// Light Replacer (LR) // // ABOUT THE DEVICE // // This is a device supposedly to be used by Janitors and Janitor Cyborgs which will // allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since // they don't have hands or a way to replace lightbulbs. // // HOW IT WORKS // // You attack a light fixture with it, if the light fixture is broken it will replace the // light fixture with a working light; the broken light is then placed on the floor for the // user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture. // // HOW TO REFILL THE DEVICE // // It can be manually refilled or by clicking on a storage item containing lights. // If it's part of a robot module, it will charge when the Robot is inside a Recharge Station. // // EMAGGED FEATURES // // NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore. // // I'm not sure everyone will react the emag's features so please say what your opinions are of it. // // When emagged it will rig every light it replaces, which will explode when the light is on. // This is VERY noticable, even the device's name changes when you emag it so if anyone // examines you when you're holding it in your hand, you will be discovered. // It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy // access to them, and only one of them can emag their device. // // The explosion cannot insta-kill anyone with 30% or more health. /obj/item/device/lightreplacer name = "light replacer" desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass." icon = 'icons/obj/tools/lightreplacer.dmi' icon_state = "lightreplacer" item_state = "lightreplacer" contained_sprite = 1 flags = CONDUCT slot_flags = SLOT_BELT origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2) var/max_uses = 20 var/uses = 10 var/emagged = 0 var/failmsg = "" var/charge = 0 var/load_interval = 60 var/store_broken = 0//If set, this lightreplacer will suck up and store broken bulbs var/max_stored = 10 /obj/item/device/lightreplacer/advanced store_broken = 1 load_interval = 10 max_uses = 30 uses = 0 //Starts empty name = "advanced light replacer" desc = "A specialised light replacer which stores more lights, refills faster from boxes, and sucks up broken bulbs. Empty into a disposal or trashbag when full!" icon_state = "adv_lightreplacer" item_state = "adv_lightreplacer" /obj/item/device/lightreplacer/New() failmsg = "The [name]'s refill light blinks red." ..() /obj/item/device/lightreplacer/examine(mob/user) if(..(user, 2)) to_chat(user, "It has [uses] lights remaining.") if (store_broken) to_chat(user, "It is storing [stored()]/[max_stored] broken lights.") /obj/item/device/lightreplacer/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/stack/material) && W.get_material_name() == "glass") var/obj/item/stack/G = W if(uses >= max_uses) to_chat(user, "[src.name] is full.") return else if(G.use(5)) AddUses(2) if (prob(50)) AddUses(1) to_chat(user, "You insert five pieces of glass into the [src.name]. You have [uses] lights remaining.") return else to_chat(user, "You need 5 sheets of glass to replace lights.") if(istype(W, /obj/item/weapon/light)) var/obj/item/weapon/light/L = W if(L.status == 0) // LIGHT OKAY if(uses < max_uses) AddUses(1) to_chat(user, "You insert \the [L.name] into \the [src.name]. You have [uses] light\s remaining.") user.drop_item() qdel(L) return else to_chat(user, "You need a working light.") return /obj/item/device/lightreplacer/afterattack(var/atom/target, var/mob/living/user, proximity, params) if (istype(target, /obj/item/weapon/storage/box)) if (box_contains_lights(target)) load_lights_from_box(target, user) else to_chat(user, "This box has no bulbs in it!") /obj/item/device/lightreplacer/proc/box_contains_lights(var/obj/item/weapon/storage/box/box) for (var/obj/item/weapon/light/L in box.contents) if (L.status == 0) return 1 return 0 /obj/item/device/lightreplacer/proc/load_lights_from_box(var/obj/item/weapon/storage/box/box, var/mob/user) var/boxstartloc = box.loc var/ourstartloc = src.loc user.visible_message("[user] starts loading lights from the [box] into their [src]", "You start loading lights from the [box] into the [src]") while (uses < max_uses) var/bulb = null for (var/obj/item/weapon/light/L in box.contents) if (L.status == 0) bulb = L break if (!bulb) to_chat(user, "There are no more working lights left in the box!") return if (do_after(user, load_interval, needhand = 0) && boxstartloc == box.loc && ourstartloc == src.loc) uses++ to_chat(user, "Light loaded: [uses]/[max_uses]") playsound(src.loc, 'sound/machines/click.ogg', 20, 1) box.remove_from_storage(bulb,get_turf(box)) qdel(bulb) else to_chat(user, "You need to keep the [src] close to the box!") return to_chat(user, "The [src]'s refill light shines a solid green, indicating it's full and ready to go!") /obj/item/device/lightreplacer/proc/stored() var/count = 0 for (var/obj/item/weapon/light/L in src) count++ return count /obj/item/device/lightreplacer/attack_self(mob/user) usr << "It has [uses] lights remaining." /obj/item/device/lightreplacer/update_icon() if(emagged) add_overlay("emagged") /obj/item/device/lightreplacer/proc/Use(var/mob/user) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) AddUses(-1) return 1 // Negative numbers will subtract /obj/item/device/lightreplacer/proc/AddUses(var/amount = 1) uses = min(max(uses + amount, 0), max_uses) /obj/item/device/lightreplacer/proc/Charge(var/mob/user, var/amount = 1) charge += amount if(charge > 3) AddUses(1) charge = 0 /obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U) if(target.status != LIGHT_OK) if(CanUse(U)) if(!Use(U)) return U << "You replace the [target.fitting] with the [src]." if(target.status != LIGHT_EMPTY) var/obj/item/weapon/light/L1 = new target.light_type(target.loc) L1.status = target.status L1.rigged = target.rigged L1.brightness_range = target.brightness_range L1.brightness_power = target.brightness_power L1.brightness_color = target.brightness_color L1.switchcount = target.switchcount target.switchcount = 0 L1.update() target.status = LIGHT_EMPTY target.update() if (store_broken) if (stored() < max_stored) L1.forceMove(src) U << "\The [src] neatly sucks the broken [target.fitting] into its internal storage. Now storing [stored()]/[max_stored] broken bulbs" else U << "\The [src] tries to suck up the broken [target.fitting] but it has no more space. Empty it into the trash!" var/obj/item/weapon/light/L2 = new target.light_type() target.status = L2.status target.switchcount = L2.switchcount target.rigged = emagged target.brightness_range = L2.brightness_range target.brightness_power = L2.brightness_power target.brightness_color = L2.brightness_color target.update() qdel(L2) if(!target.stat && target.rigged) target.explode() return else U << failmsg return else U << "There is a working [target.fitting] already inserted." return /obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user) emagged = !emagged playsound(src.loc, "sparks", 100, 1) update_icon() return 1 //Can you use it? /obj/item/device/lightreplacer/proc/CanUse(var/mob/living/user) src.add_fingerprint(user) //Not sure what else to check for. Maybe if clumsy? if(uses > 0) return 1 else return 0