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Yogstation/code/game/objects/structures/traps.dm
2017-07-10 10:31:34 -04:00

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/obj/structure/trap
name = "IT'S A TRAP"
desc = "stepping on me is a guaranteed bad day"
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "trap"
density = FALSE
anchored = TRUE
alpha = 30 //initially quite hidden when not "recharging"
var/last_trigger = 0
var/time_between_triggers = 600 //takes a minute to recharge
var/charges = INFINITY
var/list/static/ignore_typecache
var/list/mob/immune_minds = list()
var/datum/effect_system/spark_spread/spark_system
/obj/structure/trap/Initialize(mapload)
..()
spark_system = new
spark_system.set_up(4,1,src)
spark_system.attach(src)
if(!ignore_typecache)
ignore_typecache = typecacheof(list(
/obj/effect,
/mob/dead))
/obj/structure/trap/Destroy()
qdel(spark_system)
spark_system = null
. = ..()
/obj/structure/trap/examine(mob/user)
. = ..()
if(!isliving(user))
return
if(user.mind && user.mind in immune_minds)
return
if(get_dist(user, src) <= 1)
to_chat(user, "<span class='notice'>You reveal [src]!</span>")
flare()
/obj/structure/trap/proc/flare()
// Makes the trap visible, and starts the cooldown until it's
// able to be triggered again.
visible_message("<span class='warning'>[src] flares brightly!</span>")
spark_system.start()
alpha = 200
last_trigger = world.time
charges--
if(charges <= 0)
animate(src, alpha = 0, time = 10)
QDEL_IN(src, 10)
else
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/trap/Crossed(atom/movable/AM)
if(last_trigger + time_between_triggers > world.time)
return
// Don't want the traps triggered by sparks, ghosts or projectiles.
if(is_type_in_typecache(AM, ignore_typecache))
return
if(ismob(AM))
var/mob/M = AM
if(M.mind in immune_minds)
return
if(charges <= 0)
return
flare()
if(isliving(AM))
trap_effect(AM)
/obj/structure/trap/proc/trap_effect(mob/living/L)
return
/obj/structure/trap/stun
name = "shock trap"
desc = "A trap that will shock and render you immobile. You'd better avoid it."
icon_state = "trap-shock"
/obj/structure/trap/stun/trap_effect(mob/living/L)
L.electrocute_act(30, src, safety=1) // electrocute act does a message.
L.Knockdown(100)
/obj/structure/trap/fire
name = "flame trap"
desc = "A trap that will set you ablaze. You'd better avoid it."
icon_state = "trap-fire"
/obj/structure/trap/fire/trap_effect(mob/living/L)
to_chat(L, "<span class='danger'><B>Spontaneous combustion!</B></span>")
L.Knockdown(20)
/obj/structure/trap/fire/flare()
..()
new /obj/effect/hotspot(get_turf(src))
/obj/structure/trap/chill
name = "frost trap"
desc = "A trap that will chill you to the bone. You'd better avoid it."
icon_state = "trap-frost"
/obj/structure/trap/chill/trap_effect(mob/living/L)
to_chat(L, "<span class='danger'><B>You're frozen solid!</B></span>")
L.Knockdown(20)
L.bodytemperature -= 300
L.apply_status_effect(/datum/status_effect/freon)
/obj/structure/trap/damage
name = "earth trap"
desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
icon_state = "trap-earth"
/obj/structure/trap/damage/trap_effect(mob/living/L)
to_chat(L, "<span class='danger'><B>The ground quakes beneath your feet!</B></span>")
L.Knockdown(100)
L.adjustBruteLoss(35)
/obj/structure/trap/damage/flare()
..()
var/obj/structure/flora/rock/giant_rock = new(get_turf(src))
QDEL_IN(giant_rock, 200)
/obj/structure/trap/ward
name = "divine ward"
desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
icon_state = "ward"
density = TRUE
time_between_triggers = 1200 //Exists for 2 minutes
/obj/structure/trap/ward/New()
..()
QDEL_IN(src, time_between_triggers)