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Bubberstation/code/modules/assembly/flash.dm
SkyratBot 512d21d7af [MIRROR] Fixes oversight with "tactical combat spinning" and flashes (#897)
* Fixes oversight with "tactical combat spinning" and flashes (#53823)

Using the spin emote can no longer let you RNG your way out of new flash mechanics.

Mobs have a new flag that is set to when they start spinning and unset when they stop.

Flashes now use this new flag when calcing deviation.

Tactical combat spinning using the spin emote now results in a full deviation flash when it may previously have resulted in a failure or half-deviation flash.

Emotes should either not influence combat at all (spin on floor when both players share the same loc, this was already handled by same-loc code), or negatively influence combat for the emote user (spin in all other circumtances, which is what this PR addresses).

* Fixes oversight with "tactical combat spinning" and flashes

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-20 17:32:35 +02:00

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#define CONFUSION_STACK_MAX_MULTIPLIER 2
/// No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
#define DEVIATION_NONE 0
/// Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
#define DEVIATION_PARTIAL 1
/// Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all.
#define DEVIATION_FULL 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 = 300, /datum/material/glass = 300)
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
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 class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!</span>")
return SHAME
else if(user.is_blind())
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>")
return SHAME
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>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(burnt_out)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
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
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/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, power = 5, targeted = FALSE, 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
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, 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.GetAllContents(), 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/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
times_used++
flash_recharge()
update_icon(TRUE)
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
* * power - 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/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='danger'>[src] emits a blinding light!</span>")
var/deviation = calculate_deviation(M, user ? user : src)
var/datum/antagonist/rev/head/converter = user?.mind?.has_antag_datum(/datum/antagonist/rev/head)
//If you face away from someone they shouldnt notice any effects.
if(deviation == DEVIATION_FULL && !converter)
return
if(targeted)
if(M.flash_act(1, 1))
if(M.get_confusion() < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
M.add_confusion(min(power, diff))
// Special check for if we're a revhead. Special cases to attempt conversion.
if(converter)
// Did we try to flash them from behind?
if(deviation == DEVIATION_FULL)
// If we did and we're on help intent, fail with a feedback message and return.
if(converter.owner.current.a_intent == INTENT_HELP)
to_chat(user, "<span class='notice'>You try to use the tacticool tier, lean over the shoulder technique to blind [M] from behind but your poor combat stance causes you to stumble!</span>")
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>")
return
// Otherwise, tacticool leaning technique engaged for sideways-stun power.
to_chat(user, "<span class='notice'>You use the tacticool tier, lean over the shoulder technique to blind [M] with a flash!</span>")
deviation = DEVIATION_PARTIAL
// Convert them. Terribly.
terrible_conversion_proc(M, user)
visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>","<span class='userdanger'>[user] blinds you with the flash!</span>")
//easy way to make sure that you can only long stun someone who is facing in your direction
M.adjustStaminaLoss(rand(80,120)*(1-(deviation*0.5)))
M.Paralyze(rand(25,50)*(1-(deviation*0.5)))
else if(user)
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>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
M.add_confusion(min(power, diff))
/**
* 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
// 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
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Paralyze(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
R.add_confusion(min(5, diff))
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='warning'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
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>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/**
* Converts the victim to revs
*
* Arguments:
* * victim - Victim
* * aggressor - Attacker
*/
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor)
if(!istype(victim) || victim.stat == DEAD)
return
if(!aggressor.mind)
return
if(!victim.client)
to_chat(aggressor, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(victim.stat != CONSCIOUS)
to_chat(aggressor, "<span class='warning'>They must be conscious before you can convert [victim.p_them()]!</span>")
return
//If this proc fires the mob must be a revhead
var/datum/antagonist/rev/head/converter = aggressor.mind.has_antag_datum(/datum/antagonist/rev/head)
if(converter.add_revolutionary(victim.mind))
if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
victim.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(aggressor, "<span class='warning'>This mind seems resistant to the flash!</span>")
/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"
/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
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/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 = "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, power = 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 class='notice'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='hypnophrase'>The light makes you feel oddly relaxed...</span>")
M.add_confusion(min(M.get_confusion() + 10, 20))
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
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>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.add_confusion(min(M.get_confusion() + 4, 20))
M.dizziness += min(M.dizziness + 4, 20)
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