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## About The Pull Request This moves Cyborgs onto using storage datums, removing the remenants of the shitcode that was Cyborg inventory. It's now done mostly by equipping/unequipping/storage items, much like how other mobs do. This allows borgs to take advantage of more hand support stuff and things like ``dropped()``, so borgs no longer have to copy paste drop code to ``cyborg_unequip`` It also: - Removes ``CYBORG_ITEM_TRAIT`` - Removes all borg items being ``NODROP`` https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb ## Why It's Good For The Game Currently borgs are able to have their entire inventory open and a bag below it, which I thought was a little weird. I always assumed they WERE storage items, so I guess I'm doing it myself. Cyborgs using storage code makes it easier for contributors to actually do stuff with, without risking breaking everything. It also hopefully will make borg items more resilient against breaking in the future, now that we're not relying on nodrop. Also just brings them more in line with other mobs, all of which make use of storages. ## Changelog 🆑 refactor: Cyborg's modules now use storage (so opening a bag will close modules instead of overlap one over the other). qol: Observers can now see Cyborg's inventories (like they can for humans). /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
392 lines
15 KiB
Plaintext
392 lines
15 KiB
Plaintext
#define CONFUSION_STACK_MAX_MULTIPLIER 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 = 'icons/obj/devices/flash.dmi'
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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 = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
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light_system = OVERLAY_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/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!"))
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return SHAME
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else if(user.is_blind())
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
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return SHAME
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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!"))
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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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inhand_icon_state = "[burnt_out ? "flashtool_burnt" : "[initial(inhand_icon_state)]"]"
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flashing = flash
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. = ..()
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if(flash)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), 0.5 SECONDS)
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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/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, confusion_duration = 15 SECONDS, targeted = FALSE)
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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_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
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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, confusion_duration = 5 SECONDS, 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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to_chat(user, span_danger("[src] emits a blinding light!"))
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for(var/mob/living/carbon/nearby_carbon in targets)
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flash_carbon(nearby_carbon, user, confusion_duration, targeted = FALSE, generic_message = 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.get_all_contents(), 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/items/weapons/flash.ogg', 100, TRUE)
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set_light_on(TRUE)
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addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
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times_used++
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if(!flash_recharge())
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return FALSE
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update_icon(ALL, TRUE)
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update_name(ALL) //so if burnt_out was somehow reverted to 0 the name changes back to flash
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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 definitely 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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* * confusion_duration - 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/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE)
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if(!istype(flashed))
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return
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if(user)
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log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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else //caused by emp/remote signal
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flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]", LOG_ATTACK)
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if(generic_message && flashed != user)
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to_chat(flashed, span_danger("[src] emits a blinding light!"))
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var/deviation = calculate_deviation(flashed, user || src)
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if(user)
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var/sigreturn = SEND_SIGNAL(user, COMSIG_MOB_PRE_FLASHED_CARBON, flashed, src, deviation)
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if(sigreturn & STOP_FLASH)
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return
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if(sigreturn & DEVIATION_OVERRIDE_FULL)
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deviation = DEVIATION_FULL
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else if(sigreturn & DEVIATION_OVERRIDE_PARTIAL)
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deviation = DEVIATION_PARTIAL
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else if(sigreturn & DEVIATION_OVERRIDE_NONE)
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deviation = DEVIATION_NONE
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//If you face away from someone they shouldn't notice any effects.
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if(deviation == DEVIATION_FULL)
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return
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if(targeted)
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if(flashed.flash_act(1, 1))
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
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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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flashed.adjustStaminaLoss(rand(80, 120) * (1 - (deviation * 0.5)))
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flashed.Knockdown(rand(25, 50) * (1 - (deviation * 0.5)))
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SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_CARBON, flashed, src, deviation)
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else if(user)
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visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_danger("[user] fails to blind you with the flash!"))
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else
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to_chat(flashed, span_danger("[src] fails to blind you!"))
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else
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if(flashed.flash_act())
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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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 each other, 1 being sideways, 2 being facing away from each other.
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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(HAS_TRAIT(victim, TRAIT_SPINNING))
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return DEVIATION_NONE
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if(iscarbon(victim))
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var/mob/living/carbon/carbon_victim = victim
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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
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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, confusion_duration = 5 SECONDS, targeted = 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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if(flashed_borgo.is_blind())
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var/flash_duration = rand(8,12) SECONDS
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flashed_borgo.Paralyze(flash_duration)
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flashed_borgo.set_temp_blindness_if_lower(flash_duration)
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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!"))
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else
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user.visible_message(span_warning("[user] blinds [flashed_borgo] with the flash!"), span_danger("You blind [flashed_borgo] with the flash!"))
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flashed_borgo.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
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flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
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else
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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!"))
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return
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user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to blind [M] with the flash!"))
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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(user = user))
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return FALSE
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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(!AOE_flash())
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return
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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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/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, list/modifiers, list/attack_modifiers)
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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_state = "memorizer"
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inhand_icon_state = "nullrod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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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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//Wearef to our arm
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var/datum/weakref/arm
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/obj/item/assembly/flash/armimplant/burn_out()
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var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector implant overheats and deactivates!"))
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real_arm.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(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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var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
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playsound(src, 'sound/items/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/armimplant/screwdriver_act(mob/living/user, obj/item/I)
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to_chat(user, span_notice("\The [src] is an implant! It cannot be unsecured!"))
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add_fingerprint(user)
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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 = "mindflash"
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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, confusion_duration = 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_notice("[src] emits a soothing light..."))
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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_danger("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
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if(!hypnosis)
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to_chat(M, span_hypnophrase("The light makes you feel oddly relaxed..."))
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M.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
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M.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
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M.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
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M.adjust_pacifism(10 SECONDS)
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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_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
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else
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to_chat(M, span_danger("[src] fails to blind you!"))
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else if(M.flash_act())
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to_chat(M, span_notice("Such a pretty light..."))
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M.adjust_confusion_up_to(4 SECONDS, 20 SECONDS)
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M.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
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M.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
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M.adjust_pacifism(4 SECONDS)
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#undef CONFUSION_STACK_MAX_MULTIPLIER
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