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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
391 lines
15 KiB
Plaintext
391 lines
15 KiB
Plaintext
#define CONFUSION_STACK_MAX_MULTIPLIER 2
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/obj/item/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon = 'icons/obj/devices/flash.dmi'
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icon_state = "flash"
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inhand_icon_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
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light_system = OVERLAY_LIGHT //Used as a flash here.
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light_range = FLASH_LIGHT_RANGE
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light_color = COLOR_WHITE
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light_power = FLASH_LIGHT_POWER
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light_on = FALSE
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/// Whether we currently have the flashing overlay.
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var/flashing = FALSE
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/// The overlay we use for flashing.
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var/flashing_overlay = "flash-f"
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var/times_used = 0 //Number of times it's been used.
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var/burnt_out = FALSE //Is the flash burnt out?
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var/burnout_resistance = 0
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var/last_used = 0 //last world.time it was used.
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/assembly/flash/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!"))
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return SHAME
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else if(user.is_blind())
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
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return SHAME
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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!"))
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attack(user,user)
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return FIRELOSS
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/obj/item/assembly/flash/update_icon(updates=ALL, flash = FALSE)
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inhand_icon_state = "[burnt_out ? "flashtool_burnt" : "[initial(inhand_icon_state)]"]"
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flashing = flash
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. = ..()
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if(flash)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), 0.5 SECONDS)
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holder?.update_icon(updates)
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/obj/item/assembly/flash/update_overlays()
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attached_overlays = list()
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. = ..()
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if(burnt_out)
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. += "flashburnt"
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attached_overlays += "flashburnt"
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if(flashing)
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. += flashing_overlay
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attached_overlays += flashing_overlay
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/obj/item/assembly/flash/update_name()
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name = "[burnt_out ? "burnt-out [initial(name)]" : "[initial(name)]"]"
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return ..()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_carbon(user, user, confusion_duration = 15 SECONDS, targeted = FALSE)
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return FALSE
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return TRUE
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/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.
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if(!burnt_out)
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burnt_out = TRUE
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loc?.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
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update_appearance()
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/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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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
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, confusion_duration = 5 SECONDS, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
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if(user)
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targets -= user
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to_chat(user, span_danger("[src] emits a blinding light!"))
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for(var/mob/living/carbon/nearby_carbon in targets)
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flash_carbon(nearby_carbon, user, confusion_duration, targeted = FALSE, generic_message = TRUE)
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return TRUE
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/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.get_all_contents(), GLOB.typecache_living)
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/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
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if(burnt_out || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
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set_light_on(TRUE)
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addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
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times_used++
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if(!flash_recharge())
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return FALSE
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update_icon(ALL, TRUE)
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update_name(ALL) //so if burnt_out was somehow reverted to 0 the name changes back to flash
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/flash_end()
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set_light_on(FALSE)
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/**
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* Handles actual flashing part of the attack
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*
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* This proc is awful in every sense of the way, someone should definitely refactor this whole code.
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* Arguments:
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* * M - Victim
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* * user - Attacker
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* * confusion_duration - handles the amount of confusion it gives you
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* * targeted - determines if it was aoe or targeted
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* * generic_message - checks if it should display default message.
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*/
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/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE)
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if(!istype(flashed))
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return
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if(user)
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log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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else //caused by emp/remote signal
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flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]", LOG_ATTACK)
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if(generic_message && flashed != user)
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to_chat(flashed, span_danger("[src] emits a blinding light!"))
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var/deviation = calculate_deviation(flashed, user || src)
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if(user)
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var/sigreturn = SEND_SIGNAL(user, COMSIG_MOB_PRE_FLASHED_CARBON, flashed, src, deviation)
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if(sigreturn & STOP_FLASH)
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return
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if(sigreturn & DEVIATION_OVERRIDE_FULL)
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deviation = DEVIATION_FULL
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else if(sigreturn & DEVIATION_OVERRIDE_PARTIAL)
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deviation = DEVIATION_PARTIAL
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else if(sigreturn & DEVIATION_OVERRIDE_NONE)
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deviation = DEVIATION_NONE
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//If you face away from someone they shouldn't notice any effects.
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if(deviation == DEVIATION_FULL)
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return
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if(targeted)
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if(flashed.flash_act(1, 1))
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
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//easy way to make sure that you can only long stun someone who is facing in your direction
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flashed.adjustStaminaLoss(rand(80, 120) * (1 - (deviation * 0.5)))
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flashed.Knockdown(rand(25, 50) * (1 - (deviation * 0.5)))
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SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_CARBON, flashed, src, deviation)
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else if(user)
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visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_danger("[user] fails to blind you with the flash!"))
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else
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to_chat(flashed, span_danger("[src] fails to blind you!"))
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else
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if(flashed.flash_act())
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flashed.set_confusion_if_lower(confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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/**
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* Handles the directionality of the attack
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*
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* Returns the amount of 'deviation', 0 being facing each other, 1 being sideways, 2 being facing away from each other.
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* Arguments:
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* * victim - Victim
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* * attacker - Attacker
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*/
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/obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker)
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// Tactical combat emote-spinning should not counter intended gameplay mechanics.
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// This trumps same-loc checks to discourage floor spinning in general to counter flashes.
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// In short, combat spinning is silly and you should feel silly for doing it.
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if(HAS_TRAIT(victim, TRAIT_SPINNING))
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return DEVIATION_NONE
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if(iscarbon(victim))
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var/mob/living/carbon/carbon_victim = victim
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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
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return DEVIATION_NONE
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// Are they on the same tile? We'll return partial deviation. This may be someone flashing while lying down
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// or flashing someone they're stood on the same turf as, or a borg flashing someone buckled to them.
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if(victim.loc == attacker.loc)
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return DEVIATION_PARTIAL
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// If the victim was looking at the attacker, this is the direction they'd have to be facing.
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var/victim_to_attacker = get_dir(victim, attacker)
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// The victim's dir is necessarily a cardinal value.
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var/victim_dir = victim.dir
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// - - -
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// - V - Victim facing south
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// # # #
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// Attacker within 45 degrees of where the victim is facing.
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if(victim_dir & victim_to_attacker)
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return DEVIATION_NONE
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// # # #
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// - V - Victim facing south
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// - - -
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// Attacker at 135 or more degrees of where the victim is facing.
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if(victim_dir & REVERSE_DIR(victim_to_attacker))
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return DEVIATION_FULL
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// - - -
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// # V # Victim facing south
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// - - -
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// Attacker lateral to the victim.
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return DEVIATION_PARTIAL
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/obj/item/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return FALSE
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. = TRUE
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if(iscarbon(M))
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flash_carbon(M, user, confusion_duration = 5 SECONDS, targeted = TRUE)
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return
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if(issilicon(M))
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var/mob/living/silicon/robot/flashed_borgo = M
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log_combat(user, flashed_borgo, "flashed", src)
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update_icon(ALL, TRUE)
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if(flashed_borgo.flash_act(affect_silicon = TRUE))
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if(flashed_borgo.is_blind())
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var/flash_duration = rand(8,12) SECONDS
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flashed_borgo.Paralyze(flash_duration)
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flashed_borgo.set_temp_blindness_if_lower(flash_duration)
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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!"))
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else
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user.visible_message(span_warning("[user] blinds [flashed_borgo] with the flash!"), span_danger("You blind [flashed_borgo] with the flash!"))
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flashed_borgo.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
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flashed_borgo.set_confusion_if_lower(5 SECONDS * CONFUSION_STACK_MAX_MULTIPLIER)
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else
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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!"))
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return
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user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to blind [M] with the flash!"))
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/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(user = user))
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return FALSE
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/obj/item/assembly/flash/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!AOE_flash())
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return
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burn_out()
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/obj/item/assembly/flash/activate()//AOE flash on signal received
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if(!..())
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return
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AOE_flash()
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/obj/item/assembly/flash/cyborg
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/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attack_self(mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, list/modifiers)
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return
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/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon_state = "memorizer"
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inhand_icon_state = "nullrod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/assembly/flash/armimplant
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name = "photon projector"
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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."
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var/flashcd = 20
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var/overheat = 0
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//Wearef to our arm
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var/datum/weakref/arm
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/obj/item/assembly/flash/armimplant/burn_out()
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var/obj/item/organ/cyberimp/arm/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector implant overheats and deactivates!"))
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real_arm.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd * 2)
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/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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var/obj/item/organ/cyberimp/arm/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
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playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
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update_icon(ALL, TRUE)
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return TRUE
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/obj/item/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/assembly/flash/armimplant/screwdriver_act(mob/living/user, obj/item/I)
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to_chat(user, span_notice("\The [src] is an implant! It cannot be unsecured!"))
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add_fingerprint(user)
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/obj/item/assembly/flash/hypnotic
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desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
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flashing_overlay = "mindflash"
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light_color = LIGHT_COLOR_PINK
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cooldown = 20
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/obj/item/assembly/flash/hypnotic/burn_out()
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return
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/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, confusion_duration = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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if(user)
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log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
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else //caused by emp/remote signal
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M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", LOG_ATTACK)
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if(generic_message && M != user)
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to_chat(M, span_notice("[src] emits a soothing light..."))
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if(targeted)
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if(M.flash_act(1, 1))
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var/hypnosis = FALSE
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if(M.hypnosis_vulnerable())
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hypnosis = TRUE
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if(user)
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user.visible_message(span_danger("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
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if(!hypnosis)
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to_chat(M, span_hypnophrase("The light makes you feel oddly relaxed..."))
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M.adjust_confusion_up_to(10 SECONDS, 20 SECONDS)
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M.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
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M.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
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M.adjust_pacifism(10 SECONDS)
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else
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M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
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else if(user)
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user.visible_message(span_warning("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
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else
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to_chat(M, span_danger("[src] fails to blind you!"))
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else if(M.flash_act())
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to_chat(M, span_notice("Such a pretty light..."))
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M.adjust_confusion_up_to(4 SECONDS, 20 SECONDS)
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M.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
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M.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
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M.adjust_pacifism(4 SECONDS)
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#undef CONFUSION_STACK_MAX_MULTIPLIER
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