/obj/item/device/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
item_state = "flashtool"
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 10
flags = CONDUCT
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/max_flashes = 10 // How many times the flash can be used before needing to self recharge.
var/halloss_per_flash = 30
/obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
user << "\The [src] slips out of your hand."
user.drop_item()
return 0
return 1
/obj/item/device/flash/proc/flash_recharge()
//Every ten seconds the flash doesn't get used, the times_used variable goes down by one, making the flash less likely to burn out,
// as well as being able to flash more before reaching max_flashes cap.
for(var/i=0, i < max_flashes, i++)
if(last_used + 10 SECONDS > world.time)
break
last_used += 10 SECONDS
times_used--
last_used = world.time
times_used = max(0,round(times_used)) //sanity
// Returns true if the device can flash.
/obj/item/device/flash/proc/check_capacitor(var/mob/user)
//spamming the flash before it's fully charged (60 seconds) increases the chance of it breaking
//It will never break on the first use.
if(times_used <= max_flashes)
last_used = world.time
if(prob( round(times_used / 2) )) //if you use it 10 times in a minute it has a 5% chance to break.
broken = 1
if(user)
user << "The bulb has burnt out!"
icon_state = "flashburnt"
return FALSE
else
times_used++
return TRUE
else //can only use it 10 times a minute
if(user)
user << "*click* *click*"
return FALSE
//attack_as_weapon
/obj/item/device/flash/attack(mob/living/M, mob/living/user, var/target_zone)
if(!user || !M) return //sanity
M.attack_log += text("\[[time_stamp()]\] Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])")
user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to flash [M.name] ([M.ckey])")
msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (JMP)")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
if(!clown_check(user)) return
if(broken)
user << "\The [src] is broken."
return
flash_recharge()
if(!check_capacitor(user))
return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.stat != DEAD)
var/safety = C.eyecheck()
if(safety <= 0)
var/flash_strength = 5
if(ishuman(C))
var/mob/living/carbon/human/H = C
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.confused = max(H.confused, flash_strength + 5)
H.eye_blind = max(H.eye_blind, flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
H.flash_eyes()
H.adjustHalLoss(halloss_per_flash * (flash_strength / 5)) // Should take four flashes to stun.
else
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
else
flashfail = 1
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!flashfail)
flick("flash2", src)
if(!issilicon(M))
user.visible_message("[user] blinds [M] with the flash!")
else
user.visible_message("[user] overloads [M]'s sensors with the flash!")
else
user.visible_message("[user] fails to blind [M] with the flash!")
return
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(broken)
user.show_message("The [src.name] is broken", 2)
return
flash_recharge()
if(!check_capacitor(user))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("flash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
for(var/mob/living/carbon/C in oviewers(3, null))
var/safety = C.eyecheck()
if(!safety)
if(!C.blinded)
C.flash_eyes()
return
/obj/item/device/flash/emp_act(severity)
if(broken) return
flash_recharge()
if(!check_capacitor())
return
if(istype(loc, /mob/living/carbon))
var/mob/living/carbon/C = loc
var/safety = C.eyecheck()
if(safety <= 0)
C.adjustHalLoss(halloss_per_flash)
//C.Weaken(10)
C.flash_eyes()
for(var/mob/M in viewers(C, null))
M.show_message("[C] is blinded by the flash!")
..()
/obj/item/device/flash/synthetic
name = "synthetic flash"
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
//attack_as_weapon
/obj/item/device/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
..()
if(!broken)
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"