Refactor get_ear_protection() and soundbang_act() to be less bs (#93472)

so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because:
1) it's relegated to carbon mobs
2) it means ear protection equipment actually has no effect when
`get_ear_protection` is called instead.
3) It's sent in more than one place in the code

So I replaced it with another signal, this one properly sent in
`get_ear_protection`, and therefore `soundbang_act` as well.

What's also lame is that the code for both `get_ear_protection` and
`soundbang_act` can be easily moved to the living type, and it wouldn't
make a huge impact aside causing simple mobs to be stunned very briefly
by flashbangs since they cannot be knocked down anyway. The less the
code is specific to a subtype, the easier it's to work with, the fewer
the paradigms etc.

Another lame thing is some of the code being kinda old. Also I wanted to
fix an issue with the shriek ling ability detailed in #93401. I wanted
to make the ability more consistent with how other sound-related
abilities work by making it use `soundbang_act`, but with an intensity
higher than any other feature so far, beside point-blank flashbangs
(holding on standing on one). I've also buffed the "ear protection"
offered by vacuums from 1 to 3, meaning nothing but point-blank
flashbangs will go through. Yes, this means shrieks are not good in a
vacuum because sound generally propagate in absence of molecules that
can transmit the vibration... at least IRL. The game's an approximation
anyway, but it's still inconsistent, like a fuckton of other things that
are even more outside of the scope of this PR. Well, at least it affects
simple/basic mobs too now.

## Why It's Good For The Game
This will fix #93401 and make some code less old and bad.

## Changelog

🆑
refactor: refactored code for ear/soundbang protection. Flashbangs and
other things can now affect simple/basic mobs as well, not just carbon
and occasionally silicons.
balance: Aliens are no longer impervious to soundbang_act. Still very
resistant to it due to their hardcoded ear protection
balance: How the resonant shriek changeling ability works is now
slightly more consistent with the ear/soundbang protection, meaning it
won't work well in a vacuum, but at least it works on simple mobs now.
fix: Everyone can now hear a changeling shriek, unless they're already
deafened or in a vacuum.
/🆑
This commit is contained in:
Ghom
2025-11-04 15:22:33 -05:00
committed by GitHub
parent daf8795027
commit 922bd0cb92
19 changed files with 165 additions and 140 deletions
+11 -11
View File
@@ -46,7 +46,7 @@
if(living_mob.stat == DEAD) //They're dead!
return
living_mob.show_message(span_warning("BANG"), MSG_AUDIBLE)
var/distance = max(0, get_dist(get_turf(src), turf))
var/distance = get_dist(get_turf(src), turf)
var/sweetspot_range = clamp(CEILING(flashbang_range/sweetspot_divider, 1), 0, flashbang_range)
//Flash
@@ -61,19 +61,19 @@
living_mob.dropItemToGround(living_mob.get_inactive_held_item())
//Bang
if(!distance || loc == living_mob || loc == living_mob.loc)
living_mob.soundbang_act(2, 20 SECONDS, 10, 15)
if(!distance)
living_mob.soundbang_act(SOUNDBANG_OVERWHELMING, 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)
living_mob.soundbang_act(SOUNDBANG_STRONG, 3 SECONDS, 5)
return
if(distance <= sweetspot_range)
living_mob.soundbang_act(1, max(200 / max(1, distance), 60), rand(0, 5))
living_mob.soundbang_act(SOUNDBANG_NORMAL, max(20 SECONDS / max(1, distance), 60), rand(0, 5))
return
if(!living_mob.soundbang_act(1, 0, rand(0, 2)))
if(!living_mob.soundbang_act(SOUNDBANG_NORMAL, 0, rand(0, 2)))
return
living_mob.adjust_staggered_up_to(max(200/max(1, distance), 5), 10 SECONDS)
@@ -133,17 +133,17 @@
if(living_mob.stat == DEAD) //They're dead!
return
living_mob.show_message(span_warning("POP"), MSG_AUDIBLE)
var/distance = max(0, get_dist(get_turf(src), turf))
var/distance = get_dist(get_turf(src), turf)
//Flash
if(living_mob.flash_act(affect_silicon = 1))
living_mob.Paralyze(max(10/max(1, distance), 5))
living_mob.Knockdown(max(100/max(1, distance), 60))
//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)
if(!distance)
living_mob.Paralyze(2 SECONDS)
living_mob.Knockdown(20 SECONDS)
living_mob.soundbang_act(SOUNDBANG_NORMAL, 200, 10, 15)
if(living_mob.apply_damages(brute = 10, burn = 10))
to_chat(living_mob, span_userdanger("The blast from \the [src] bruises and burns you!"))
+19 -27
View File
@@ -32,46 +32,38 @@
/obj/item/grenade/hypnotic/proc/bang(turf/turf, mob/living/living_mob)
if(living_mob.stat == DEAD) //They're dead!
return
var/distance = max(0, get_dist(get_turf(src), turf))
var/distance = get_dist(get_turf(src), turf)
//Bang
var/hypno_sound = FALSE
//Hearing protection check
if(iscarbon(living_mob))
var/mob/living/carbon/target = living_mob
var/list/reflist = list(1)
SEND_SIGNAL(target, COMSIG_CARBON_SOUNDBANG, reflist)
var/intensity = reflist[1]
var/ear_safety = target.get_ear_protection()
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
hypno_sound = TRUE
if(living_mob.get_ear_protection() < 0)
hypno_sound = TRUE
if(!distance || loc == living_mob || loc == living_mob.loc)
living_mob.Paralyze(10)
living_mob.Knockdown(100)
if(!distance)
living_mob.Paralyze(1 SECONDS)
living_mob.Knockdown(10 SECONDS)
to_chat(living_mob, span_hypnophrase("The sound echoes in your brain..."))
living_mob.adjust_hallucinations(150 SECONDS)
else
if(distance <= 1)
living_mob.Paralyze(5)
living_mob.Knockdown(30)
living_mob.Paralyze(0.5 SECONDS)
living_mob.Knockdown(3 SECONDS)
if(hypno_sound)
to_chat(living_mob, span_hypnophrase("The sound echoes in your brain..."))
living_mob.adjust_hallucinations(150 SECONDS)
//Flash
if(living_mob.flash_act(affect_silicon = 1))
living_mob.Paralyze(max(10/max(1, distance), 5))
living_mob.Knockdown(max(100/max(1, distance), 40))
if(iscarbon(living_mob))
var/mob/living/carbon/target = living_mob
if(target.hypnosis_vulnerable()) //The sound causes the necessary conditions unless the target has mindshield or hearing protection
target.apply_status_effect(/datum/status_effect/trance, 100, TRUE)
else
to_chat(target, span_hypnophrase("The light is so pretty..."))
target.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
target.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
target.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
if(!living_mob.flash_act(affect_silicon = TRUE))
return
living_mob.Paralyze(max(1 SECONDS / (distance || 1), 0.5 SECONDS))
living_mob.Knockdown(max(10 SECONDS / (distance || 1), 4 SECONDS))
if(living_mob.hypnosis_vulnerable()) //The sound causes the necessary conditions unless the target has mindshield or hearing protection
living_mob.apply_status_effect(/datum/status_effect/trance, 10 SECONDS, TRUE)
return
to_chat(living_mob, span_hypnophrase("The light is so pretty..."))
living_mob.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
living_mob.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
living_mob.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
+13 -11
View File
@@ -373,7 +373,7 @@
span_danger("The siren pierces your hearing!"),
)
for(var/mob/living/carbon/carbon in get_hearers_in_view(9, user))
if(carbon.get_ear_protection())
if(carbon.get_ear_protection() > 0)
continue
carbon.adjust_confusion(6 SECONDS)
@@ -386,18 +386,20 @@
to_chat(robot_user.connected_ai, "<br>[span_notice("NOTICE - Peacekeeping 'HARM ALARM' used by: [user]")]<br>")
else
user.audible_message("<font color='red' size='7'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</font>")
for(var/mob/living/carbon/carbon in get_hearers_in_view(9, user))
var/bang_effect = carbon.soundbang_act(2, 0, 0, 5)
for(var/mob/living/living in get_hearers_in_view(9, user))
var/bang_effect = living.soundbang_act(SOUNDBANG_STRONG, 0, 0, 5)
switch(bang_effect)
if(0)
continue
if(1)
carbon.adjust_confusion(5 SECONDS)
carbon.adjust_stutter(20 SECONDS)
carbon.adjust_jitter(20 SECONDS)
if(2)
carbon.Paralyze(40)
carbon.adjust_confusion(10 SECONDS)
carbon.adjust_stutter(30 SECONDS)
carbon.adjust_jitter(50 SECONDS)
living.adjust_confusion(5 SECONDS)
living.adjust_stutter(20 SECONDS)
living.adjust_jitter(20 SECONDS)
else
living.Paralyze(4 SECONDS)
living.adjust_confusion(10 SECONDS)
living.adjust_stutter(30 SECONDS)
living.adjust_jitter(50 SECONDS)
playsound(get_turf(src), 'sound/machines/warning-buzzer.ogg', 130, 3)
COOLDOWN_START(src, alarm_cooldown, HARM_ALARM_NO_SAFETY_COOLDOWN)
user.log_message("used an emagged Cyborg Harm Alarm", LOG_ATTACK)