Flash refactor and rebalance (#25852)

* Flash refactor and rebalance

* Maps

* Update code/game/objects/items/devices/flash.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/game/objects/items/devices/flash.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Contra review

* Update code/game/objects/items/devices/flash.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Lewc Review

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
DGamerL
2024-08-04 07:55:17 +00:00
committed by GitHub
co-authored by Contrabang Luc
parent dc85c54d65
commit a21b962ee6
4 changed files with 88 additions and 82 deletions
+69 -63
View File
@@ -13,32 +13,40 @@
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;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/battery_panel = FALSE //whether the flash can be modified with a cell or not
var/overcharged = FALSE //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable
///This tracks the world.time until the flash can be used again
var/cooldown
///This is the duration of the cooldown
var/cooldown_duration = 5 SECONDS
var/use_sound = 'sound/weapons/flash.ogg'
/// Is the flash burnt out?
var/broken = FALSE
/// Whether the flash can be modified with a cell or not
var/battery_panel = FALSE
/// If overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/overcharged = FALSE
/// Set this to FALSE if you don't want your flash to be overcharge capable
var/can_overcharge = TRUE
/// How many times have we used the flash recently
var/times_used = 0
/// What is the max amount we can use this flash before it burns out
var/max_uses = 5
/// A reference to the timer used to recharge. If we use it while it's on cooldown, we reset the cooling
var/flash_timer
/// How long do we have between flashes
var/time_between_flashes = 5 SECONDS
/obj/item/flash/proc/clown_check(mob/user)
if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 30 SECONDS, 0)
return FALSE
return TRUE
var/use_sound = 'sound/weapons/flash.ogg'
COOLDOWN_DECLARE(flash_cooldown)
/obj/item/flash/attackby(obj/item/I, mob/user, params)
if(can_overcharge)
if(battery_panel && !overcharged)
if(istype(I, /obj/item/stock_parts/cell))
to_chat(user, "<span class='notice'>You jam [I] into the battery compartment on [src].</span>")
qdel(I)
overcharged = TRUE
add_overlay("overcharge")
if(!can_overcharge || !istype(I, /obj/item/stock_parts/cell))
return
if(battery_panel && !overcharged)
to_chat(user, "<span class='notice'>You jam [I] into the battery compartment on [src].</span>")
qdel(I)
overcharged = TRUE
update_icon(UPDATE_OVERLAYS)
/obj/item/flash/update_overlays()
. = ..()
if(overcharged)
add_overlay("overcharge")
/obj/item/flash/screwdriver_act(mob/living/user, obj/item/I)
if(!can_overcharge)
@@ -51,54 +59,52 @@
battery_panel = !battery_panel
return TRUE
/obj/item/flash/random/New()
..()
if(prob(25))
broken = TRUE
icon_state = "[initial(icon_state)]burnt"
/obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = TRUE
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>[src] burns out!</span>")
/obj/item/flash/proc/flash_recharge(mob/user)
if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return FALSE
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
/obj/item/flash/proc/try_use_flash(mob/user)
if(broken)
return FALSE
if(cooldown >= world.time && user)
if(!COOLDOWN_FINISHED(src, flash_cooldown) && user)
to_chat(user, "<span class='warning'>Your [name] is still too hot to use again!</span>")
return FALSE
cooldown = world.time + cooldown_duration
flash_recharge(user)
playsound(loc, use_sound, 100, 1)
. = TRUE
COOLDOWN_START(src, flash_cooldown, time_between_flashes)
if(!flash_timer)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
else
// The flash can't cool down if you overheat it again!
deltimer(flash_timer)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
playsound(loc, use_sound, 100, TRUE)
flick("[initial(icon_state)]2", src)
set_light(2, 1, COLOR_WHITE)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2)
times_used++
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2 DECISECONDS)
if(user && !clown_check(user))
times_used++
if(times_used == (max_uses - 1))
to_chat(user, "<span class='warning'>[src] is getting dangerously hot! Don't use it for a few seconds or it will burn out!</span>")
else if(times_used == max_uses)
burn_out()
if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 30 SECONDS, 0)
return FALSE
return TRUE
/obj/item/flash/proc/flash_recharge(mob/user)
times_used = max(0, times_used - 1)
if(times_used)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
else
flash_timer = null
/obj/item/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 10 SECONDS, targeted = 1)
/obj/item/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 10 SECONDS, targeted = TRUE)
if(user)
add_attack_logs(user, M, "Flashed with [src]")
if(targeted)
@@ -151,7 +157,6 @@
user.create_attack_log("[key_name(user)] EMPd a camera with a flash")
add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL)
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return FALSE
@@ -164,15 +169,13 @@
user.create_attack_log("[key_name(user)] EMPd a camera with a flash")
add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return FALSE
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 20 SECONDS, 0)
burn_out()
..()
return ..()
/obj/item/flash/proc/revolution_conversion(mob/M, mob/user)
if(!ishuman(M) || !user.mind?.has_antag_datum(/datum/antagonist/rev/head))
@@ -247,7 +250,7 @@
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges+1, flash_max_charges)
flash_cur_charges = min(flash_cur_charges + 1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/try_use_flash(mob/user = null)
@@ -261,15 +264,15 @@
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
desc = "If you see this, you're not likely to remember it any time soon." // Why doesn't this at least delete your notes smh
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/flash/armimplant
name = "photon projector"
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."
cooldown_duration = 2 SECONDS
var/obj/item/organ/internal/cyberimp/arm/implant = null
time_between_flashes = 2 SECONDS
var/obj/item/organ/internal/cyberimp/arm/implant
/obj/item/flash/armimplant/burn_out()
if(implant?.owner)
@@ -280,5 +283,8 @@
implant = null
return ..()
/// just a regular flash now
/obj/item/flash/synthetic
/obj/item/flash/random/Initialize(mapload)
. = ..()
if(prob(25))
broken = TRUE
icon_state = "[initial(icon_state)]burnt"