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Further impovements to proximity code Also voice analiser's third mode now remembers the voice properly not just mob
143 lines
4.2 KiB
Plaintext
143 lines
4.2 KiB
Plaintext
// It is a gizmo that flashes a small area
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/obj/machinery/flasher
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name = "mounted flash"
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desc = "A wall-mounted flashbulb device."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "mflash1"
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var/obj/item/device/assembly/flash/handheld/bulb = null
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var/id = null
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var/range = 2 //this is roughly the size of brig cell
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var/last_flash = 0 //Don't want it getting spammed like regular flashes
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var/strength = 5 //How weakened targets are when flashed.
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var/base_state = "mflash"
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anchored = 1
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/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
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name = "portable flasher"
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desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
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icon_state = "pflash1-p"
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strength = 4
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anchored = 0
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base_state = "pflash"
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density = 1
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/obj/machinery/flasher/New()
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..() // ..() is EXTREMELY IMPORTANT, never forget to add it
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bulb = new /obj/item/device/assembly/flash/handheld(src)
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/obj/machinery/flasher/Move()
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remove_from_proximity_list(src, range)
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..()
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/obj/machinery/flasher/power_change()
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if (powered() && anchored && bulb)
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stat &= ~NOPOWER
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if(bulb.crit_fail)
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icon_state = "[base_state]1-p"
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else
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icon_state = "[base_state]1"
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else
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stat |= ~NOPOWER
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icon_state = "[base_state]1-p"
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//Don't want to render prison breaks impossible
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/obj/machinery/flasher/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wirecutters))
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if (bulb)
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user.visible_message("[user] begins to disconnect [src]'s flashbulb.", "<span class='notice'>You begin to disconnect [src]'s flashbulb...</span>")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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if(do_after(user, 30/W.toolspeed, target = src) && bulb)
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user.visible_message("[user] has disconnected [src]'s flashbulb!", "<span class='notice'>You disconnect [src]'s flashbulb.</span>")
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bulb.loc = src.loc
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bulb = null
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power_change()
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else if (istype(W, /obj/item/device/assembly/flash/handheld))
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if (!bulb)
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if(!user.drop_item())
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return
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user.visible_message("[user] installs [W] into [src].", "<span class='notice'>You install [W] into [src].</span>")
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W.loc = src
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bulb = W
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power_change()
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else
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user << "<span class='warning'>A flashbulb is already installed in [src]!</span>"
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add_fingerprint(user)
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//Let the AI trigger them directly.
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/obj/machinery/flasher/attack_ai()
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if (anchored)
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return flash()
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else
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return
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/obj/machinery/flasher/proc/flash()
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if (!powered() || !bulb)
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return
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if (bulb.crit_fail || (last_flash && world.time < src.last_flash + 150))
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return
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if(!bulb.flash_recharge(30)) //Bulb can burn out if it's used too often too fast
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power_change()
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return
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bulb.times_used ++
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("[base_state]_flash", src)
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last_flash = world.time
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use_power(1000)
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for (var/mob/living/L in viewers(src, null))
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if (get_dist(src, L) > range)
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continue
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if(L.flash_eyes(affect_silicon = 1))
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L.Weaken(strength)
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if(L.weakeyes)
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L.Weaken(strength * 1.5)
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L.visible_message("<span class='disarm'><b>[L]</b> gasps and shields their eyes!</span>")
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return 1
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/obj/machinery/flasher/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(bulb && prob(75/severity))
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flash()
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bulb.burn_out()
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power_change()
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..(severity)
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/obj/machinery/flasher/portable/HasProximity(atom/movable/AM)
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if (last_flash && world.time < last_flash + 150)
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return
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if(istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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if (M.m_intent != "walk" && anchored)
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flash()
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/obj/machinery/flasher/portable/attackby(obj/item/weapon/W, mob/user, params)
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if (istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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if (!anchored && !isinspace())
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user << "<span class='notice'>[src] is now secured.</span>"
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overlays += "[base_state]-s"
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anchored = 1
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power_change()
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add_to_proximity_list(src, range)
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else
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user << "<span class='notice'>[src] can now be moved.</span>"
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overlays.Cut()
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anchored = 0
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power_change()
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remove_from_proximity_list(src, range)
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else
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..() |