mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 02:51:41 +00:00
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
385 lines
14 KiB
Plaintext
385 lines
14 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_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 = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
|
|
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
|
|
/// 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/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)), 5)
|
|
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_carbon(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/carbon/nearby_carbon in targets)
|
|
flash_carbon(nearby_carbon, 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/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 definately 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_carbon(mob/living/carbon/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE)
|
|
if(!istype(flashed))
|
|
return
|
|
if(user)
|
|
log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
|
|
else //caused by emp/remote signal
|
|
flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]", 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_CARBON, flashed, src, deviation)
|
|
if(sigreturn & STOP_FLASH)
|
|
return
|
|
|
|
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 shouldnt notice any effects.
|
|
if(deviation == DEVIATION_FULL)
|
|
return
|
|
|
|
if(targeted)
|
|
if(flashed.flash_act(1, 1))
|
|
flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
|
|
visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
|
|
//easy way to make sure that you can only long stun someone who is facing in your direction
|
|
flashed.adjustStaminaLoss(rand(80, 120) * (1 - (deviation * 0.5)))
|
|
flashed.Paralyze(rand(25, 50) * (1 - (deviation * 0.5)))
|
|
SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_CARBON, flashed, src, deviation)
|
|
|
|
else 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!"))
|
|
else
|
|
if(flashed.flash_act())
|
|
flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
|
|
|
|
/**
|
|
* 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
|
|
|
|
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
|
|
|
|
// 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
|
|
|
|
. = TRUE
|
|
if(iscarbon(M))
|
|
flash_carbon(M, user, confusion_duration = 5 SECONDS, targeted = TRUE)
|
|
return
|
|
if(issilicon(M))
|
|
var/mob/living/silicon/robot/flashed_borgo = M
|
|
log_combat(user, flashed_borgo, "flashed", src)
|
|
update_icon(ALL, TRUE)
|
|
if(!flashed_borgo.flash_act(affect_silicon = TRUE))
|
|
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!"))
|
|
return
|
|
flashed_borgo.Paralyze(rand(80,120))
|
|
flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
|
|
user.visible_message(span_warning("[user] overloads [flashed_borgo]'s sensors with the flash!"), span_danger("You overload [flashed_borgo]'s sensors with the flash!"))
|
|
return
|
|
|
|
user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to blind [M] with the flash!"))
|
|
|
|
/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
|
|
|
|
/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)
|
|
..()
|
|
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"
|
|
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/internal/cyberimp/arm/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/internal/cyberimp/arm/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/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 = "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, confusion_duration = 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_notice("[src] emits a soothing light..."))
|
|
if(targeted)
|
|
if(M.flash_act(1, 1))
|
|
var/hypnosis = FALSE
|
|
if(M.hypnosis_vulnerable())
|
|
hypnosis = TRUE
|
|
if(user)
|
|
user.visible_message(span_danger("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
|
|
|
|
if(!hypnosis)
|
|
to_chat(M, span_hypnophrase("The light makes you feel oddly relaxed..."))
|
|
M.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
|
|
M.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
|
|
M.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
|
|
M.adjust_pacifism(10 SECONDS)
|
|
else
|
|
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
|
|
|
|
else if(user)
|
|
user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
|
|
else
|
|
to_chat(M, span_danger("[src] fails to blind you!"))
|
|
|
|
else if(M.flash_act())
|
|
to_chat(M, span_notice("Such a pretty light..."))
|
|
M.adjust_confusion_up_to(4 SECONDS, 20 SECONDS)
|
|
M.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
|
|
M.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
|
|
M.adjust_pacifism(4 SECONDS)
|
|
|
|
#undef CONFUSION_STACK_MAX_MULTIPLIER
|