#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
crit_fail = FALSE //Is the flash burnt out?
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if (crit_fail)
user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but its burnt out!")
return SHAME
else if (user.eye_blind)
user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!")
return SHAME
user.visible_message("[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/DoRevenantThrowEffects(atom/target)
AOE_flash()
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!crit_fail)
crit_fail = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("[src] burns out!","[src] burns out!")
else
var/turf/T = get_turf(src)
T.visible_message("[src] burns out!")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(crit_fail || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "[src] emits a blinding light!")
if(targeted)
if(M.flash_act(1, 1))
if(M.confused < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
if(user)
terrible_conversion_proc(M, user)
visible_message("[user] blinds [M] with the flash!")
to_chat(user, "You blind [M] with the flash!")
to_chat(M, "[user] blinds you with the flash!")
else
to_chat(M, "You are blinded by [src]!")
var/toblur = 20 - M.eye_blurry
if(toblur > 0)
M.blur_eyes(toblur)
else if(user)
visible_message("[user] fails to blind [M] with the flash!")
to_chat(user, "You fail to blind [M] with the flash!")
to_chat(M, "[user] fails to blind you with the flash!")
else
to_chat(M, "[src] fails to blind you!")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 20, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.DefaultCombatKnockdown(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
R.confused += min(5, diff)
R.flash_act(affect_silicon = 1)
user.visible_message("[user] overloads [R]'s sensors with the flash!", "You overload [R]'s sensors with the flash!")
return TRUE
user.visible_message("[user] fails to blind [M] with the flash!", "You fail to blind [M] with the flash!")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "[src] emits a blinding light!")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/human/H, mob/user)
if(istype(H) && ishuman(user) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "This mind is so vacant that it is not susceptible to influence!")
return
if(H.stat != CONSCIOUS)
to_chat(user, "They must be conscious before you can convert [H.p_them()]!")
return
if(converter.add_revolutionary(H.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "This mind seems resistant to the flash!")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
. = ..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
if(. && !CONFIG_GET(flag/disable_borg_flash_knockdown) && iscarbon(M) && CHECK_MOBILITY(M, MOBILITY_STAND) && !M.get_eye_protection())
M.DefaultCombatKnockdown(80)
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/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."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
var/active_light_strength = 7
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "Your photon projector implant overheats and deactivates!")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "Your photon projector is running too hot to be used again so quickly!")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/Moved(oldLoc, dir)
. = ..()
if(!ismob(loc))
set_light(0)
else
set_light(7)
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/shield
name = "strobe shield"
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "flashshield"
item_state = "flashshield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
burn_out()
return FALSE
return TRUE
/obj/item/assembly/flash/shield/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/assembly/flash/handheld))
var/obj/item/assembly/flash/handheld/flash = W
if(flash.crit_fail)
to_chat(user, "No sense replacing it with a broken bulb.")
return
else
to_chat(user, "You begin to replace the bulb.")
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || QDELETED(flash))
return
crit_fail = FALSE
times_used = 0
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
update_icon()
flash.crit_fail = TRUE
flash.update_icon()
return
..()
/obj/item/assembly/flash/shield/update_icon(flash = FALSE)
icon_state = "flashshield"
item_state = "flashshield"
if(crit_fail)
icon_state = "riot"
item_state = "riot"
else if(flash)
icon_state = "flashshield_flash"
item_state = "flashshield_flash"
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
activate()
return ..()
//ported from tg - check to make sure it can't appear where it's not supposed to.
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno" //I cannot find this icon no matter how hard I look in tg, so I might just make my own.
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "[src] emits a soothing light...")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("[user] blinds [M] with the flash!", "You hypno-flash [M]!")
if(!hypnosis)
to_chat(M, "The light makes you feel oddly relaxed...")
M.confused += min(M.confused + 10, 20)
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("[user] fails to blind [M] with the flash!", "You fail to hypno-flash [M]!")
else
to_chat(M, "[src] fails to blind you!")
else if(M.flash_act())
to_chat(M, "Such a pretty light...")
M.confused += min(M.confused + 4, 20)
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)