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