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Ghom 922bd0cb92 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.
/🆑
2025-11-04 15:22:33 -05:00

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/obj/item/grenade/hypnotic
name = "flashbang"
desc = "A modified flashbang which uses hypnotic flashes and mind-altering soundwaves to induce an instant trance upon detonation."
icon_state = "flashbang"
inhand_icon_state = "flashbang"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
var/flashbang_range = 7
/obj/item/grenade/hypnotic/apply_grenade_fantasy_bonuses(quality)
flashbang_range = modify_fantasy_variable("flashbang_range", flashbang_range, quality)
/obj/item/grenade/hypnotic/remove_grenade_fantasy_bonuses(quality)
flashbang_range = reset_fantasy_variable("flashbang_range", flashbang_range)
/obj/item/grenade/hypnotic/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
update_mob()
var/flashbang_turf = get_turf(src)
if(!flashbang_turf)
return
do_sparks(rand(5, 9), FALSE, src)
playsound(flashbang_turf, 'sound/effects/screech.ogg', 100, TRUE, 8, 0.9)
new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 4, LIGHT_COLOR_PURPLE, 2)
for(var/mob/living/living_mob in get_hearers_in_view(flashbang_range, flashbang_turf))
bang(get_turf(living_mob), living_mob)
qdel(src)
/obj/item/grenade/hypnotic/proc/bang(turf/turf, mob/living/living_mob)
if(living_mob.stat == DEAD) //They're dead!
return
var/distance = get_dist(get_turf(src), turf)
//Bang
var/hypno_sound = FALSE
//Hearing protection check
if(living_mob.get_ear_protection() < 0)
hypno_sound = TRUE
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(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 = 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)