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