Files
VOREStation/code/game/objects/items/devices/flash.dm
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -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)
///Number of times it's been used.
var/times_used = 0
//Is the flash burnt out?
var/broken = FALSE
///last world.time it was used.
var/last_used = 0
///How many times the flash can be used before needing to self recharge.
var/max_flashes = 10
///Halloss damage per flash.
var/halloss_per_flash = 60
/// The percent to break increased by every use on the flash.
var/break_mod = 3
/// If the flash can break or not
var/can_break = TRUE
/// If the flash can be repaired or not.
var/can_repair = TRUE
/// If the flash can only be used once before breaking
var/one_use = FALSE
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(mapload)
. = ..()
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)
user.visible_message(span_infoplain(span_bold("\The [user]") + " starts trying to repair \the [src]'s bulb."))
if(do_after(user, (40 SECONDS + rand(0, 20 SECONDS)) * W.toolspeed, target = src) && 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]."))
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(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(one_use)
broken = TRUE
if(user)
to_chat(user, span_warning("The bulb has burnt out!"))
update_icon()
return TRUE
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/target, mob/living/user, var/target_zone)
if(!user || !target) return //sanity
add_attack_logs(user,target,"Flashed (attempt) with [src]")
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(target)
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)
if(isrobot(user))
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)
QDEL_IN(animation, 5)
if(attempt_flash(target))
flick("flash2", src)
if(issilicon(target))
user.visible_message(span_notice("[user] overloads [target]'s sensors with the flash!"))
else
user.visible_message(span_disarm("[user] blinds [target] with the flash!"))
return
//fail message
user.visible_message(span_notice("[user] fails to blind [target] with the flash!"))
return
/// Sees if we can flash the target and if so, does the effects of it.
/// Returns TRUE if the flash went through, FALSE otherwise.
/obj/item/flash/proc/attempt_flash(mob/living/target)
if(!istype(target))
return FALSE
if(target.stat == DEAD) //no point, they're already gone.
return FALSE
if(FLASHPROOF in target.mutations)
return FALSE
var/flash_strength = 5
var/flash_burn = 0
//Flashes can only flash THREE things: Humans, Silicons, and Robots. NOTHING ELSE!!!
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
if(human_target.nif && human_target.nif.flag_check(NIF_V_FLASHPROT,NIF_FLAGS_VISION))
human_target.nif.notify("High intensity light detected, and blocked!",TRUE)
return FALSE
var/safety = human_target.eyecheck()
if(safety <= 0)
flash_strength = flash_strength * human_target.species.flash_mod
flash_burn = human_target.species.flash_burn
else
return FALSE
else if(issilicon(target))
if(isrobot(target))
var/mob/living/silicon/robot/R = target
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)
return FALSE
target.Weaken(rand(5,10))
return TRUE
else
return FALSE
//Now do all the actual effects.
target.Confuse(flash_strength + 5)
target.Blind(flash_strength)
target.eye_blurry = max(target.eye_blurry, flash_strength + 5)
target.flash_eyes()
target.adjustHalLoss(halloss_per_flash * (flash_strength / 5)) // Should take two flashes to stun.
if(flash_burn)
target.apply_damage(flash_burn * (flash_strength/5), BURN, BP_HEAD, 0)
return TRUE
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
. = ..(user)
if(.)
return TRUE
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))
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)
QDEL_IN(animation, 5)
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, recursive)
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.flash_eyes()
C.visible_message(span_disarm("[C] is blinded by the flash!"), span_danger("You're blinded by the flash!"), span_warning("You hear the sound of a 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
one_use = TRUE
/obj/item/flash/robot
name = "mounted flash"
can_break = FALSE
use_external_power = TRUE
charge_only = TRUE