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Aurora.3/code/game/objects/items/devices/flash.dm
Lohikar c80d893e71 Misc Synthetic Code Cleanup & Minor Tweaks (#3307)
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.

changes:

Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
2017-08-29 23:21:29 +03:00

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/obj/item/device/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
item_state = "flashtool"
throwforce = 5
w_class = 2
throw_speed = 4
throw_range = 10
flags = CONDUCT
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
/obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>\The [src] slips out of your hand.</span>"
user.drop_item()
return 0
return 1
/obj/item/device/flash/proc/flash_recharge()
//capacitor recharges over time
for(var/i=0, i<3, i++)
if(last_used+600 > world.time)
break
last_used += 600
times_used -= 2
last_used = world.time
times_used = max(0,round(times_used)) //sanity
//attack_as_weapon
/obj/item/device/flash/attack(mob/living/M, mob/living/user, var/target_zone)
if(!user || !M) return //sanity
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(M))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
if(!clown_check(user)) return
if(broken)
user << "<span class='warning'>\The [src] is broken.</span>"
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
switch(times_used)
if(0 to 5)
last_used = world.time
if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user << "<span class='warning'>*click* *click*</span>"
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
if(iscarbon(M))
if (M.is_diona())
var/mob/living/carbon/C = M
var/datum/dionastats/DS = C.get_dionastats()
DS.stored_energy += 10
flick("e_flash", M.flash)
M.Weaken(5)
M.eye_blind = 5
return
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(10)
flick("e_flash", M.flash)
//Vaurca damage 15/01/16
var/mob/living/carbon/human/H = M
if(isvaurca(H))
var/obj/item/organ/eyes/E = H.get_eyes()
if(!E)
return
usr << span("alert", "Your eyes burn with the intense light of the flash!.")
E.damage += rand(10, 11)
if(E.damage > 12)
M.eye_blurry += rand(3,6)
if (E.damage >= E.min_broken_damage)
M.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
M.eye_blind = 5
M.eye_blurry = 5
M.disabilities |= NEARSIGHTED
addtimer(CALLBACK(M, /mob/.proc/reset_nearsighted), 100)
/* if(ishuman(M) && ishuman(user) && M.stat!=DEAD) //why is this even a thing
if(user.mind && user.mind in revs.current_antagonists)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
M.mind_initialize() //give them a mind datum if they don't have one.
if(M.mind.has_been_rev)
revsafe = 2
if(!revsafe)
M.mind.has_been_rev = 1
revs.add_antagonist(M.mind)
else if(revsafe == 1)
user << "<span class='warning'>Something seems to be blocking the flash!</span>"
else
user << "<span class='warning'>This mind seems resistant to the flash!</span>" */
else
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
else
flashfail = 1
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!flashfail)
flick("flash2", src)
if(!issilicon(M))
user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
return
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(broken)
user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
switch(times_used)
if(0 to 5)
if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user.show_message("<span class='warning'>*click* *click*</span>", 2)
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("flash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
for(var/mob/living/carbon/M in oviewers(3, null))
if(prob(50))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
var/safety = M.eyecheck()
if(safety < FLASH_PROTECTION_MODERATE)
if(!M.blinded)
flick("flash", M.flash)
return
/obj/item/device/flash/emp_act(severity)
if(broken) return
flash_recharge()
switch(times_used)
if(0 to 5)
if(prob(2*times_used))
broken = 1
icon_state = "flashburnt"
return
times_used++
if(istype(loc, /mob/living/carbon))
var/mob/living/carbon/M = loc
var/safety = M.eyecheck()
if(safety < FLASH_PROTECTION_MODERATE)
M.Weaken(10)
flick("e_flash", M.flash)
for(var/mob/O in viewers(M, null))
O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
..()
/obj/item/device/flash/synthetic
name = "synthetic flash"
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
//attack_as_weapon
/obj/item/device/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
..()
if(!broken)
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"