/obj/item/device/assembly/mousetrap name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" materials = list(MAT_METAL=100) origin_tech = "combat=1;materials=2;engineering=1" attachable = 1 var/armed = 0 /obj/item/device/assembly/mousetrap/examine(mob/user) ..() if(armed) user << "The mousetrap is armed!" else user << "The mousetrap is not armed." /obj/item/device/assembly/mousetrap/activate() if(..()) armed = !armed if(!armed) if(ishuman(usr)) var/mob/living/carbon/human/user = usr if((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY && prob(50)) user << "Your hand slips, setting off the trigger!" pulse(0) update_icon() if(usr) playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) /obj/item/device/assembly/mousetrap/describe() return "The pressure switch is [armed?"primed":"safe"]." /obj/item/device/assembly/mousetrap/update_icon() if(armed) icon_state = "mousetraparmed" else icon_state = "mousetrap" if(holder) holder.update_icon() /obj/item/device/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(PIERCEIMMUNE in H.dna.species.species_traits) playsound(src.loc, 'sound/effects/snap.ogg', 50, 1) armed = 0 update_icon() pulse(0) return 0 switch(type) if("feet") if(!H.shoes) affecting = H.get_bodypart(pick("l_leg", "r_leg")) H.Weaken(3) if("l_hand", "r_hand") if(!H.gloves) affecting = H.get_bodypart(type) H.Stun(3) 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.loc, 'sound/effects/snap.ogg', 50, 1) armed = 0 update_icon() pulse(0) /obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user) if(!armed) user << "You arm [src]." else if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50)) var/which_hand = "l_hand" if(!(user.active_hand_index % 2)) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking their fingers.", \ "You accidentally trigger [src]!") return user << "You disarm [src]." armed = !armed update_icon() playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3) /obj/item/device/assembly/mousetrap/attack_hand(mob/living/carbon/human/user) if(armed) if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50)) var/which_hand = "l_hand" if(!(user.active_hand_index % 2)) which_hand = "r_hand" triggered(user, which_hand) user.visible_message("[user] accidentally sets off [src], breaking their fingers.", \ "You accidentally trigger [src]!") return ..() /obj/item/device/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/device/assembly/mousetrap/on_found(mob/finder) if(armed) finder.visible_message("[finder] accidentally sets off [src], breaking their fingers.", \ "You accidentally trigger [src]!") triggered(finder, (finder.active_hand_index % 2 == 0) ? "r_hand" : "l_hand") return 1 //end the search! return 0 /obj/item/device/assembly/mousetrap/hitby(A as mob|obj) if(!armed) return ..() visible_message("[src] is triggered by [A].") triggered(null) /obj/item/device/assembly/mousetrap/armed icon_state = "mousetraparmed" armed = 1