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2016-03-06 20:52:14 +01:00

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/obj/item/device/flash
name = "flash"
desc = "A device that emits an extremely bright light when used. Useful for briefly stunning people or starting a dance party."
icon_state = "flash"
throwforce = 5
w_class = 1.0
throw_speed = 4
throw_range = 10
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
mats = 2
module_research = list("energy" = 1, "devices" = 3)
var/status = 1 // Bulb still functional?
var/secure = 1 // Access panel still secured?
var/use = 0 // Times the flash has been used.
var/l_time = 0 // Anti-spam cooldown (in relation to world time).
var/eye_damage_mod = 0
var/range_mod = 0
var/burn_mod = 0 // De-/increases probability of bulb burning out, so not related to BURN damage.
var/stun_mod = 0
var/animation_type = "flash2"
var/turboflash = 0 // Turbo flash-specific vars.
var/obj/item/cell/cell = null
var/max_flash_power = 0
var/min_flash_power = 0
cyborg
process_burnout(mob/user)
return
attack(mob/living/M as mob, mob/user as mob)
..()
var/mob/living/silicon/robot/R = user
if (istype(R))
R.cell.use(300)
attack_self(mob/user as mob, flag)
..()
var/mob/living/silicon/robot/R = user
if (istype(R))
R.cell.use(150)
// Tweaked attack and attack_self to reduce the amount of duplicate code. Turboflashes to be precise (Convair880).
/obj/item/device/flash/attack(mob/living/M as mob, mob/user as mob)
src.add_fingerprint(user)
if (src.l_time && world.time < src.l_time + 20)
return
if (user.bioHolder && user.bioHolder.HasEffect("clumsy") && prob(50))
user.visible_message("<span style=\"color:red\"><b>[user]</b> tries to use [src], but slips and drops it!</span>")
user.drop_item()
return
if (src.status == 0)
boutput(user, "<span style=\"color:red\">The bulb has been burnt out!</span>")
return
// Handle turboflash power cell.
var/flash_power = 0
if (src.turboflash)
if (!src.cell)
user.show_text("[src] doesn't seem to be connected to a power cell.", "red")
return
if (src.cell && istype(src.cell,/obj/item/cell/erebite))
user.visible_message("<span style=\"color:red\">[user]'s flash/cell assembly violently explodes!</span>")
logTheThing("combat", user, M, "tries to blind %target% with [src] (erebite power cell) at [log_loc(user)].")
var/turf/T = get_turf(src.loc)
explosion(src, T, 0, 1, 2, 2)
spawn (1)
if (src) qdel(src)
return
if (src.cell)
if (src.cell.charge < min_flash_power)
user.show_text("[src] seems to be out of power.", "red")
return
else
flash_power = src.cell.charge / max_flash_power
if (flash_power > 1)
flash_power = 1
flash_power++
else
flash_power = 1
// Play animations.
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)
playsound(src.loc, "sound/weapons/flash.ogg", 100, 1)
flick(src.animation_type, src)
src.l_time = world.time
if (!src.turboflash)
src.use++
// Calculate target damage.
var/animation_duration
var/weakened
var/eye_blurry
var/eye_damage
var/burning
if (src.turboflash)
animation_duration = 60
weakened = (10 + src.stun_mod) * flash_power
eye_blurry = src.eye_damage_mod + rand(2, (4 * flash_power))
eye_damage = src.eye_damage_mod + rand(5, (10 * flash_power))
burning = 15 * flash_power
else
animation_duration = 30
weakened = (8 + src.stun_mod) * flash_power
eye_damage = src.eye_damage_mod + rand(0, (2 * flash_power))
// We're flashing somebody directly, hence the 100% chance to disrupt cloaking device at the end.
M.apply_flash(animation_duration, weakened, 0, 0, eye_blurry, eye_damage, 0, burning, 100)
// Rev mode check.
if (ticker && ticker.mode && istype(ticker.mode, /datum/game_mode/revolution))
var/datum/game_mode/revolution/R = ticker.mode
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/safety = 0
if (H.eyes_protected_from_light())
safety = 1
if (safety == 0 && user.mind && (user.mind in R.head_revolutionaries))
var/list/U = R.get_unconvertables()
if (!H.client || !H.mind)
user.show_text("[H] is braindead and cannot be converted.", "red")
else if (H.mind in U)
user.show_text("[H] seems unwilling to revolt.", "red")
else if (H.mind in R.head_revolutionaries)
user.show_text("[H] is already a member of the revolution.", "red")
else
if (!(H.mind in R.revolutionaries))
R.add_revolutionary(H.mind)
else
user.show_text("[H] is already a member of the revolution.", "red")
// Log entry.
M.visible_message("<span style=\"color:red\">[user] blinds [M] with the [src.name]!</span>")
logTheThing("combat", user, M, "blinds %target% with [src] at [log_loc(user)].")
// Handle bulb wear.
if (src.turboflash)
status = 0
src.cell.use(min(src.cell.charge, max_flash_power))
boutput(user, "<span style=\"color:red\"><b>The bulb has burnt out!</b></span>")
src.icon_state = "turboflash3"
src.name = "depleted flash/cell assembly"
else
src.process_burnout(user)
// Some after attack stuff.
user.lastattacked = M
M.lastattacker = user
M.lastattackertime = world.time
return
/obj/item/device/flash/attack_self(mob/user as mob)
src.add_fingerprint(user)
if (src.l_time && world.time < src.l_time + 20)
return
if (user.bioHolder && user.bioHolder.HasEffect("clumsy") && prob(50))
user.visible_message("<span style=\"color:red\"><b>[user]</b> tries to use [src], but slips and drops it!</span>")
user.drop_item()
return
if (status == 0)
boutput(user, "<span style=\"color:red\">The bulb has been burnt out!</span>")
return
// Handle turboflash power cell.
if (src.turboflash)
if (!src.cell)
user.show_text("[src] doesn't seem to be connected to a power cell.", "red")
return
if (src.cell && src.cell.charge < min_flash_power)
user.show_text("[src] seems to be out of power.", "red")
return
if (src.cell && istype(src.cell,/obj/item/cell/erebite))
user.visible_message("<span style=\"color:red\">[user]'s flash/cell assembly violently explodes!</span>")
logTheThing("combat", user, null, "tries to area-flash with [src] (erebite power cell) at [log_loc(user)].")
var/turf/T = get_turf(src.loc)
explosion(src, T, 0, 1, 2, 2)
spawn (1)
if (src) qdel(src)
return
// Play animations.
playsound(src.loc, "sound/weapons/flash.ogg", 100, 1)
flick(src.animation_type, src)
src.l_time = world.time
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)
// Flash target mobs.
for (var/mob/M in oviewers((3 + src.range_mod), get_turf(src)))
if (src.turboflash)
M.apply_flash(35, 0, 0, 25)
else
M.apply_flash(20, 0)
// Handle bulb wear.
if (src.turboflash)
status = 0
src.cell.use(min(src.cell.charge, max_flash_power))
boutput(user, "<span style=\"color:red\"><b>The bulb has burnt out!</b></span>")
src.icon_state = "turboflash3"
src.name = "depleted flash/cell assembly"
else
src.use++
src.process_burnout(user)
return
/obj/item/device/flash/proc/process_burnout(mob/user as mob)
if (prob(max(0,(use*2) + burn_mod)))
status = 0
boutput(user, "<span style=\"color:red\"><b>The bulb has burnt out!</b></span>")
icon_state = "flash3"
name = "depleted flash"
return
/obj/item/device/flash/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/cell) && !src.secure)
boutput(user, "<span style=\"color:blue\">You combine [W] and [src]...</span>")
var/obj/item/device/flash/turbo/T = new /obj/item/device/flash/turbo(user.loc)
T.cell = W
user.drop_item()
W.set_loc(T)
if(!src.status)
T.icon_state = "turboflash3"
T.status = 0
qdel(src)
return
else if (istype(W, /obj/item/screwdriver))
boutput(user, "<span style=\"color:blue\">You [src.secure ? "unscrew" : "secure"] the access panel.</span>")
secure = !secure
else if (istype(W, /obj/item/device/multitool))
if (src.status == 0)
boutput(user, "<span style=\"color:red\">The bulb has been burnt out.</span>")
else
if (src.use <= 0)
boutput(user, "<span style=\"color:blue\">The bulb is in perfect condition.</span>")
else if (src.use>0 && src.use<5)
boutput(user, "<span style=\"color:blue\">The bulb is in good condition.</span>")
else if (src.use>5 && src.use<10)
boutput(user, "<span style=\"color:blue\">The bulb is in decent condition.</span>")
else if (src.use>10 && src.use<15)
boutput(user, "<span style=\"color:blue\">The bulb is in bad condition.</span>")
else
boutput(user, "<span style=\"color:blue\">The bulb is in terrible condition.</span>")
else
return ..()
/obj/item/device/flash/is_detonator_attachment()
return 1
/obj/item/device/flash/detonator_act(event, var/obj/item/assembly/detonator/det)
switch (event)
if ("pulse")
det.attachedTo.visible_message("<span class='bold' style='color: #B7410E;'>\The [src] discharges.</span>")
for (var/mob/living/M in viewers(4, det.attachedTo))
M.apply_flash(30, 20)
if ("cut")
det.attachedTo.visible_message("<span class='bold' style='color: #B7410E;'>\The [src] goes black.</span>")
det.attachments.Remove(src)
if ("process")
if (prob(5))
det.attachedTo.visible_message("<span class='bold' style='color: #B7410E;'>\The [src] discharges.</span>")
for (var/mob/living/M in viewers(2, det.attachedTo))
M.apply_flash(30, 8)
/obj/item/device/flash/emp_act()
if(iscarbon(src.loc))
src.attack_self()
return
// The Turboflash - A flash combined with a charged energy cell to make a bigger, meaner flash (That dies after one use).
/obj/item/device/flash/turbo
name = "flash/cell assembly"
desc = "A common stun weapon with a power cell hastily wired into it. Looks dangerous."
icon_state = "turboflash"
mats = 0
animation_type = "turboflash2"
turboflash = 1
max_flash_power = 5000
min_flash_power = 500
New()
..()
spawn(10)
if(!src.cell)
src.cell = new /obj/item/cell(src)
src.cell.maxcharge = max_flash_power
src.cell.charge = src.cell.maxcharge
return
attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/wrench) && !src.secure)
boutput(user, "You disassemble [src]!")
src.cell.set_loc(get_turf(src))
var/obj/item/device/flash/F = new /obj/item/device/flash( get_turf(src) )
if(!src.status)
F.status = 0
F.icon_state = "flash3"
qdel(src)
else if (istype(W, /obj/item/screwdriver))
boutput(user, "<span style=\"color:blue\">You [src.secure ? "unscrew" : "secure"] the access panel.</span>")
secure = !secure
return