Updates handheld-flashes so that they cannot break on their first use. Their chance of breaking is directly proportional to their frequency of use (ranges from 0% to 5%, used to be a blanket 2%). Their capacitor recharges one charge every 60 seconds. Once their 6 charges are used up, they temporarily stop working whilst their capacitor recharges. This should mean that flashes will last a long time with light use (defence/rev), but not for spamming (shitcurity).

Can now job-ban people from entire departments through the jobban panel.
Can now job-ban people even if they log out.
Job-ban panel now informs you why people were banned from each job.
Runtime fixes for some old jobban code that was preventing the above stuff.
Committing some fixes Nodrak pointed out.
Credits go to Nodrak for a lot of this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3285 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-03-13 22:39:26 +00:00
parent d07360a162
commit 9fc0fe564f
6 changed files with 291 additions and 203 deletions
+132 -138
View File
@@ -10,166 +10,160 @@
item_state = "electronic"
origin_tech = "magnets=2;combat=1"
var
shots_left = 5
max_shots = 5
broken = 0
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.
proc
clown_check(var/mob/user)
recharge()
/obj/item/device/flash/proc/clown_check(var/mob/user)
if((user.mutations & CLUMSY) && prob(50))
user << "\red The Flash slips out of your hand."
user.drop_item()
return 0
return 1
/obj/item/device/flash/attack(mob/living/M as mob, mob/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey])</font>")
attack(mob/living/M as mob, mob/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
if(!clown_check(user)) return
if(broken)
user.show_message("\red The [src.name] is broken", 2)
return
log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey])</font>")
//capacitor recharges over time
for(var/i=0, i<3, i++)
if(last_used+600 > world.time)
break
last_used += 600
times_used--
if(!clown_check(user)) return
if(broken)
user.show_message("\red The [src.name] is broken", 2)
return
if(shots_left <= 0)
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
times_used = max(0,round(times_used)) //sanity
switch(times_used)
if(0 to 5)
last_used = world.time
if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "\red The bulb has burnt out!"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user.show_message("\red *click* *click*", 2)
return
playsound(src.loc, 'flash.ogg', 100, 1)
var/flashfail = 0
playsound(src.loc, 'flash.ogg', 100, 1)
shots_left--
var/flashfail = 0
if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(10)
flick("e_flash", M.flash)
if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(10)
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user))
if(user.mind in ticker.mode.head_revolutionaries)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
if(M.mind.has_been_rev)
revsafe = 2
if(!revsafe)
M.mind.has_been_rev = 1
ticker.mode.add_revolutionary(M.mind)
else if(revsafe == 1)
user << "\red Something seems to be blocking the flash!"
else
user << "\red This mind seems resistant to the flash!"
else
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
if(!flashfail)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] blinds [] with the flash!", user, M))
if(ishuman(M) && ishuman(user))
if(user.mind in ticker.mode.head_revolutionaries)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
if(M.mind.has_been_rev)
revsafe = 2
if(!revsafe)
M.mind.has_been_rev = 1
ticker.mode.add_revolutionary(M.mind)
else if(revsafe == 1)
user << "\red Something seems to be blocking the flash!"
else
user << "\red This mind seems resistant to the flash!"
else
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [] fails to blind [] with the flash!", user, M))
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
if(!flashfail)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] blinds [] with the flash!", user, M))
else
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [] fails to blind [] with the flash!", user, M))
if (prob(2))
broken = 1
user << "\red The bulb has burnt out!"
icon_state = "flashburnt"
return
spawn(60)
recharge()
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!emp)
if (!clown_check(user)) return
if(broken)
if(user)
user.show_message("\red The [src.name] is broken", 2)
return
//capacitor recharges over time
for(var/i=0, i<3, i++)
if(last_used+600 > world.time)
break
last_used += 600
times_used -= 2
last_used = world.time
attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!emp)
if (!clown_check(user)) return
if(broken)
if(user)
user.show_message("\red The [src.name] is broken", 2)
return
if(shots_left <= 0)
if(user)
user.show_message("\red *click* *click*", 2)
return
playsound(src.loc, 'flash.ogg', 100, 1)
shots_left--
flick("flash2", src)
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
for(var/mob/living/carbon/M in oviewers(3, null))
if(prob(50))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
var/safety = M:eyecheck()
if(!safety)
flick("flash", M.flash)
if (prob(2))
broken = 1
icon_state = "flashburnt"
if(user)
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
times_used = max(0,round(times_used)) //sanity
switch(times_used)
if(0 to 5)
if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "\red The bulb has burnt out!"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user.show_message("\red *click* *click*", 2)
return
playsound(src.loc, 'flash.ogg', 100, 1)
flick("flash2", src)
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
spawn(60)
recharge()
for(var/mob/living/carbon/M in oviewers(3, null))
if(prob(50))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
var/safety = M:eyecheck()
if(!safety)
flick("flash", M.flash)
return
return
emp_act(severity)
src.attack_self(null,1,1)
..()
clown_check(var/mob/user)
if((user.mutations & CLUMSY) && prob(50))
user << "\red The Flash slips out of your hand."
user.drop_item()
return 0
return 1
recharge()
if(max_shots > shots_left)
shots_left++
if(max_shots > shots_left)
spawn(60)//more or less 10 seconds
recharge()
return
/obj/item/device/flash/emp_act(severity)
src.attack_self(null,1,1)
..()