#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 materials = list(/datum/material/iron = 300, /datum/material/glass = 300) 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/burnt_out = FALSE //Is the flash burnt out? 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(burnt_out) user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!")) return SHAME else if(user.eye_blind) user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!")) return SHAME user.visible_message(span_suicide("[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/update_icon(flash = FALSE) cut_overlays() attached_overlays = list() if(burnt_out) add_overlay("flashburnt") attached_overlays += "flashburnt" if(flash) add_overlay(flashing_overlay) attached_overlays += flashing_overlay addtimer(CALLBACK(src, .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(!burnt_out) burnt_out = TRUE update_icon() if(ismob(loc)) var/mob/M = loc M.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!")) else var/turf/T = get_turf(src) T.visible_message(span_danger("[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(user && HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS)) to_chat(user, span_warning("You can't seem to remember how this works!")) return FALSE if(burnt_out || (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, span_disarm("[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(span_disarm("[user] blinds [M] with the flash!")) to_chat(user, span_danger("You blind [M] with the flash!")) to_chat(M, span_userdanger("[user] blinds you with the flash!")) else to_chat(M, span_userdanger("You are blinded by [src]!")) M.Paralyze(rand(80,120)) else if(user) visible_message(span_disarm("[user] fails to blind [M] with the flash!")) to_chat(user, span_warning("You fail to blind [M] with the flash!")) to_chat(M, span_danger("[user] fails to blind you with the flash!")) else to_chat(M, span_danger("[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, 5, 1) return TRUE else if(issilicon(M)) var/mob/living/silicon/robot/R = M if(!R.sensor_protection) log_combat(user, R, "flashed", src) update_icon(1) R.Paralyze(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(span_disarm("[user] overloads [R]'s sensors with the flash!"), span_danger("You overload [R]'s sensors with the flash!")) return TRUE else R.overlay_fullscreen("reducedflash", /obj/screen/fullscreen/flash/static) R.uneq_all() R.stop_pulling() R.break_all_cyborg_slots(TRUE) addtimer(CALLBACK(R, /mob/living/silicon/robot/.proc/clear_fullscreen, "reducedflash"), 5 SECONDS) addtimer(CALLBACK(R, /mob/living/silicon/robot/.proc/repair_all_cyborg_slots), 5 SECONDS) to_chat(R, span_danger("Your sensors were momentarily dazzled!")) user.visible_message(span_disarm("[user] overloads [R]'s sensors with the flash!"), span_danger("You overload [R]'s sensors with the flash!")) return TRUE user.visible_message(span_disarm("[user] fails to blind [M] with the flash!"), span_warning("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, span_danger("[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/H, mob/user) if(istype(H) && 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, span_warning("This mind is so vacant that it is not susceptible to influence!")) return if(H.stat != CONSCIOUS) to_chat(user, span_warning("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, span_warning("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)) /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 /obj/item/assembly/flash/armimplant/burn_out() if(I && I.owner) to_chat(I.owner, span_warning("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(user && HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS)) to_chat(user, span_warning("You can't seem to remember how this works!")) return FALSE if(overheat) if(I && I.owner) to_chat(I.owner, span_warning("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/proc/cooldown() overheat = FALSE /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" 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, span_disarm("[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(span_disarm("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!")) if(!hypnosis) to_chat(M, span_notice("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(span_disarm("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!")) else to_chat(M, span_danger("[src] fails to blind you!")) else if(M.flash_act()) to_chat(M, span_notice("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) M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)