#define CONFUSION_STACK_MAX_MULTIPLIER 2 /// No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view. #define DEVIATION_NONE 0 /// Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes. #define DEVIATION_PARTIAL 1 /// Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all. #define DEVIATION_FULL 2 /obj/item/assembly/flash name = "flash" desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production." icon_state = "flash" inhand_icon_state = "flashtool" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' throwforce = 0 w_class = WEIGHT_CLASS_TINY custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300) light_system = MOVABLE_LIGHT //Used as a flash here. light_range = FLASH_LIGHT_RANGE light_color = COLOR_WHITE light_power = FLASH_LIGHT_POWER light_on = FALSE var/flashing_overlay = "flash-f" var/times_used = 0 //Number of times it's been used. var/burnt_out = FALSE //Is the flash burnt out? var/burnout_resistance = 0 var/last_used = 0 //last world.time it was used. var/cooldown = 0 var/last_trigger = 0 //Last time it was successfully triggered. /obj/item/assembly/flash/suicide_act(mob/living/user) if(burnt_out) user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!") return SHAME else if(user.is_blind()) user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!") return SHAME user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!") attack(user,user) return FIRELOSS /obj/item/assembly/flash/update_icon(flash = FALSE) cut_overlays() attached_overlays = list() if(burnt_out) add_overlay("flashburnt") attached_overlays += "flashburnt" if(flash) add_overlay(flashing_overlay) attached_overlays += flashing_overlay addtimer(CALLBACK(src, /atom/.proc/update_icon), 5) if(holder) holder.update_icon() /obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user) if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) flash_carbon(user, user, 15, 0) return FALSE return TRUE /obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something. if(!burnt_out) burnt_out = TRUE update_icon() if(ismob(loc)) var/mob/M = loc M.visible_message("[src] burns out!","[src] burns out!") else var/turf/T = get_turf(src) T.visible_message("[src] burns out!") /obj/item/assembly/flash/proc/flash_recharge(interval = 10) var/deciseconds_passed = world.time - last_used for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval times_used-- last_used = world.time times_used = max(0, times_used) //sanity if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out burn_out() return FALSE return TRUE //BYPASS CHECKS ALSO PREVENTS BURNOUT! /obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user) if(!bypass_checks && !try_use_flash()) return FALSE var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE) if(user) targets -= user for(var/mob/living/carbon/C in targets) flash_carbon(C, user, power, targeted, TRUE) return TRUE /obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE) if(!target_loc) target_loc = loc if(override_vision_checks) return get_hearers_in_view(range, get_turf(target_loc)) if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc))) return viewers(range, get_turf(target_loc)) else return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living) /obj/item/assembly/flash/proc/try_use_flash(mob/user = null) if(burnt_out || (world.time < last_trigger + cooldown)) return FALSE last_trigger = world.time playsound(src, 'sound/weapons/flash.ogg', 100, TRUE) set_light_on(TRUE) addtimer(CALLBACK(src, .proc/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE) times_used++ flash_recharge() update_icon(TRUE) if(user && !clown_check(user)) return FALSE return TRUE /obj/item/assembly/flash/proc/flash_end() set_light_on(FALSE) /** * Handles actual flashing part of the attack * * This proc is awful in every sense of the way, someone should definately refactor this whole code. * Arguments: * * M - Victim * * user - Attacker * * power - handles the amount of confusion it gives you * * targeted - determines if it was aoe or targeted * * generic_message - checks if it should display default message. */ /obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE) if(!istype(M)) return if(user) log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src) else //caused by emp/remote signal M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK) if(generic_message && M != user) to_chat(M, "[src] emits a blinding light!") var/deviation = calculate_deviation(M, user ? user : src) var/datum/antagonist/rev/head/converter = user?.mind?.has_antag_datum(/datum/antagonist/rev/head) //If you face away from someone they shouldnt notice any effects. if(deviation == DEVIATION_FULL && !converter) return if(targeted) if(M.flash_act(1, 1)) if(M.get_confusion() < power) var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion() M.add_confusion(min(power, diff)) // Special check for if we're a revhead. Special cases to attempt conversion. if(converter) // Did we try to flash them from behind? if(deviation == DEVIATION_FULL) // Headrevs can use a tacticool leaning technique so that they don't have to worry about facing for their conversions. to_chat(user, "You use the tacticool tier, lean over the shoulder technique to blind [M] with a flash!") deviation = DEVIATION_PARTIAL // Convert them. Terribly. terrible_conversion_proc(M, user) visible_message("[user] blinds [M] with the flash!","[user] blinds you with the flash!") //easy way to make sure that you can only long stun someone who is facing in your direction M.adjustStaminaLoss(rand(80,120)*(1-(deviation*0.5))) M.Paralyze(rand(25,50)*(1-(deviation*0.5))) else if(user) visible_message("[user] fails to blind [M] with the flash!","[user] fails to blind you with the flash!") else to_chat(M, "[src] fails to blind you!") else if(M.flash_act()) var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion() M.add_confusion(min(power, diff)) /** * Handles the directionality of the attack * * Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother. * Arguments: * * victim - Victim * * attacker - Attacker */ /obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker) // Tactical combat emote-spinning should not counter intended gameplay mechanics. // This trumps same-loc checks to discourage floor spinning in general to counter flashes. // In short, combat spinning is silly and you should feel silly for doing it. if(victim.flags_1 & IS_SPINNING_1) return DEVIATION_NONE if(HAS_TRAIT(victim, TRAIT_FLASH_SENSITIVE)) //Basically if you have Flypeople eyes return DEVIATION_NONE // Are they on the same tile? We'll return partial deviation. This may be someone flashing while lying down // or flashing someone they're stood on the same turf as, or a borg flashing someone buckled to them. if(victim.loc == attacker.loc) return DEVIATION_PARTIAL // If the victim was looking at the attacker, this is the direction they'd have to be facing. var/victim_to_attacker = get_dir(victim, attacker) // The victim's dir is necessarily a cardinal value. var/victim_dir = victim.dir // - - - // - V - Victim facing south // # # # // Attacker within 45 degrees of where the victim is facing. if(victim_dir & victim_to_attacker) return DEVIATION_NONE // # # # // - V - Victim facing south // - - - // Attacker at 135 or more degrees of where the victim is facing. if(victim_dir & REVERSE_DIR(victim_to_attacker)) return DEVIATION_FULL // - - - // # V # Victim facing south // - - - // Attacker lateral to the victim. return DEVIATION_PARTIAL /obj/item/assembly/flash/attack(mob/living/M, mob/user) if(!try_use_flash(user)) return FALSE if(iscarbon(M)) flash_carbon(M, user, 5, 1) return TRUE else if(issilicon(M)) var/mob/living/silicon/robot/R = M log_combat(user, R, "flashed", src) update_icon(1) R.Paralyze(rand(80,120)) var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion() R.add_confusion(min(5, diff)) R.flash_act(affect_silicon = 1) user.visible_message("[user] overloads [R]'s sensors with the flash!", "You overload [R]'s sensors with the flash!") return TRUE user.visible_message("[user] fails to blind [M] with the flash!", "You fail to blind [M] with the flash!") /obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0) if(holder) return FALSE if(!AOE_flash(FALSE, 3, 5, FALSE, user)) return FALSE to_chat(user, "[src] emits a blinding light!") /obj/item/assembly/flash/emp_act(severity) . = ..() if(. & EMP_PROTECT_SELF) return if(!try_use_flash()) return AOE_flash() burn_out() /obj/item/assembly/flash/activate()//AOE flash on signal received if(!..()) return AOE_flash() /** * Converts the victim to revs * * Arguments: * * victim - Victim * * aggressor - Attacker */ /obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor) if(!istype(victim) || victim.stat == DEAD) return if(!aggressor.mind) return if(!victim.client) to_chat(aggressor, "This mind is so vacant that it is not susceptible to influence!") return if(victim.stat != CONSCIOUS) to_chat(aggressor, "They must be conscious before you can convert [victim.p_them()]!") return //If this proc fires the mob must be a revhead var/datum/antagonist/rev/head/converter = aggressor.mind.has_antag_datum(/datum/antagonist/rev/head) if(converter.add_revolutionary(victim.mind)) if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS]) victim.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.") times_used -- //Flashes less likely to burn out for headrevs when used for conversion else to_chat(aggressor, "This mind seems resistant to the flash!") /obj/item/assembly/flash/cyborg /obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/assembly/flash/cyborg/attack_self(mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params) return /obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I) return /obj/item/assembly/flash/memorizer name = "memorizer" desc = "If you see this, you're not likely to remember it any time soon." icon = 'icons/obj/device.dmi' icon_state = "memorizer" inhand_icon_state = "nullrod" /obj/item/assembly/flash/handheld //this is now the regular pocket flashes /obj/item/assembly/flash/armimplant name = "photon projector" desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out." var/flashcd = 20 var/overheat = 0 var/obj/item/organ/cyberimp/arm/flash/I = null /obj/item/assembly/flash/armimplant/burn_out() if(I?.owner) to_chat(I.owner, "Your photon projector implant overheats and deactivates!") I.Retract() overheat = TRUE addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2) /obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null) if(overheat) if(I?.owner) to_chat(I.owner, "Your photon projector is running too hot to be used again so quickly!") return FALSE overheat = TRUE addtimer(CALLBACK(src, .proc/cooldown), flashcd) playsound(src, 'sound/weapons/flash.ogg', 100, TRUE) update_icon(1) return TRUE /obj/item/assembly/flash/armimplant/proc/cooldown() overheat = FALSE /obj/item/assembly/flash/hypnotic desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance." flashing_overlay = "flash-hypno" light_color = LIGHT_COLOR_PINK cooldown = 20 /obj/item/assembly/flash/hypnotic/burn_out() return /obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE) if(!istype(M)) return if(user) log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src) else //caused by emp/remote signal M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK) if(generic_message && M != user) to_chat(M, "[src] emits a soothing light...") if(targeted) if(M.flash_act(1, 1)) var/hypnosis = FALSE if(M.hypnosis_vulnerable()) hypnosis = TRUE if(user) user.visible_message("[user] blinds [M] with the flash!", "You hypno-flash [M]!") if(!hypnosis) to_chat(M, "The light makes you feel oddly relaxed...") M.add_confusion(min(M.get_confusion() + 10, 20)) M.dizziness += min(M.dizziness + 10, 20) M.drowsyness += min(M.drowsyness + 10, 20) M.apply_status_effect(STATUS_EFFECT_PACIFY, 100) else M.apply_status_effect(/datum/status_effect/trance, 200, TRUE) else if(user) user.visible_message("[user] fails to blind [M] with the flash!", "You fail to hypno-flash [M]!") else to_chat(M, "[src] fails to blind you!") else if(M.flash_act()) to_chat(M, "Such a pretty light...") M.add_confusion(min(M.get_confusion() + 4, 20)) M.dizziness += min(M.dizziness + 4, 20) M.drowsyness += min(M.drowsyness + 4, 20) M.apply_status_effect(STATUS_EFFECT_PACIFY, 40) #undef CONFUSION_STACK_MAX_MULTIPLIER #undef DEVIATION_NONE #undef DEVIATION_PARTIAL #undef DEVIATION_FULL