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344 lines
12 KiB
Plaintext
344 lines
12 KiB
Plaintext
#define CONFUSION_STACK_MAX_MULTIPLIER 2
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/obj/item/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
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light_color = LIGHT_COLOR_WHITE
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light_system = MOVABLE_LIGHT //Used as a flash here.
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light_range = FLASH_LIGHT_RANGE
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light_power = FLASH_LIGHT_POWER
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light_on = FALSE
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fryable = TRUE
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///flicked when we flash
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var/flashing_overlay = "flash-f"
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///Number of times the flash has been used.
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var/times_used = 0
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///Is the flash burnt out?
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var/burnt_out = FALSE
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///reduction to burnout % chance
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var/burnout_resistance = 0
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///last world.time this flash was used
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var/last_used = 0
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///self explanatory, cooldown on flash use
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var/cooldown = 0
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///last time we actually flashed
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var/last_trigger = 0
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///can we convert people to revolution
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var/can_convert = FALSE
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/obj/item/assembly/flash/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!"))
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return SHAME
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else if(user.eye_blind)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
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return SHAME
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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!"))
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attack(user,user)
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return FIRELOSS
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/obj/item/assembly/flash/update_icon(flash = FALSE)
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cut_overlays()
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attached_overlays = list()
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if(burnt_out)
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add_overlay("flashburnt")
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attached_overlays += "flashburnt"
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if(flash)
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add_overlay(flashing_overlay)
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attached_overlays += flashing_overlay
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addtimer(CALLBACK(src, .proc/update_icon), 5)
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if(holder)
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holder.update_icon()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_carbon(user, user, 15, 0)
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return FALSE
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return TRUE
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/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.
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if(!burnt_out)
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burnt_out = TRUE
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update_icon()
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if(ismob(loc))
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var/mob/M = loc
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M.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
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else
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var/turf/T = get_turf(src)
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T.visible_message(span_danger("[src] burns out!"))
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/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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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
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
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if(user)
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targets -= user
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for(var/mob/living/carbon/C in targets)
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flash_carbon(C, user, power, targeted, TRUE)
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return TRUE
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/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
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/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
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if(user && HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS))
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to_chat(user, span_warning("You can't seem to remember how this works!"))
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return FALSE
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if(burnt_out || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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set_light_on(TRUE)
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addtimer(CALLBACK(src, .proc/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
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times_used++
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flash_recharge()
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update_icon(TRUE)
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/flash_end()
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set_light_on(FALSE)
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/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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if(user)
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log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
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else //caused by emp/remote signal
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M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
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if(generic_message && M != user)
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to_chat(M, span_disarm("[src] emits a blinding light!"))
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if(targeted)
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if(M.flash_act(1, 1))
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if(M.confused < power)
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var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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M.confused += min(power, diff)
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if(user)
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terrible_conversion_proc(M, user)
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visible_message(span_disarm("[user] blinds [M] with the flash!"))
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to_chat(user, span_danger("You blind [M] with the flash!"))
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to_chat(M, span_userdanger("[user] blinds you with the flash!"))
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else
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to_chat(M, span_userdanger("You are blinded by [src]!"))
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if(M.IsParalyzed())
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M.Paralyze(rand(20,30))
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else
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M.Paralyze(rand(80,120))
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else if(user)
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visible_message(span_disarm("[user] fails to blind [M] with the flash!"))
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to_chat(user, span_warning("You fail to blind [M] with the flash!"))
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to_chat(M, span_danger("[user] fails to blind you with the flash!"))
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else
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to_chat(M, span_danger("[src] fails to blind you!"))
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else
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if(M.flash_act())
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var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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M.confused += min(power, diff)
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/obj/item/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return FALSE
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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return TRUE
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else if(issilicon(M))
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var/mob/living/silicon/robot/R = M
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if(!R.sensor_protection)
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log_combat(user, R, "flashed", src)
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update_icon(1)
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R.Paralyze(rand(80,120))
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var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
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R.confused += min(5, diff)
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R.flash_act(affect_silicon = 1)
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user.visible_message(span_disarm("[user] overloads [R]'s sensors with the flash!"), span_danger("You overload [R]'s sensors with the flash!"))
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return TRUE
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else
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R.overlay_fullscreen("reducedflash", /atom/movable/screen/fullscreen/flash/static)
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R.uneq_all()
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R.stop_pulling()
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R.break_all_cyborg_slots(TRUE)
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addtimer(CALLBACK(R, /mob/living/silicon/robot/.proc/clear_fullscreen, "reducedflash"), 5 SECONDS)
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addtimer(CALLBACK(R, /mob/living/silicon/robot/.proc/repair_all_cyborg_slots), 5 SECONDS)
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to_chat(R, span_danger("Your sensors were momentarily dazzled!"))
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user.visible_message(span_disarm("[user] overloads [R]'s sensors with the flash!"), span_danger("You overload [R]'s sensors with the flash!"))
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return TRUE
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user.visible_message(span_disarm("[user] fails to blind [M] with the flash!"), span_warning("You fail to blind [M] with the flash!"))
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/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(FALSE, 3, 5, FALSE, user))
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return FALSE
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to_chat(user, span_danger("[src] emits a blinding light!"))
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/obj/item/assembly/flash/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!try_use_flash())
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return
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AOE_flash()
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burn_out()
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/obj/item/assembly/flash/activate()//AOE flash on signal received
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if(!..())
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return
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AOE_flash()
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/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/H, mob/user)
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if(!can_convert)
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return
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if(H?.stat == DEAD)
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return
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if(!user.mind)
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return
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var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
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if(!converter)
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return
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if(!H.client)
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to_chat(user, span_warning("This mind is so vacant that it is not susceptible to influence!"))
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return
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if(H.stat != CONSCIOUS)
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to_chat(user, span_warning("They must be conscious before you can convert [H.p_them()]!"))
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return
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if(converter.add_revolutionary(H.mind))
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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to_chat(user, span_warning("This mind seems resistant to the flash!"))
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/obj/item/assembly/flash/cyborg
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/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attack_self(mob/user)
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..()
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
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return
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/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/assembly/flash/armimplant
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name = "photon projector"
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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."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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to_chat(I.owner, span_warning("Your photon projector implant overheats and deactivates!"))
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I.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
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/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(user && HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS))
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to_chat(user, span_warning("You can't seem to remember how this works!"))
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return FALSE
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if(overheat)
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if(I && I.owner)
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to_chat(I.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, .proc/cooldown), flashcd)
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playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
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update_icon(1)
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return TRUE
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/obj/item/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/assembly/flash/armimplant/rev
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name = "syndicate flash"
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desc = "A flash which, used with certain hypnotic and subliminal messaging techniques, can turn loyal crewmembers into vicious revolutionaries."
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can_convert = TRUE
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/obj/item/assembly/flash/hypnotic
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desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
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flashing_overlay = "flash-hypno"
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light_color = LIGHT_COLOR_PINK
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cooldown = 20
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/obj/item/assembly/flash/hypnotic/burn_out()
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return
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/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
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if(!istype(M))
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return
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if(user)
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log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
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else //caused by emp/remote signal
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M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
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if(generic_message && M != user)
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to_chat(M, span_disarm("[src] emits a soothing light..."))
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if(targeted)
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if(M.flash_act(1, 1))
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var/hypnosis = FALSE
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if(M.hypnosis_vulnerable())
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hypnosis = TRUE
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if(user)
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user.visible_message(span_disarm("[user] blinds [M] with the flash!"), span_danger("You hypno-flash [M]!"))
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if(!hypnosis)
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to_chat(M, span_notice("The light makes you feel oddly relaxed..."))
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M.confused += min(M.confused + 10, 20)
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M.dizziness += min(M.dizziness + 10, 20)
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M.drowsyness += min(M.drowsyness + 10, 20)
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M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
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else
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M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
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else if(user)
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user.visible_message(span_disarm("[user] fails to blind [M] with the flash!"), span_warning("You fail to hypno-flash [M]!"))
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else
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to_chat(M, span_danger("[src] fails to blind you!"))
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else if(M.flash_act())
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to_chat(M, span_notice("Such a pretty light..."))
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M.confused += min(M.confused + 4, 20)
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M.dizziness += min(M.dizziness + 4, 20)
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M.drowsyness += min(M.drowsyness + 4, 20)
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M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)
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