Files
Bubberstation/code/modules/assembly/flash.dm
XDTM 5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00

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/obj/item/device/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"
item_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
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
crit_fail = FALSE //Is the flash burnt out?
var/times_used = 0 //Number of times it's been used.
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/device/assembly/flash/suicide_act(mob/living/user)
if (crit_fail)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but its burnt out!</span>")
return SHAME
else if (user.eye_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/device/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay("flash-f")
attached_overlays += "flash-f"
addtimer(CALLBACK(src, .proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(user.has_trait(TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/device/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(!crit_fail)
crit_fail = 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/device/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/device/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(loc, 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/device/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(), typecacheof(list(/mob/living)))
/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
if(crit_fail || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, 1)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
add_logs(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
if(generic_message && M != user)
to_chat(M, "<span class='disarm'>[src] emits a blinding light!</span>")
if(targeted)
if(M.flash_act(1, 1))
M.confused += power
if(user)
terrible_conversion_proc(M, user)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
M.Knockdown(rand(80,120))
else if(user)
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<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())
M.confused += power
/obj/item/device/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
add_logs(user, R, "flashed", src)
update_icon(1)
M.Knockdown(rand(80,120))
R.confused += 5
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='disarm'>[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='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/device/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'>Your [src] emits a blinding light!</span>")
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash())
return FALSE
AOE_flash()
burn_out()
. = ..()
/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/human/H, mob/user)
if(istype(H) && ishuman(user) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(H.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert them!</span>")
return
if(converter.add_revolutionary(H.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/device/assembly/flash/cyborg
/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/device/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/device/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"
item_state = "nullrod"
/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/device/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 protocals 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/device/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/device/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, 1)
update_icon(1)
return TRUE
/obj/item/device/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/device/assembly/flash/shield
name = "strobe shield"
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "flashshield"
item_state = "flashshield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
burn_out()
return FALSE
return TRUE
/obj/item/device/assembly/flash/shield/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/assembly/flash/handheld))
var/obj/item/device/assembly/flash/handheld/flash = W
if(flash.crit_fail)
to_chat(user, "No sense replacing it with a broken bulb.")
return
else
to_chat(user, "You begin to replace the bulb.")
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || QDELETED(flash))
return
crit_fail = FALSE
times_used = 0
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
update_icon()
flash.crit_fail = TRUE
flash.update_icon()
return
..()
/obj/item/device/assembly/flash/shield/update_icon(flash = 0)
item_state = "flashshield"
item_state = "flashshield"
if(crit_fail)
icon_state = "riot"
item_state = "riot"
else if(flash)
item_state = "flashshield_flash"
item_state = "flashshield_flash"
addtimer(CALLBACK(src, .proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/device/assembly/flash/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
activate()
return ..()