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Bubberstation/code/game/objects/items/devices/traitordevices.dm
SkyratBot 9058f0cb6e [MIRROR] Fixes the Radioactive Microlaser irradiating humans wearing clothing that protects against radiation [MDB IGNORE] (#9299)
* Fixes the Radioactive Microlaser irradiating humans wearing clothing that protects against radiation (#62588)

* Fixes the Radioactive Microlaser irradiating humans wearing clothing that protects against radiation

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-11-08 06:44:43 -05:00

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/*
Miscellaneous traitor devices
BATTERER
RADIOACTIVE MICROLASER
*/
/*
The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
effective or pretty fucking useless.
*/
/obj/item/batterer
name = "mind batterer"
desc = "A strange device with twin antennas."
icon = 'icons/obj/device.dmi'
icon_state = "batterer"
throwforce = 5
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/times_used = 0 //Number of times it's been used.
var/max_uses = 2
/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user) return
if(times_used >= max_uses)
to_chat(user, span_danger("The mind batterer has been burnt out!"))
return
log_combat(user, null, "knocked down people in the area", src)
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Paralyze(rand(200,400))
to_chat(M, span_userdanger("You feel a tremendous, paralyzing wave flood your mind."))
else
to_chat(M, span_userdanger("You feel a sudden, electric jolt travel through your head."))
playsound(src.loc, 'sound/misc/interference.ogg', 50, TRUE)
to_chat(user, span_notice("You trigger [src]."))
times_used += 1
if(times_used >= max_uses)
icon_state = "battererburnt"
/*
The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
The strength of the radiation is determined by the 'intensity' setting, while the delay between
the scan and the irradiation kicking in is determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
the cooldown, while higher wavelength will decrease it.
Wavelength is also slightly increased by the intensity as well.
*/
/obj/item/healthanalyzer/rad_laser
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
special_desc = "This syndicate-modified health analyzer can emit delayed bursts of radiation to those it scans." //SKYRAT EDIT
var/irradiate = TRUE
var/stealth = FALSE
var/used = FALSE // is it cooling down?
var/intensity = 10 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
/obj/item/healthanalyzer/rad_laser/attack(mob/living/M, mob/living/user)
if(!stealth || !irradiate)
..()
if(!irradiate)
return
var/mob/living/carbon/human/human_target = M
if(istype(human_target) && !used && SSradiation.wearing_rad_protected_clothing(human_target)) //intentionally not checking for TRAIT_RADIMMUNE here so that tatortot can still fuck up and waste their cooldown.
to_chat(user, span_warning("[M]'s clothing is fully protecting [M.p_them()] from irradiation!"))
return
if(!used)
log_combat(user, M, "irradiated", src)
var/cooldown = get_cooldown()
used = TRUE
icon_state = "health1"
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
to_chat(user, span_warning("Successfully irradiated [M]."))
addtimer(CALLBACK(src, .proc/radiation_aftereffect, M, intensity), (wavelength+(intensity*4))*5)
return
to_chat(user, span_warning("The radioactive microlaser is still recharging."))
/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
return
if(passed_intensity >= 5)
M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
interact(user)
/obj/item/healthanalyzer/rad_laser/interact(mob/user)
ui_interact(user)
/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
return GLOB.hands_state
/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RadioactiveMicrolaser")
ui.open()
/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
var/list/data = list()
data["irradiate"] = irradiate
data["stealth"] = stealth
data["scanmode"] = scanmode
data["intensity"] = intensity
data["wavelength"] = wavelength
data["on_cooldown"] = used
data["cooldown"] = DisplayTimeText(get_cooldown())
return data
/obj/item/healthanalyzer/rad_laser/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("irradiate")
irradiate = !irradiate
. = TRUE
if("stealth")
stealth = !stealth
. = TRUE
if("scanmode")
scanmode = !scanmode
. = TRUE
if("radintensity")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 1
. = TRUE
else if(target == "max")
target = 20
. = TRUE
else if(adjust)
target = intensity + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
intensity = clamp(target, 1, 20)
if("radwavelength")
var/target = params["target"]
var/adjust = text2num(params["adjust"])
if(target == "min")
target = 0
. = TRUE
else if(target == "max")
target = 120
. = TRUE
else if(adjust)
target = wavelength + adjust
. = TRUE
else if(text2num(target) != null)
target = text2num(target)
. = TRUE
if(.)
target = round(target)
wavelength = clamp(target, 0, 120)
/obj/item/shadowcloak
name = "cloaker belt"
desc = "Makes you invisible for short periods of time. Recharges in darkness."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "utility"
inhand_icon_state = "utility"
worn_icon_state = "utility"
slot_flags = ITEM_SLOT_BELT
attack_verb_continuous = list("whips", "lashes", "disciplines")
attack_verb_simple = list("whip", "lash", "discipline")
var/mob/living/carbon/human/user = null
var/charge = 300
var/max_charge = 300
var/on = FALSE
var/old_alpha = 0
actions_types = list(/datum/action/item_action/toggle)
/obj/item/shadowcloak/ui_action_click(mob/user)
if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
if(!on)
Activate(usr)
else
Deactivate()
return
/obj/item/shadowcloak/item_action_slot_check(slot, mob/user)
if(slot == ITEM_SLOT_BELT)
return 1
/obj/item/shadowcloak/proc/Activate(mob/living/carbon/human/user)
if(!user)
return
to_chat(user, span_notice("You activate [src]."))
src.user = user
START_PROCESSING(SSobj, src)
old_alpha = user.alpha
on = TRUE
/obj/item/shadowcloak/proc/Deactivate()
to_chat(user, span_notice("You deactivate [src]."))
STOP_PROCESSING(SSobj, src)
if(user)
user.alpha = old_alpha
on = FALSE
user = null
/obj/item/shadowcloak/dropped(mob/user)
..()
if(user && user.get_item_by_slot(ITEM_SLOT_BELT) != src)
Deactivate()
/obj/item/shadowcloak/process(delta_time)
if(user.get_item_by_slot(ITEM_SLOT_BELT) != src)
Deactivate()
return
var/turf/T = get_turf(src)
if(on)
var/lumcount = T.get_lumcount()
if(lumcount > 0.3)
charge = max(0, charge - 12.5 * delta_time)//Quick decrease in light
else
charge = min(max_charge, charge + 25 * delta_time) //Charge in the dark
animate(user,alpha = clamp(255 - charge,0,255),time = 10)
/obj/item/jammer
name = "suspicious transmitter" //SKYRAT CHANGE
desc = "A suspicious device vaguely resembling a radio, but without a speaker or microphone." //SKYRAT CHANGE
icon = 'icons/obj/device.dmi'
icon_state = "jammer"
special_desc_requirement = EXAMINE_CHECK_JOB // Skyrat edit
special_desc_jobs = list("Station Engineer", "Chief Engineer", "Cyborg", "AI") //SKYRAT CHANGE //As telecommunications equipment, Engineering would be knowledgeable.
special_desc = "This is a black market radio jammer. Used to disrupt nearby radio communication."
var/active = FALSE
var/range = 20 //SKYRAT EDIT CHANGE - ORIGINAL:12
//SKYRAT EDIT ADDITION BEGIN
/obj/item/jammer/ComponentInitialize()
. = ..()
AddComponent(/datum/component/cell, null, CALLBACK(src, .proc/turn_off))
/obj/item/jammer/proc/turn_on()
active = TRUE
GLOB.active_jammers |= src
START_PROCESSING(SSobj, src)
/obj/item/jammer/proc/turn_off()
active = FALSE
GLOB.active_jammers -= src
STOP_PROCESSING(SSobj, src)
/obj/item/jammer/process(delta_time)
if(!active)
STOP_PROCESSING(SSobj, src)
return
if(!(item_use_power(power_use_amount) & COMPONENT_POWER_SUCCESS))
turn_off()
return
/obj/item/jammer/examine(mob/user)
. = ..()
. += "[src] is currently [active ? "on" : "off"]."
//SKYRAT EDIT END
/obj/item/jammer/attack_self(mob/user)
//SKYRAT EDIT ADDITON
if(!active && !(item_use_power(power_use_amount, user, TRUE) & COMPONENT_POWER_SUCCESS))
return
//SKYRAT EDIT END
//to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] [src].</span>") SKYRAT EDIT REMOVAL
active = !active
if(active)
turn_on() //SKYRAT EDIT CHANGE
else
turn_off() //SKYRAT EDIT CHANGE
to_chat(user,"<span class='notice'>You [active ? "activate" : "deactivate"] [src].</span>") //SKYRAT EDIT MOVE
update_appearance()
/obj/item/storage/toolbox/emergency/turret
desc = "You feel a strange urge to hit this with a wrench."
/obj/item/storage/toolbox/emergency/turret/PopulateContents()
new /obj/item/screwdriver(src)
new /obj/item/wrench(src)
new /obj/item/weldingtool(src)
new /obj/item/crowbar(src)
new /obj/item/analyzer(src)
new /obj/item/wirecutters(src)
/obj/item/storage/toolbox/emergency/turret/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_WRENCH && user.combat_mode)
user.visible_message(span_danger("[user] bashes [src] with [I]!"), \
span_danger("You bash [src] with [I]!"), null, COMBAT_MESSAGE_RANGE)
playsound(src, "sound/items/drill_use.ogg", 80, TRUE, -1)
var/obj/machinery/porta_turret/syndicate/pod/toolbox/turret = new(get_turf(loc))
turret.faction = list("[REF(user)]")
qdel(src)
..()