Files
Citadel-Station-13-RP/code/game/objects/items/devices/flash.dm
Zandario 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00

322 lines
9.3 KiB
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/obj/item/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
item_state = "flashtool"
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 10
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/times_used = 0 //Number of times it's been used.
var/broken = FALSE //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
var/break_mod = 3 // The percent to break increased by every use on the flash.
var/can_break = FALSE // Can the flash break?
var/can_repair = FALSE // Can you repair the flash?
var/repairing = FALSE // Are we repairing right now?
var/safe_flashes = 2 // How many flashes are kept in 1% breakchance?
var/charge_only = FALSE // Does the flash run purely on charge?
var/base_icon = "flash"
var/obj/item/cell/power_supply //What type of power cell this uses
var/charge_cost = 30 //How much energy is needed to flash.
var/use_external_power = FALSE // Do we use charge from an external source?
var/cell_type = /obj/item/cell/device
/obj/item/flash/Initialize(mapload)
. = ..()
power_supply = new cell_type(src)
/obj/item/flash/attackby(var/obj/item/W, var/mob/user)
if(W.is_screwdriver() && broken)
if(repairing)
to_chat(user, "<span class='notice'>\The [src] is already being repaired!</span>")
return
user.visible_message("<span class='notice'>\The [user] starts trying to repair \the [src]'s bulb.</span>")
repairing = TRUE
if(do_after(user, (40 SECONDS + rand(0, 20 SECONDS)) * W.toolspeed) && can_repair)
if(prob(30))
user.visible_message("<span class='notice'>\The [user] successfully repairs \the [src]!</span>")
broken = FALSE
update_icon()
playsound(src.loc, W.usesound, 50, 1)
else
user.visible_message("<span class='notice'>\The [user] fails to repair \the [src].</span>")
repairing = FALSE
else
..()
/obj/item/flash/update_icon()
var/obj/item/cell/battery = power_supply
if(use_external_power)
battery = get_external_power_supply()
if(broken || !battery || battery.charge < charge_cost)
icon_state = "[base_icon]burnt"
else
icon_state = "[base_icon]"
return
/obj/item/flash/get_cell()
return power_supply
/obj/item/flash/proc/get_external_power_supply()
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
return R.cell
if(istype(src.loc, /obj/item/rig_module))
var/obj/item/rig_module/module = src.loc
if(module.holder && module.holder.wearer)
var/mob/living/carbon/human/H = module.holder.wearer
if(istype(H) && H.back)
var/obj/item/rig/suit = H.back
if(istype(suit))
return suit.cell
return null
/obj/item/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
to_chat(user, "<span class='warning'>\The [src] slips out of your hand.</span>")
user.drop_item()
return 0
return 1
/obj/item/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
else if(use_external_power)
var/obj/item/cell/external = get_external_power_supply()
if(!external || !external.use(charge_cost)) //Take power from the borg or rig!
break
else if(!power_supply || !power_supply.checked_use(charge_cost))
break
last_used += 10 SECONDS
times_used--
last_used = world.time
times_used = max(0,round(times_used)) //sanity
update_icon()
// Returns true if the device can flash.
/obj/item/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.
var/obj/item/cell/battery = power_supply
if(use_external_power)
battery = get_external_power_supply()
if(times_used <= max_flashes && battery && battery.charge >= charge_cost)
last_used = world.time
if(prob( max(0, times_used - safe_flashes) * 2 + (times_used >= safe_flashes)) && can_break) //if you use it 10 times in a minute it has a 30% chance to break.
broken = TRUE
if(user)
to_chat(user, "<span class='warning'>The bulb has burnt out!</span>")
update_icon()
return FALSE
else
times_used++
update_icon()
return TRUE
else if(!charge_only) //can only use it 10 times a minute, unless it runs purely on charge.
if(user)
update_icon()
to_chat(user, "<span class='warning'><i>click</i></span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 80, 1)
return FALSE
else if(battery && battery.checked_use(charge_cost + (round(charge_cost / 4) * max(0, times_used - max_flashes)))) // Using over your maximum flashes starts taking more charge per added flash.
times_used++
update_icon()
return TRUE
//attack_as_weapon
/obj/item/flash/attack(mob/living/M, mob/living/user, var/target_zone)
if(!user || !M) return //sanity
add_attack_logs(user,M,"Flashed (attempt) with [src]")
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(M)
if(!clown_check(user)) return
if(broken)
to_chat(user, "<span class='warning'>\The [src] is broken.</span>")
return
flash_recharge()
if(!check_capacitor(user))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
// NIF
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.nif && H.nif.flag_check(NIF_V_FLASHPROT,NIF_FLAGS_VISION))
flashfail = 1
H.nif.notify("High intensity light detected, and blocked!",TRUE)
if(iscarbon(M) && !flashfail)
var/mob/living/carbon/C = M
if(C.stat != DEAD)
var/safety = C.eyecheck()
if(safety <= 0)
var/flash_strength = 10
if(ishuman(C))
var/mob/living/carbon/human/H = C
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.Confuse(flash_strength + 5)
H.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.
H.apply_damage(flash_strength * H.species.flash_burn/5, BURN, BP_HEAD, 0, 0, "Photon burns")
else
flashfail = 1
else if(issilicon(M))
flashfail = 0
var/mob/living/silicon/S = M
if(isrobot(S))
var/mob/living/silicon/robot/R = S
if(R.has_active_type(/obj/item/borg/combat/shield))
var/obj/item/borg/combat/shield/shield = locate() in R
if(shield)
if(shield.active)
shield.adjust_flash_count(R, 1)
flashfail = 1
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("<span class='disarm'>[user] blinds [M] with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
M.Weaken(rand(5,10))
else
user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
return
/obj/item/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(user.get_attack_speed(src))
if(broken)
user.show_message("<span class='warning'>The [src.name] is broken</span>", 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/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("<span class='disarm'>[C] is blinded by the flash!</span>")
..()
/obj/item/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)
base_icon = "sflash"
can_repair = FALSE
//attack_as_weapon
/obj/item/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
..()
if(!broken)
broken = 1
to_chat(user, "<span class='warning'>The bulb has burnt out!</span>")
update_icon()
/obj/item/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
to_chat(user, "<span class='warning'>The bulb has burnt out!</span>")
update_icon()
/obj/item/flash/robot
name = "mounted flash"
can_break = FALSE
use_external_power = TRUE
charge_only = TRUE