/obj/item/assembly/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" item_state = "mousetrap" materials = list(MAT_METAL=100) attachable = TRUE var/armed = FALSE /obj/item/assembly/mousetrap/examine(mob/user) ..() to_chat(user, "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((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50)) to_chat(user, "Your hand slips, setting off the trigger!") pulse(FALSE) update_icon() playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3) /obj/item/assembly/mousetrap/update_icon() if(armed) icon_state = "mousetraparmed" else icon_state = "mousetrap" if(holder) holder.update_icon() /obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet") if(!armed) return var/obj/item/bodypart/affecting = null if(ishuman(target)) var/mob/living/carbon/human/H = target if(H.has_trait(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_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)) H.Paralyze(60) if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND) if(!H.gloves) affecting = H.get_bodypart(type) H.Stun(60) if(affecting) if(affecting.receive_damage(1, 0)) H.update_damage_overlays() else if(ismouse(target)) var/mob/living/simple_animal/mouse/M = target visible_message("SPLAT!") M.splat() playsound(src, 'sound/effects/snap.ogg', 50, TRUE) armed = FALSE update_icon() pulse(FALSE) /obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user) if(!armed) to_chat(user, "You arm [src].") else if((user.has_trait(TRAIT_DUMB) || user.has_trait(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("[user] accidentally sets off [src], breaking their fingers.", \ "You accidentally trigger [src]!") return to_chat(user, "You disarm [src].") armed = !armed update_icon() playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3) //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user) if(armed) if((user.has_trait(TRAIT_DUMB) || user.has_trait(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("[user] accidentally sets off [src], breaking their fingers.", \ "You accidentally trigger [src]!") return return ..() /obj/item/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj) 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) triggered(H) H.visible_message("[H] accidentally steps on [src].", \ "You accidentally step on [src]") else if(ismouse(MM)) triggered(MM) else if(AM.density) // For mousetrap grenades, set off by anything heavy triggered(AM) ..() /obj/item/assembly/mousetrap/on_found(mob/finder) if(armed) if(finder) finder.visible_message("[finder] accidentally sets off [src], breaking their fingers.", \ "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("[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("[src] is triggered by [AM].") triggered(null) /obj/item/assembly/mousetrap/armed icon_state = "mousetraparmed" armed = TRUE