/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