Files
VOREStation/code/game/objects/items/devices/flash.dm
Cameron Lennox cdafe425a5 Adds Trait Genetics (#16921)
* Adds Trait Genetics from Outpost21

Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)

* Morph trait

* Fixes a server crashing bug with flip

aa

* flip

* Makes morph superpower better

- Makes it use the appearance_changer instead of 1000 different  procs

- Makes cocoon weaver able to change eye and skin color.

I did NOT select you. BAD

* begone

* fix dna modifier

* Fixes massive memory leak

* Brain Runtime Fix

* There was no reason for this to be a spawn(0)

And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png

* revert

revert the dna changes there

* Deconf

* gets rid of unused proc vars that did nothing

* expects enough free slots

* glob

* fixed and added two other tests

* another few tests

* this is a list

* fixed bad injector

* lets wrap these for sanity

* better feedback

* wrong name

* don't allow multiple occupants into the dna pod

* future traits will have activation levels instead of binary on/off

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
2025-02-11 02:01:27 -05:00

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/obj/item/flash
name = "flash"
desc = "Used for blinding and disorienting."
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 = TRUE // 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
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/flash/Initialize()
. = ..()
power_supply = new cell_type(src)
/obj/item/flash/attackby(var/obj/item/W, var/mob/user)
if(W.has_tool_quality(TOOL_SCREWDRIVER) && broken)
if(repairing)
to_chat(user, span_notice("\The [src] is already being repaired!"))
return
user.visible_message(span_infoplain(span_bold("\The [user]") + " starts trying to repair \the [src]'s bulb."))
repairing = TRUE
if(do_after(user, (40 SECONDS + rand(0, 20 SECONDS)) * W.toolspeed) && can_repair)
if(prob(30))
user.visible_message(span_notice("\The [user] successfully repairs \the [src]!"))
broken = FALSE
update_icon()
playsound(src, W.usesound, 50, 1)
else
user.visible_message(span_infoplain(span_bold("\The [user]") + " fails to repair \the [src]."))
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.get_rig())
var/obj/item/rig/suit = H.get_rig()
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_warning("\The [src] slips out of your hand."))
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_warning("The bulb has burnt out!"))
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_warning(span_italics("click")))
playsound(src, '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_warning("\The [src] is broken."))
return
flash_recharge()
if(!check_capacitor(user))
return
playsound(src, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
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(FLASHPROOF in H.mutations)
flashfail = 1
if(iscarbon(M) && !flashfail) //VOREStation Add - NIF
var/mob/living/carbon/C = M
if(C.stat != DEAD)
var/safety = C.eyecheck()
if(safety <= 0)
var/flash_strength = 10 //Vorestation edit, making flashes behave the same as flash rounds
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_disarm("[user] blinds [M] with the flash!"))
else
user.visible_message(span_notice("[user] overloads [M]'s sensors with the flash!"))
M.Weaken(rand(5,10))
else
user.visible_message(span_notice("[user] fails to blind [M] with the flash!"))
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_warning("The [src.name] is broken"), 2)
return
flash_recharge()
if(!check_capacitor(user))
return
playsound(src, '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_disarm("[C] is blinded by the flash!"))
..()
/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_warning("The bulb has burnt out!"))
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_warning("The bulb has burnt out!"))
update_icon()
/obj/item/flash/robot
name = "mounted flash"
can_break = FALSE
use_external_power = TRUE
charge_only = TRUE