health -= inc_damage
check_health()
..()
/obj/item/weapon/material/barbedwire/update_icon()
..()
if(anchored)
icon_state = "[initial(icon_state)]-out"
else
icon_state = "[initial(icon_state)]"
/obj/item/weapon/material/barbedwire/Crossed(atom/movable/AM as mob|obj)
if(AM.is_incorporeal())
return
if(anchored && isliving(AM))
var/mob/living/L = AM
if(L.m_intent == "run")
L.visible_message(
"<span class='danger'>[L] steps in \the [src].</span>",
"<span class='danger'>You step in \the [src]!</span>",
"<b>You hear a sharp rustling!</b>"
)
attack_mob(L)
update_icon()
..()
/obj/item/weapon/material/barbedwire/proc/shock(mob/user as mob, prb, var/target_zone = BP_TORSO)
if(!anchored || health == 0) // anchored/destroyed grilles are never connected
return 0
if(material.conductivity <= 0)
return 0
if(!prob(prb))
return 0
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
return 0
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(C.powernet)
var/datum/powernet/PN = C.powernet
if(PN)
PN.trigger_warning()
var/PN_damage = PN.get_electrocute_damage() * (material.conductivity / 50)
var/drained_energy = PN_damage * 10 / CELLRATE
PN.draw_power(drained_energy)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/affected = H.get_organ(check_zone(target_zone))
H.electrocute_act(PN_damage, src, H.get_siemens_coefficient_organ(affected))
else
if(isliving(user))
var/mob/living/L = user
L.electrocute_act(PN_damage, src, 0.8)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if(user.stunned)
return 1
else
return 0
return 0
/obj/item/weapon/material/barbedwire/proc/attack_mob(mob/living/L)
var/target_zone
if(L.lying)
target_zone = ran_zone()
else
target_zone = pick("l_foot", "r_foot", "l_leg", "r_leg")
//armour
var/blocked = L.run_armor_check(target_zone, "melee")
var/soaked = L.get_armor_soak(target_zone, "melee")
if(blocked >= 100)
return
if(soaked >= 30)
return
if(L.buckled) //wheelchairs, office chairs, rollerbeds
return
shock(L, 100, target_zone)
L.add_modifier(/datum/modifier/entangled, 3 SECONDS)
if(!L.apply_damage(force * (issilicon(L) ? 0.25 : 1), BRUTE, target_zone, blocked, soaked, src, sharp, edge))
return
playsound(src, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.species.siemens_coefficient<0.5) //Thick skin.
return
if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
return
if(H.species.flags & NO_MINOR_CUT)
return
to_chat(H, "<span class='danger'>You step directly on \the [src]!</span>")
var/list/check = list("l_foot", "r_foot")
while(check.len)
var/picked = pick(check)
var/obj/item/organ/external/affecting = H.get_organ(picked)
if(affecting)
if(affecting.robotic >= ORGAN_ROBOT)
return
if(affecting.take_damage(force, 0))
H.UpdateDamageIcon()
H.updatehealth()
if(affecting.organ_can_feel_pain())
H.Weaken(3)
return
check -= picked
if(material.is_brittle() && prob(material.hardness))
health = 0
else if(!prob(material.hardness))
health--
check_health()
return
/obj/item/weapon/material/barbedwire/plastic
name = "snare wire"
default_material = MAT_PLASTIC