Files
Bubberstation/code/modules/assembly/flash.dm
Jeremiah 9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00

391 lines
15 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
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/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_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.Knockdown(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(HAS_TRAIT(victim, TRAIT_SPINNING))
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))
if(flashed_borgo.is_blind())
var/flash_duration = rand(8,12) SECONDS
flashed_borgo.Paralyze(flash_duration)
flashed_borgo.set_temp_blindness_if_lower(flash_duration)
user.visible_message(span_warning("[user] overloads [flashed_borgo]'s sensors and computing with the flash!"), span_danger("You overload [flashed_borgo]'s sensors and computing with the flash!"))
else
user.visible_message(span_warning("[user] blinds [flashed_borgo] with the flash!"), span_danger("You blind [flashed_borgo] with the flash!"))
flashed_borgo.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
else
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
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_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 = "mindflash"
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