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Chaplain Maintenance Sect "Adapted Eyes" from Rites are too vulnerable and inconsistent. #59285

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Learner10 opened this issue May 24, 2021 · 3 comments · Fixed by #72700
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Bug Correct Functionality Good First Issue We all can contribute. Here's a good place to start

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@Learner10
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Learner10 commented May 24, 2021

Round ID:

162799

Testmerges:

#59205: 'Lowers the cold temperature activation threshold for fire alarms/firelocks' by Yenwodyah at commit dac69ce
#59232: 'Integrated Circuits (Wiremod)' by Watermelon914 at commit 7cfa773

Reproduction:

Pick and choose Maintenance Sect as the Chaplain, build favor until you can achieve Adapted Eyes, then become blind from standing close to an APC.

The Adapted Eyes have an issue where having blindness caused by worn objects provide no protection from anything remotely lit. Even wearing a blindfold will cause your eyes to burn simply for standing next to a monitor, let alone being in a closet surrounded by walls. If light shines on the closet, your eyes burn.
On top of that, the eyes make no difference between a lighter, and a floodlight. If it's light, you go blind, regardless if you can even see it. This all adds to to a very punishing experience at the end of the day.

@ATH1909
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ATH1909 commented May 24, 2021

do your eyes still not unblind you properly once you get back into darkness for a while?

@Dorsisdwarf Dorsisdwarf added the Bug Correct Functionality label May 29, 2021
@Mooshimi
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Mooshimi commented Oct 2, 2021

do your eyes still not unblind you properly once you get back into darkness for a while?

I saw a chaplain around and they had to go onto the ice wastes to regain sight, breaking the lights on station wasn't enough of a full darkness for them to heal.

@timothymtorres
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Relevant code:

/obj/item/organ/eyes/night_vision/maintenance_adapted/on_life(delta_time, times_fired)
var/turf/owner_turf = get_turf(owner)
var/lums = owner_turf.get_lumcount()
if(lums > 0.5) //we allow a little more than usual so we can produce light from the adapted eyes
to_chat(owner, span_danger("Your eyes! They burn in the light!"))
applyOrganDamage(10) //blind quickly
playsound(owner, 'sound/machines/grill/grillsizzle.ogg', 50)
else
applyOrganDamage(-10) //heal quickly
. = ..()

To fix this we need to do the following:

// isturf is used to check if we are in a locker or container
if(!HAS_TRAIT(owner, TRAIT_BLIND) && isturf(owner.loc) && owner.has_light_nearby(light_amount=0.5))
  //do damage calculations

@timothymtorres timothymtorres added the Good First Issue We all can contribute. Here's a good place to start label Apr 29, 2022
Time-Green pushed a commit that referenced this issue Jan 16, 2023
## About The Pull Request

Fixes the eyes by using the code timothymtorres suggested.

Changes an IF check to better detect light and apply damage to
maintenance adapted eyes.

fixes #59285

## Why It's Good For The Game

Fixes a buggy light sensitivity issue.

## Changelog

:cl:
fix: improved maintenance eyes light detection.
/:cl:
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5 participants