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Bubberstation/code/modules/assembly/flash.dm
SkyratBot c0799c48c0 [MIRROR] A small pile of borg combat changes [MDB IGNORE] (#22704)
* A small pile of borg combat changes (#75819)

## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:

- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down

Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg

If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.

### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare

## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.

- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.

## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>

* A small pile of borg combat changes

---------

Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-07-26 18:32:44 -07:00

392 lines
15 KiB
Plaintext

#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_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 = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
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
/// 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/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)), 5)
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_carbon(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/carbon/nearby_carbon in targets)
flash_carbon(nearby_carbon, 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/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 definately 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_carbon(mob/living/carbon/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE)
if(!istype(flashed))
return
if(user)
log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]", 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_CARBON, flashed, src, deviation)
if(sigreturn & STOP_FLASH)
return
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 shouldnt notice any effects.
if(deviation == DEVIATION_FULL)
return
if(targeted)
if(flashed.flash_act(1, 1))
flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
//easy way to make sure that you can only long stun someone who is facing in your direction
flashed.adjustStaminaLoss(rand(80, 120) * (1 - (deviation * 0.5)))
flashed.Paralyze(rand(25, 50) * (1 - (deviation * 0.5)))
SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_CARBON, flashed, src, deviation)
else 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!"))
else
if(flashed.flash_act())
flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
/**
* 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(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
// 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
. = TRUE
if(iscarbon(M))
flash_carbon(M, user, confusion_duration = 5 SECONDS, targeted = TRUE)
return
if(issilicon(M))
var/mob/living/silicon/robot/flashed_borgo = M
log_combat(user, flashed_borgo, "flashed", src)
update_icon(ALL, TRUE)
if(flashed_borgo.flash_act(affect_silicon = TRUE))
if(flashed_borgo.is_blind())
var/flash_duration = rand(8,12) SECONDS
flashed_borgo.Paralyze(flash_duration)
flashed_borgo.set_temp_blindness_if_lower(flash_duration)
user.visible_message(span_warning("[user] overloads [flashed_borgo]'s sensors and computing with the flash!"), span_danger("You overload [flashed_borgo]'s sensors and computing with the flash!"))
else
user.visible_message(span_warning("[user] blinds [flashed_borgo] with the flash!"), span_danger("You blind [flashed_borgo] with the flash!"))
flashed_borgo.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
else
user.visible_message(span_warning("[user] fails to blind [flashed_borgo] with the flash!"), span_warning("You fail to blind [flashed_borgo] with the flash!"))
return
user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("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(user = user))
return FALSE
/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)
..()
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"
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
/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/internal/cyberimp/arm/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/internal/cyberimp/arm/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/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
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
special_desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance." //SKYRAT EDIT
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, confusion_duration = 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, span_notice("[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(span_danger("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
if(!hypnosis)
to_chat(M, span_hypnophrase("The light makes you feel oddly relaxed..."))
M.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
M.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
M.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
M.adjust_pacifism(10 SECONDS)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
else
to_chat(M, span_danger("[src] fails to blind you!"))
else if(M.flash_act())
to_chat(M, span_notice("Such a pretty light..."))
M.adjust_confusion_up_to(4 SECONDS, 20 SECONDS)
M.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
M.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
M.adjust_pacifism(4 SECONDS)
#undef CONFUSION_STACK_MAX_MULTIPLIER