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GS13NG/code/game/machinery/flasher.dm
2017-04-16 18:15:29 -04:00

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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/assembly/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"
obj_integrity = 250
max_integrity = 250
integrity_failure = 100
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(loc, ndir = 0, built = 0)
..() // ..() is EXTREMELY IMPORTANT, never forget to add it
if(built)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir ==1 ? -28 : 28) : 0
else
bulb = new /obj/item/device/assembly/flash/handheld(src)
/obj/machinery/flasher/Destroy()
if(bulb)
qdel(bulb)
bulb = null
return ..()
/obj/machinery/flasher/power_change()
if (powered() && anchored && bulb)
stat &= ~NOPOWER
if(bulb.crit_fail)
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)
add_fingerprint(user)
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, W.usesound, 100, 1)
if(do_after(user, 30*W.toolspeed, target = src) && bulb)
user.visible_message("[user] has disconnected [src]'s flashbulb!", "<span class='notice'>You disconnect [src]'s flashbulb.</span>")
bulb.forceMove(loc)
bulb = null
power_change()
else if (istype(W, /obj/item/device/assembly/flash/handheld))
if (!bulb)
if(!user.drop_item())
return
user.visible_message("[user] installs [W] into [src].", "<span class='notice'>You install [W] into [src].</span>")
W.forceMove(src)
bulb = W
power_change()
else
to_chat(user, "<span class='warning'>A flashbulb is already installed in [src]!</span>")
else if (istype(W, /obj/item/weapon/wrench))
if(!bulb)
to_chat(user, "<span class='notice'>You start unsecuring the flasher frame...</span>")
playsound(loc, W.usesound, 50, 1)
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unsecure the flasher frame.</span>")
deconstruct(TRUE)
else
to_chat(user, "<span class='warning'>Remove a flashbulb from [src] first!</span>")
else
return ..()
//Let the AI trigger them directly.
/obj/machinery/flasher/attack_ai()
if (anchored)
return flash()
/obj/machinery/flasher/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 10) //any melee attack below 10 dmg does nothing
return 0
. = ..()
/obj/machinery/flasher/proc/flash()
if (!powered() || !bulb)
return
if (bulb.crit_fail || (last_flash && world.time < src.last_flash + 150))
return
if(!bulb.flash_recharge(30)) //Bulb can burn out if it's used too often too fast
power_change()
return
bulb.times_used ++
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_act(affect_silicon = 1))
L.Weaken(strength)
return 1
/obj/machinery/flasher/emp_act(severity)
if(!(stat & (BROKEN|NOPOWER)))
if(bulb && prob(75/severity))
flash()
bulb.burn_out()
power_change()
..()
/obj/machinery/flasher/obj_break(damage_flag)
if(!(flags & NODECONSTRUCT))
if(!(stat & BROKEN))
stat |= BROKEN
if(bulb)
bulb.burn_out()
power_change()
/obj/machinery/flasher/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(bulb)
bulb.forceMove(loc)
bulb = null
if(disassembled)
var/obj/item/wallframe/flasher/F = new(get_turf(src))
transfer_fingerprints_to(F)
F.id = id
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
else
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/flasher/portable/Initialize()
. = ..()
proximity_monitor = new(src, 0)
/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 != MOVE_INTENT_WALK && anchored)
flash()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench))
playsound(src.loc, W.usesound, 100, 1)
if (!anchored && !isinspace())
to_chat(user, "<span class='notice'>[src] is now secured.</span>")
add_overlay("[base_state]-s")
anchored = 1
power_change()
proximity_monitor.SetRange(range)
else
to_chat(user, "<span class='notice'>[src] can now be moved.</span>")
cut_overlays()
anchored = 0
power_change()
proximity_monitor.SetRange(0)
else
return ..()
/obj/item/wallframe/flasher
name = "mounted flash frame"
desc = "Used for building wall-mounted flashers."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mflash_frame"
result_path = /obj/machinery/flasher
var/id = null
/obj/item/wallframe/flasher/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its channel ID is '[id]'.</span>")
/obj/item/wallframe/flasher/after_attach(var/obj/O)
..()
var/obj/machinery/flasher/F = O
F.id = id