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* Shows assemblies some love. * TRUE * More cleanup and fixes * feedback * does needful * true
143 lines
4.6 KiB
Plaintext
143 lines
4.6 KiB
Plaintext
/obj/item/assembly/mousetrap
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name = "mousetrap"
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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item_state = "mousetrap"
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materials = list(MAT_METAL=100)
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attachable = TRUE
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var/armed = FALSE
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/obj/item/assembly/mousetrap/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>The pressure plate is [armed?"primed":"safe"].</span>")
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/obj/item/assembly/mousetrap/activate()
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if(..())
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armed = !armed
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
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pulse(FALSE)
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update_icon()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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/obj/item/assembly/mousetrap/update_icon()
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if(armed)
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icon_state = "mousetraparmed"
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else
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icon_state = "mousetrap"
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if(holder)
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holder.update_icon()
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/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
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if(!armed)
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return
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.has_trait(TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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armed = FALSE
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update_icon()
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pulse(FALSE)
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return FALSE
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switch(type)
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if("feet")
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if(!H.shoes)
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affecting = H.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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H.Knockdown(60)
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if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
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if(!H.gloves)
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affecting = H.get_bodypart(type)
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H.Stun(60)
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if(affecting)
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if(affecting.receive_damage(1, 0))
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H.update_damage_overlays()
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else if(ismouse(target))
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var/mob/living/simple_animal/mouse/M = target
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visible_message("<span class='boldannounce'>SPLAT!</span>")
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M.splat()
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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armed = FALSE
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update_icon()
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pulse(FALSE)
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/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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to_chat(user, "<span class='notice'>You arm [src].</span>")
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else
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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to_chat(user, "<span class='notice'>You disarm [src].</span>")
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armed = !armed
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update_icon()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
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if(armed)
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if((user.has_trait(TRAIT_DUMB) || user.has_trait(TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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return
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return ..()
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/obj/item/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
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if(armed)
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if(ismob(AM))
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var/mob/MM = AM
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if(!(MM.movement_type & FLYING))
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == MOVE_INTENT_RUN)
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triggered(H)
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H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
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"<span class='warning'>You accidentally step on [src]</span>")
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else if(ismouse(MM))
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triggered(MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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triggered(AM)
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..()
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/obj/item/assembly/mousetrap/on_found(mob/finder)
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if(armed)
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if(finder)
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finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
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"<span class='warning'>You accidentally trigger [src]!</span>")
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triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
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return TRUE //end the search!
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else
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visible_message("<span class='warning'>[src] snaps shut!</span>")
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triggered(loc)
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return FALSE
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return FALSE
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/obj/item/assembly/mousetrap/hitby(A as mob|obj)
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if(!armed)
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return ..()
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visible_message("<span class='warning'>[src] is triggered by [A].</span>")
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triggered(null)
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = TRUE
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