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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

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#define CONFUSION_STACK_MAX_MULTIPLIER 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 = 'icons/obj/devices/flash.dmi'
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
assembly_flags = ASSEMBLY_NO_DUPLICATES
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
light_system = OVERLAY_LIGHT //Used as a flash here.
light_range = FLASH_LIGHT_RANGE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
light_on = FALSE
/// Whether we currently have the flashing overlay.
var/flashing = FALSE
/// The overlay we use for flashing.
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/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ITEM_IN_UNWRAPPED_TRAITOR_MAIL, PROC_REF(on_mail_unwrap))
/obj/item/assembly/flash/suicide_act(mob/living/user)
if(burnt_out)
user.visible_message(span_suicide("[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(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
return SHAME
user.visible_message(span_suicide("[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(updates=ALL, flash = FALSE)
inhand_icon_state = "[burnt_out ? "flashtool_burnt" : "[initial(inhand_icon_state)]"]"
flashing = flash
. = ..()
if(flash)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), 0.5 SECONDS)
holder?.update_icon(updates)
/obj/item/assembly/flash/update_overlays()
attached_overlays = list()
. = ..()
if(burnt_out)
. += "flashburnt"
attached_overlays += "flashburnt"
if(flashing)
. += flashing_overlay
attached_overlays += flashing_overlay
/obj/item/assembly/flash/update_name()
name = "[burnt_out ? "burnt-out [initial(name)]" : "[initial(name)]"]"
return ..()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_mob(user, user, confusion_duration = 15 SECONDS, targeted = FALSE)
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
loc?.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
update_appearance()
/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, confusion_duration = 5 SECONDS, 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
to_chat(user, span_danger("[src] emits a blinding light!"))
for(var/mob/living/nearby_living in targets)
flash_mob(nearby_living, user, confusion_duration, targeted = FALSE, generic_message = 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.get_all_contents(), 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/items/weapons/flash.ogg', 100, TRUE)
set_light_on(TRUE)
addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
times_used++
if(!flash_recharge())
return FALSE
update_icon(ALL, TRUE)
update_name(ALL) //so if burnt_out was somehow reverted to 0 the name changes back to flash
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 definitely refactor this whole code.
* Arguments:
* * M - Victim
* * user - Attacker
* * confusion_duration - 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_mob(mob/living/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
if(!istype(flashed))
return FALSE
if(user)
log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", src)
else //caused by emp/remote signal
flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", LOG_ATTACK)
if(generic_message && flashed != user)
to_chat(flashed, span_danger("[src] emits a blinding light!"))
var/deviation = calculate_deviation(flashed, user || src)
if(user)
var/sigreturn = SEND_SIGNAL(user, COMSIG_MOB_PRE_FLASHED_MOB, flashed, src, deviation)
if(sigreturn & STOP_FLASH)
return FALSE
if(sigreturn & DEVIATION_OVERRIDE_FULL)
deviation = DEVIATION_FULL
else if(sigreturn & DEVIATION_OVERRIDE_PARTIAL)
deviation = DEVIATION_PARTIAL
else if(sigreturn & DEVIATION_OVERRIDE_NONE)
deviation = DEVIATION_NONE
//If you face away from someone they shouldn't notice any effects.
if(deviation == DEVIATION_FULL)
return FALSE
var/flash_result = flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE)
if(!flash_result)
if(targeted)
if(user)
visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_danger("[user] fails to blind you with the flash!"))
else
to_chat(flashed, span_danger("[src] fails to blind you!"))
return FALSE
flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
if(!targeted)
return TRUE
if(flash_result != FLASH_COMPLETED) //If the behavior was overwritten, we just skip the flashy stunny part and go with the override behavior instead
if(issilicon(flashed))
if(flashed.is_blind())
var/flash_duration = rand(8,12) SECONDS
flashed.Paralyze(flash_duration)
flashed.set_temp_blindness_if_lower(flash_duration)
if(user)
user.visible_message(span_warning("[user] overloads [flashed]'s sensors and computing with the flash!"), span_danger("You overload [flashed]'s sensors and computing with the flash!"))
else
to_chat(flashed, "[src] overloads your sensors and computing!")
else
flashed.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
if(user)
user.visible_message(span_warning("[user] blinds [flashed] with the flash!"), span_danger("You blind [flashed] with the flash!"))
else
to_chat(flashed, "You're blinded by [src]!")
else
//easy way to make sure that you can only long stun someone who is facing in your direction
flashed.adjust_stamina_loss(rand(80, 120) * (1 - (deviation * 0.5)))
flashed.Knockdown(rand(25, 50) * (1 - (deviation * 0.5)))
if(user)
visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
else
to_chat(flashed, "You're blinded by [src]!")
if(user)
SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_MOB, flashed, src, deviation)
return TRUE
/**
* Handles the directionality of the attack
*
* Returns the amount of 'deviation', 0 being facing each other, 1 being sideways, 2 being facing away from each other.
* 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(HAS_TRAIT(victim, TRAIT_SPINNING))
return DEVIATION_NONE
// I don't want to mess with cyborgs' deep-rooted weakness to flashes
if(issilicon(victim))
return DEVIATION_NONE
if(iscarbon(victim))
var/mob/living/carbon/carbon_victim = victim
if(carbon_victim.get_eye_protection() < FLASH_PROTECTION_SENSITIVE) // If we have really bad flash sensitivity, usually due to really sensitive eyes, we get flashed from all directions
return DEVIATION_NONE
var/turf/attacker_turf = get_turf(attacker)
// 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_turf)
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_turf)
// 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/proc/on_mail_unwrap(atom/source, mob/user, obj/item/mail/traitor/letter)
SIGNAL_HANDLER
if(!try_use_flash())
return NONE
to_chat(user, span_danger("As you open [letter], a very bright light shoots out from inside!"))
flash_mob(user)
forceMove(user.loc)
return COMPONENT_TRAITOR_MAIL_HANDLED
/obj/item/assembly/flash/attack(mob/living/target, mob/user)
if(!try_use_flash(user))
return FALSE
flash_mob(target, user, confusion_duration = 5 SECONDS, targeted = TRUE)
return TRUE
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(user = user))
return FALSE
return TRUE
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!AOE_flash())
return
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
. = ..()
if (.)
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
. = ..()
if (.)
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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_state = "memorizer"
inhand_icon_state = "nullrod"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 7.5)
/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
//Wearef to our arm
var/datum/weakref/arm
/obj/item/assembly/flash/armimplant/burn_out()
var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
if(real_arm?.owner)
to_chat(real_arm.owner, span_warning("Your photon projector implant overheats and deactivates!"))
real_arm.Retract()
overheat = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
if(real_arm?.owner)
to_chat(real_arm.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
update_icon(ALL, TRUE)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/armimplant/screwdriver_act(mob/living/user, obj/item/I)
to_chat(user, span_notice("\The [src] is an implant! It cannot be unsecured!"))
add_fingerprint(user)
/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 = "mindflash"
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_mob(mob/living/flashed, mob/user, confusion_duration = 5 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
if(user)
log_combat(user, flashed, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", src)
else //caused by emp/remote signal
flashed.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", LOG_ATTACK)
if(generic_message && flashed != user)
to_chat(flashed, span_notice("[src] emits a soothing light..."))
if(!flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE))
if(targeted)
if(user)
user.visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_warning("You fail to hypno-flash [flashed]!"))
else
to_chat(flashed, span_danger("[src] fails to blind you!"))
return FALSE
if(!targeted)
to_chat(flashed, span_notice("Such a pretty light..."))
flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
flashed.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
flashed.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
flashed.adjust_pacifism(4 SECONDS)
return TRUE
if(user)
user.visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_danger("You hypno-flash [flashed]!"))
else
to_chat(flashed, "You're blinded by [src]!")
if(!flashed.hypnosis_vulnerable())
to_chat(flashed, span_hypnophrase("The light makes you feel oddly relaxed..."))
flashed.adjust_confusion_up_to(confusion_duration * 2, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
flashed.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
flashed.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
flashed.adjust_pacifism(10 SECONDS)
else
flashed.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
#undef CONFUSION_STACK_MAX_MULTIPLIER