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fulpstation/code/game/machinery/flasher.dm
2015-04-24 20:50:51 +03:00

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// It is a gizmo that flashes a small area
/obj/machinery/flasher
name = "mounted flash"
desc = "A wall-mounted flashbulb device."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mflash1"
var/obj/item/device/flash/handheld/bulb = null
var/id = null
var/range = 2 //this is roughly the size of brig cell
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 5 //How weakened targets are when flashed.
var/base_state = "mflash"
anchored = 1
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1-p"
strength = 4
anchored = 0
base_state = "pflash"
density = 1
/obj/machinery/flasher/New()
bulb = new /obj/item/device/flash/handheld(src)
/obj/machinery/flasher/power_change()
if (powered() && anchored && bulb)
stat &= ~NOPOWER
if(bulb.broken)
icon_state = "[base_state]1-p"
else
icon_state = "[base_state]1"
else
stat |= ~NOPOWER
icon_state = "[base_state]1-p"
//Don't want to render prison breaks impossible
/obj/machinery/flasher/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wirecutters))
if (bulb)
user.visible_message("[user] begins to disconnect [src]'s flashbulb.", "<span class='notice'>You begin to disconnect [src]'s flashbulb...</span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
if(do_after(user, 30) && bulb)
user.visible_message("[user] has disconnected [src]'s flashbulb!", "<span class='notice'>You disconnect [src]'s flashbulb.</span>")
bulb.loc = src.loc
bulb = null
power_change()
else if (istype(W, /obj/item/device/flash/handheld))
if (!bulb)
user.visible_message("[user] installs [W] into [src].", "<span class='notice'>You install [W] into [src].</span>")
user.drop_item()
W.loc = src
bulb = W
power_change()
else
user << "<span class='warning'>A flashbulb is already installed in [src]!</span>"
add_fingerprint(user)
//Let the AI trigger them directly.
/obj/machinery/flasher/attack_ai()
if (anchored)
return flash()
else
return
/obj/machinery/flasher/proc/flash()
if (!powered() || !bulb)
return
if (bulb.broken || (last_flash && world.time < src.last_flash + 150))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("[base_state]_flash", src)
last_flash = world.time
use_power(1000)
for (var/mob/living/L in viewers(src, null))
if (get_dist(src, L) > range)
continue
if(L.flash_eyes())
L.Weaken(strength)
if(L.weakeyes)
L.Weaken(strength * 1.5)
L.visible_message("<span class='disarm'><b>[L]</b> gasps and shields their eyes!</span>")
return 1
/obj/machinery/flasher/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(bulb && prob(75/severity))
flash()
bulb.burn_out()
power_change()
..(severity)
/obj/machinery/flasher/portable/HasProximity(atom/movable/AM)
if (last_flash && world.time < last_flash + 150)
return
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if (M.m_intent != "walk" && anchored)
flash()
/obj/machinery/flasher/portable/flash()
if(!..())
return
if(prob(4)) //Small chance to burn out on use
bulb.burn_out()
power_change()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
if (!anchored && !isinspace())
user << "<span class='notice'>[src] is now secured.</span>"
overlays += "[base_state]-s"
anchored = 1
power_change()
else
user << "<span class='notice'>[src] can now be moved.</span>"
overlays.Cut()
anchored = 0
power_change()
else
..()
/obj/machinery/flasher_button/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/flasher_button/attack_paw(mob/user)
return attack_hand(user)
/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user, params)
return attack_hand(user)
/obj/machinery/flasher_button/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
if(active)
return
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/flasher/M in world)
if(M.id == id)
spawn()
M.flash()
sleep(50)
icon_state = "launcherbtt"
active = 0
return