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CHOMPStation2/code/game/machinery/flasher.dm
2020-05-18 13:31:54 -04:00

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// It is a gizmo that flashes a small area
/obj/machinery/flasher
name = "Mounted flash"
desc = "A wall-mounted flashbulb device."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mflash1"
var/id = null
var/range = 2 //this is roughly the size of brig cell
var/disable = 0
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 10 //How weakened targets are when flashed.
var/base_state = "mflash"
anchored = 1
use_power = USE_POWER_IDLE
idle_power_usage = 2
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1"
strength = 8
anchored = 0
base_state = "pflash"
density = 1
/obj/machinery/flasher/power_change()
..()
if(!(stat & NOPOWER))
icon_state = "[base_state]1"
// sd_SetLuminosity(2)
else
icon_state = "[base_state]1-p"
// sd_SetLuminosity(0)
//Don't want to render prison breaks impossible
/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wirecutter())
add_fingerprint(user)
disable = !disable
if(disable)
user.visible_message("<span class='warning'>[user] has disconnected the [src]'s flashbulb!</span>", "<span class='warning'>You disconnect the [src]'s flashbulb!</span>")
if(!disable)
user.visible_message("<span class='warning'>[user] has connected the [src]'s flashbulb!</span>", "<span class='warning'>You connect the [src]'s flashbulb!</span>")
//Let the AI trigger them directly.
/obj/machinery/flasher/attack_ai()
if(anchored)
return flash()
else
return
/obj/machinery/flasher/proc/flash()
if(!(powered()))
return
if((disable) || (last_flash && world.time < last_flash + 150))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("[base_state]_flash", src)
last_flash = world.time
use_power(1500)
for (var/mob/O in viewers(src, null))
if(get_dist(src, O) > range)
continue
var/flash_time = strength
if(istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
if(!H.eyecheck() <= 0)
continue
flash_time *= H.species.flash_mod
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
if(!E)
return
if(E.is_bruised() && prob(E.damage + 50))
H.flash_eyes()
E.damage += rand(1, 5)
else
if(!O.blinded && isliving(O))
var/mob/living/L = O
L.flash_eyes()
O.Weaken(flash_time)
/obj/machinery/flasher/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(prob(75/severity))
flash()
..(severity)
/obj/machinery/flasher/portable/HasProximity(turf/T, atom/movable/AM, oldloc)
if(disable || !anchored || (last_flash && world.time < last_flash + 150))
return
if(iscarbon(AM))
var/mob/living/carbon/M = AM
if(M.m_intent != "walk")
flash()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wrench())
add_fingerprint(user)
anchored = !anchored
if(!anchored)
user.show_message(text("<span class='warning'>[src] can now be moved.</span>"))
cut_overlays()
unsense_proximity(callback = .HasProximity)
else if(anchored)
user.show_message(text("<span class='warning'>[src] is now secured.</span>"))
add_overlay("[base_state]-s")
sense_proximity(callback = .HasProximity)
/obj/machinery/button/flasher
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
/obj/machinery/button/flasher/attack_hand(mob/user as mob)
if(..())
return
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/flasher/M in machines)
if(M.id == id)
spawn()
M.flash()
sleep(50)
icon_state = "launcherbtt"
active = 0
return