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Bubberstation/code/modules/assembly/flash.dm
Rhials 2fc99d12d0 Shadow humanoids are now burned and confused by flashes of light, in lieu of stamina loss when applicable (#92146)
## About The Pull Request

`Flash_act()` no longer stuns Shadow/Nightmare species mobs. It instead
applies confusion and high (-ly spammable) damage. Just to be absolutely
clear, this applies to both the "shadow" halloween species and the
Nightmare antag species.

This applies to most forms of flashes, including welding, flashbangs,
and of course, flashes. I'm going to talk about those seperately:

FLASHES:

Head-on flashes do 16 damage and apply 3 seconds of confusion. This goes
down to 8 damage and 1 second if from the side. If you want to open up a
fight with a Nightmare, you can still flash it like usual. The enemy
will be hurt and confused, but not stunned like previously. You could
continue spamming flashes (assuming you're at the right angle) to keep
doing damage and keep them confused, but they won't be helpless and will
likely start attacking you while you do this.

Not-head-on flashes do half damage and confuse for half as long. It
still works but not as good, just like flashes do in every other case.

Yes, this does include in-hand flash uses, so if you're afraid of
getting jumped by a nightmare, you can keep one in your back pocket and
spam it as you run away for safety.

THE OTHER FLASH_ACT() STUFF:

Other sources of flashes will do full damage regardless of distance or
direction faced. This includes flashbangs (they won't stun) and welding
(your whole body is made of shadow, so you won't be protected by a
welding mask). Seriously. Don't try to operate a welder as a Nightmare.
Just jaunt past the wall. You will die.

OH ALSO:

Shadow species now have a cool sounding scream. They scream when flashed
too.


https://github.com/user-attachments/assets/781f9d2f-d2a9-4be5-ab47-95a4261dfa55

## Why It's Good For The Game

Flashes should not be the remedy to the Nightmare issue. They're
roundstart gear, virtually everywhere, and come as standard gear for
every cyborg. The flashes aren't the issue, it's the effect they have on
Nightmares.

Rather than remove flashes from the equation entirely, they're now a
handy tool for opening up attacks on Nightmares. You can land a good hit
with them to confuse and injure them, then follow up with the baton or
welder or whatever you were carrying around.

Effectively, flashes been bumped down from "two-shot wincon that most of
your adversaries have as default gear" to "controlled equipment that a
player might want when they know they'll have to fight this particular
antag".

As for the rest of the sandbox corners that this affects, I think being
more sensitive to even benign flashes of light makes sense in-character.

And... it adds a little bit more depth to the species. Now all sources
of bright, flashing light are something that must be considered, rather
than just the ones used to kill antagonists.
## Changelog
🆑 Rhials
balance: Nightmares/Shadowpeople are no longer stunned by intense
flashes like flashbangs or handheld flashes.
balance: Nightmares/Shadowpeople are now harmed and confused by ALL
flash sources, including welding or other sources of flash-like
flashing.
sound: Nightmares now have a wretched hiss as their default scream
sound. Spooky!
/🆑
2025-07-29 13:31:14 +10:00

396 lines
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#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/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_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 shouldn't notice any effects.
if(deviation == DEVIATION_FULL)
return
if(targeted)
var/flash_result = flashed.flash_act(1, 1)
if(flash_result == FLASH_COMPLETED)
return //Behavior was overwritten, so we just skip the flashy stunny part and go with the override behavior instead
if(flash_result)
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 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
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, 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_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