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Bubberstation/code/modules/assembly/flash.dm
T
Leland Kemble 07138d5445 Adds some special case interactions with the mail counterfitter device (#95180)
## About The Pull Request

Adds some type specific interactions to the mail produced by the GLA-2
mail counterfit device. Currently, it applies `attack_self()` to all
items when armed. The new interactions are, currently:

- Facehuggers jump on your face
- Flashes flash you
- Boxing gloves uppercut you
- Syringes prick you with poison
- Sprays spray you
- Signallers signal
- Monkey cubes/other cubes expand 
- Guns shoot you in the head

There'll be more, probably. Leave your ideas(only good ones though).

## Why It's Good For The Game

First of all, none of these are strenuous from a balance perspective.
The primary use of this device is an instant bomb, and none of these
things are bombs. Easy delineation, I doubt this will become a problem.

As said already, the primary use of this device is a bomb. I've seen it
used for another thing once ever, and while that thing was incredibly
cool, the counterfit device is still a one-trick pony for the most part.
While none of these can compete with the lethality of the bomb, the hope
is that they will collectively help bring variety to an item that feels
built for variety.

## Changelog
🆑

add: Several items have been given special interactions when placed
inside counterfit mail.

/🆑
2026-02-25 14:51:55 +13:00

421 lines
16 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 = 'icons/obj/devices/flash.dmi'
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
assembly_flags = ASSEMBLY_NO_DUPLICATES
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
light_system = OVERLAY_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/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ITEM_IN_UNWRAPPED_TRAITOR_MAIL, PROC_REF(on_mail_unwrap))
/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)), 0.5 SECONDS)
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_mob(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/nearby_living in targets)
flash_mob(nearby_living, 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/items/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 definitely 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_mob(mob/living/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
if(!istype(flashed))
return FALSE
if(user)
log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", src)
else //caused by emp/remote signal
flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", 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_MOB, flashed, src, deviation)
if(sigreturn & STOP_FLASH)
return FALSE
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 shouldn't notice any effects.
if(deviation == DEVIATION_FULL)
return FALSE
var/flash_result = flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE)
if(!flash_result)
if(targeted)
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!"))
return FALSE
flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
if(!targeted)
return TRUE
if(flash_result != FLASH_COMPLETED) //If the behavior was overwritten, we just skip the flashy stunny part and go with the override behavior instead
if(issilicon(flashed))
if(flashed.is_blind())
var/flash_duration = rand(8,12) SECONDS
flashed.Paralyze(flash_duration)
flashed.set_temp_blindness_if_lower(flash_duration)
if(user)
user.visible_message(span_warning("[user] overloads [flashed]'s sensors and computing with the flash!"), span_danger("You overload [flashed]'s sensors and computing with the flash!"))
else
to_chat(flashed, "[src] overloads your sensors and computing!")
else
flashed.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
if(user)
user.visible_message(span_warning("[user] blinds [flashed] with the flash!"), span_danger("You blind [flashed] with the flash!"))
else
to_chat(flashed, "You're blinded by [src]!")
else
//easy way to make sure that you can only long stun someone who is facing in your direction
flashed.adjust_stamina_loss(rand(80, 120) * (1 - (deviation * 0.5)))
flashed.Knockdown(rand(25, 50) * (1 - (deviation * 0.5)))
if(user)
visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
else
to_chat(flashed, "You're blinded by [src]!")
if(user)
SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_MOB, flashed, src, deviation)
return TRUE
/**
* Handles the directionality of the attack
*
* Returns the amount of 'deviation', 0 being facing each other, 1 being sideways, 2 being facing away from each other.
* 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(HAS_TRAIT(victim, TRAIT_SPINNING))
return DEVIATION_NONE
// I don't want to mess with cyborgs' deep-rooted weakness to flashes
if(issilicon(victim))
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
var/turf/attacker_turf = get_turf(attacker)
// 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_turf)
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_turf)
// 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/proc/on_mail_unwrap(atom/source, mob/user, obj/item/mail/traitor/letter)
SIGNAL_HANDLER
if(!try_use_flash())
return NONE
to_chat(user, span_danger("As you open [letter], a very bright light shoots out from inside!"))
flash_mob(user)
forceMove(user.loc)
return COMPONENT_TRAITOR_MAIL_HANDLED
/obj/item/assembly/flash/attack(mob/living/target, mob/user)
if(!try_use_flash(user))
return FALSE
flash_mob(target, user, confusion_duration = 5 SECONDS, targeted = TRUE)
return TRUE
/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
return TRUE
/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)
. = ..()
if (.)
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
. = ..()
if (.)
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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_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/cyberimp/arm/toolkit/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/cyberimp/arm/toolkit/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/items/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
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 = "mindflash"
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_mob(mob/living/flashed, mob/user, confusion_duration = 5 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
if(user)
log_combat(user, flashed, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", src)
else //caused by emp/remote signal
flashed.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", LOG_ATTACK)
if(generic_message && flashed != user)
to_chat(flashed, span_notice("[src] emits a soothing light..."))
if(!flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE))
if(targeted)
if(user)
user.visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_warning("You fail to hypno-flash [flashed]!"))
else
to_chat(flashed, span_danger("[src] fails to blind you!"))
return FALSE
if(!targeted)
to_chat(flashed, span_notice("Such a pretty light..."))
flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
flashed.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
flashed.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
flashed.adjust_pacifism(4 SECONDS)
return TRUE
if(user)
user.visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_danger("You hypno-flash [flashed]!"))
else
to_chat(flashed, "You're blinded by [src]!")
if(!flashed.hypnosis_vulnerable())
to_chat(flashed, span_hypnophrase("The light makes you feel oddly relaxed..."))
flashed.adjust_confusion_up_to(confusion_duration * 2, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
flashed.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
flashed.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
flashed.adjust_pacifism(10 SECONDS)
else
flashed.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
#undef CONFUSION_STACK_MAX_MULTIPLIER