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Aurora.3/code/game/machinery/floodlight.dm
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00

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/obj/machinery/floodlight
name = "Emergency Floodlight"
icon = 'icons/obj/machines/floodlight.dmi'
icon_state = "flood00"
density = 1
var/on = 0
var/obj/item/weapon/cell/high/cell = null
var/use = 200 // 200W light
var/unlocked = 0
var/open = 0
var/brightness_on = 12 //can't remember what the maxed out value is
light_color = LIGHT_COLOR_TUNGSTEN
light_wedge = LIGHT_WIDE
/obj/machinery/floodlight/Initialize()
. = ..()
cell = new(src)
cell.maxcharge = 1000
cell.charge = 1000 // 41minutes @ 200W
/obj/machinery/floodlight/update_icon()
cut_overlays()
icon_state = "flood[open ? "o" : ""][open && cell ? "b" : ""]0[on]"
/obj/machinery/floodlight/machinery_process()
if(!on)
return
if(!cell || (cell.charge < (use * CELLRATE)))
turn_off(1)
return
// If the cell is almost empty rarely "flicker" the light. Aesthetic only.
if((cell.percent() < 10) && prob(5))
set_light(brightness_on/2, 0.5)
spawn(20)
if(on)
set_light(brightness_on, 1)
cell.use(use*CELLRATE)
// Returns 0 on failure and 1 on success
/obj/machinery/floodlight/proc/turn_on(var/loud = 0)
if(!cell)
return 0
if(cell.charge < (use * CELLRATE))
return 0
on = 1
set_light(brightness_on, 1)
update_icon()
if(loud)
visible_message("\The [src] turns on.")
return 1
/obj/machinery/floodlight/proc/turn_off(var/loud = 0)
on = 0
set_light(0)
update_icon()
if(loud)
visible_message("\The [src] shuts down.")
/obj/machinery/floodlight/attack_ai(mob/user as mob)
if(istype(user, /mob/living/silicon/robot) && Adjacent(user))
return attack_hand(user)
if(on)
turn_off(1)
else
if(!turn_on(1))
to_chat(user, "You try to turn on \the [src] but it does not work.")
/obj/machinery/floodlight/attack_hand(mob/user as mob)
if(open && cell)
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(cell)
cell.forceMove(user.loc)
else
cell.forceMove(loc)
cell.add_fingerprint(user)
cell.update_icon()
src.cell = null
on = 0
set_light(0)
to_chat(user, "You remove the power cell")
update_icon()
return
if(on)
turn_off(1)
else
if(!turn_on(1))
to_chat(user, "You try to turn on \the [src] but it does not work.")
update_icon()
/obj/machinery/floodlight/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (W.isscrewdriver())
if (!open)
if(unlocked)
unlocked = 0
to_chat(user, "You screw the battery panel in place.")
else
unlocked = 1
to_chat(user, "You unscrew the battery panel.")
if (W.iscrowbar())
if(unlocked)
if(open)
open = 0
overlays = null
to_chat(user, "You crowbar the battery panel in place.")
else
if(unlocked)
open = 1
to_chat(user, "You remove the battery panel.")
if (istype(W, /obj/item/weapon/cell))
if(open)
if(cell)
to_chat(user, "There is a power cell already installed.")
else
user.drop_from_inventory(W,src)
cell = W
to_chat(user, "You insert the power cell.")
update_icon()
/obj/item/weapon/floodlight_diy
name = "Emergency Floodlight Kit"
desc = "A do-it-yourself kit for constructing the finest of emergency floodlights."
icon = 'icons/obj/storage.dmi'
icon_state = "inf_box"
item_state = "syringe_kit"
/obj/item/weapon/floodlight_diy/attack_self(mob/user)
to_chat(user, "<span class='notice'>You start piecing together the kit...</span>")
if(do_after(user, 80))
var/obj/machinery/floodlight/R = new /obj/machinery/floodlight(user.loc)
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", "<span class='notice'>You assemble \a [R].</span>")
R.add_fingerprint(user)
qdel(src)