From 77375b66eb29e9dd650c38dfe2a79c4bfda17cae Mon Sep 17 00:00:00 2001 From: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Thu, 14 Aug 2025 22:33:08 +1000 Subject: [PATCH] The effects of flashbangs become less severe the further away you are from the flashbang when it detonates. (#92294) ## About The Pull Request flashbang agony zone In this handy chart, you can now see the impact of the flashbang based on location. **Dead Center:** While our Powergaming RD for Testing Pruposes is immune to this, being on this tile when the flashbang goes off still hard stuns you for a really long time even if you have ear protection. The bang doesn't do anything in a vacuum. **Pointblank:** This works as it does live, going through protections. Though the bang doesn't work in a vacuum. **Sweetspot:** This works as it does live, stunning and knocking you down, but not if you're protected from the flash and the bang. This is currently set to 3 tiles. **Stagger Zone:** If you're vulnerable to the bang, you are staggered and drop your items, rather than stunned and knocked down. If you're vulnerable to the flash, you are dizzied and drop your items, rather than stunned and knocked down. **Safe Zone:** Basically this is outside of the flashbang's effective range. The effective range is the same as live (7 tiles). ## Why It's Good For The Game Flashbangs are a pretty easy room wide attack that acts as a one of our more extreme gear checks. You either are entirely safe from this, or you probably are going to eat shit to something just tossed into your line of sight. Either you need to be able to disappear from the room immediately, or the flashbang gets you. Without nullifying the room attacking effect too severely, as well as the mass disarming capabilities of the flashbang, this at least helps provide some ways to counteract flashbangs without absolutely needing to have the protections. You can play around the stagger and dizziness more easily than you can the stuns. The vacuum stuff is mostly because being hit by a flashbang's bang in a vacuum is a bit absurd. The flash still works, however. ## Changelog :cl: balance: The effects of flashbangs become less severe the further away you are from the flashbang. balance: The bang effect of flashbangs cannot affect you in a vacuum. The flash still functions in a vacuum. /:cl: --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> --- code/game/objects/items/grenades/flashbang.dm | 51 +++++++++++++++---- .../mob/living/carbon/carbon_defense.dm | 39 +++++++------- 2 files changed, 60 insertions(+), 30 deletions(-) diff --git a/code/game/objects/items/grenades/flashbang.dm b/code/game/objects/items/grenades/flashbang.dm index 2bc9401c774..41d370d7bdd 100644 --- a/code/game/objects/items/grenades/flashbang.dm +++ b/code/game/objects/items/grenades/flashbang.dm @@ -5,7 +5,12 @@ lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' possible_fuse_time = list("3", "4", "5") - var/flashbang_range = 7 //how many tiles away the mob will be stunned. + //how many tiles away the mob will be affected by the flashbang. + var/flashbang_range = 7 + //The devision for the sweetspot culations. if set to 1, the sweetspot is ostensibly the flashbang range. + var/sweetspot_divider = 3 + //The light emitted by this flashbang to indicate the sweetspot. + var/flashbang_light = LIGHT_COLOR_INTENSE_RED /obj/item/grenade/flashbang/apply_grenade_fantasy_bonuses(quality) flashbang_range = modify_fantasy_variable("flashbang_range", flashbang_range, quality) @@ -13,6 +18,14 @@ /obj/item/grenade/flashbang/remove_grenade_fantasy_bonuses(quality) flashbang_range = reset_fantasy_variable("flashbang_range", flashbang_range) +/obj/item/grenade/flashbang/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60) + . = ..() + if(!.) + return + + var/sweetspot_range = clamp(CEILING(flashbang_range/sweetspot_divider, 1), 0, flashbang_range) + set_light(sweetspot_range, sweetspot_range, flashbang_light) + /obj/item/grenade/flashbang/detonate(mob/living/lanced_by) . = ..() if(!.) @@ -34,22 +47,38 @@ return living_mob.show_message(span_warning("BANG"), MSG_AUDIBLE) var/distance = max(0, get_dist(get_turf(src), turf)) + var/sweetspot_range = clamp(CEILING(flashbang_range/sweetspot_divider, 1), 0, flashbang_range) //Flash - if(living_mob.flash_act(affect_silicon = 1)) - living_mob.Paralyze(max(20/max(1, distance), 5)) - living_mob.Knockdown(max(200/max(1, distance), 60)) + var/attempt_flash = living_mob.flash_act(affect_silicon = 1) + if(attempt_flash == FLASH_COMPLETED) + if(distance <= sweetspot_range || issilicon(living_mob)) + living_mob.Paralyze(max(20/max(1, distance), 5)) + living_mob.Knockdown(max(200/max(1, distance), 60)) + else + living_mob.adjust_dizzy_up_to(max(200/max(1, distance), 5), 20 SECONDS) + living_mob.dropItemToGround(living_mob.get_active_held_item()) + living_mob.dropItemToGround(living_mob.get_inactive_held_item()) //Bang if(!distance || loc == living_mob || loc == living_mob.loc) - living_mob.Paralyze(20) - living_mob.Knockdown(200) - living_mob.soundbang_act(1, 200, 10, 15) - else - if(distance <= 1) // Adds more stun as to not prime n' pull (#45381) - living_mob.Paralyze(5) - living_mob.Knockdown(30) + living_mob.soundbang_act(2, 20 SECONDS, 10, 15) + return + + if(distance <= 1) // Adds more stun as to not prime n' pull (#45381) + living_mob.soundbang_act(2, 3 SECONDS, 5) + return + + if(distance <= sweetspot_range) living_mob.soundbang_act(1, max(200 / max(1, distance), 60), rand(0, 5)) + return + + if(!living_mob.soundbang_act(1, 0, rand(0, 2))) + return + + living_mob.adjust_staggered_up_to(max(200/max(1, distance), 5), 10 SECONDS) + living_mob.dropItemToGround(living_mob.get_active_held_item()) + living_mob.dropItemToGround(living_mob.get_inactive_held_item()) /obj/item/grenade/stingbang name = "stingbang" diff --git a/code/modules/mob/living/carbon/carbon_defense.dm b/code/modules/mob/living/carbon/carbon_defense.dm index 1a3629883b2..6efffa7824f 100644 --- a/code/modules/mob/living/carbon/carbon_defense.dm +++ b/code/modules/mob/living/carbon/carbon_defense.dm @@ -508,28 +508,29 @@ var/ear_safety = get_ear_protection() var/obj/item/organ/ears/ears = get_organ_slot(ORGAN_SLOT_EARS) var/effect_amount = intensity - ear_safety - if(effect_amount > 0) - if(stun_pwr) - Paralyze((stun_pwr*effect_amount)*0.1) - Knockdown(stun_pwr*effect_amount) + if(effect_amount <= 0) + return FALSE - if(ears && (deafen_pwr || damage_pwr)) - var/ear_damage = damage_pwr * effect_amount - var/deaf = deafen_pwr * effect_amount - ears.adjustEarDamage(ear_damage,deaf) + if(stun_pwr) + Paralyze((stun_pwr*effect_amount)*0.1) + Knockdown(stun_pwr*effect_amount) - if(ears.damage >= 15) - to_chat(src, span_warning("Your ears start to ring badly!")) - if(prob(ears.damage - 5)) - to_chat(src, span_userdanger("You can't hear anything!")) - // Makes you deaf, enough that you need a proper source of healing, it won't self heal - // you need earmuffs, inacusiate, or replacement - ears.set_organ_damage(ears.maxHealth) - else if(ears.damage >= 5) - to_chat(src, span_warning("Your ears start to ring!")) - SEND_SOUND(src, sound('sound/items/weapons/flash_ring.ogg',0,1,0,250)) - return effect_amount //how soundbanged we are + if(ears && (deafen_pwr || damage_pwr)) + var/ear_damage = damage_pwr * effect_amount + var/deaf = deafen_pwr * effect_amount + ears.adjustEarDamage(ear_damage,deaf) + . = effect_amount //how soundbanged we are + SEND_SOUND(src, sound('sound/items/weapons/flash_ring.ogg',0,1,0,250)) + + if(ears.damage < 5) + return + if(ears.damage >= 15 && prob(ears.damage - 5)) + to_chat(src, span_userdanger("You can't hear anything!")) + // Makes you deaf, enough that you need a proper source of healing, it won't self heal + // you need earmuffs, inacusiate, or replacement + ears.set_organ_damage(ears.maxHealth) + to_chat(src, span_warning("Your ears start to ring[ears.damage >= 15 ? " badly!":"!"]")) /mob/living/carbon/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone) if(damage_type != BRUTE && damage_type != BURN)