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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().
584 lines
16 KiB
Plaintext
584 lines
16 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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#define LIGHTING_POWER_FACTOR 40 //20W per unit luminosity
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#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube_empty"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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gfi_layer_rotation = GFI_ROTATION_DEFDIR
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var/brightness_range = 8 // luminosity when on, also used in power calculation
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var/brightness_power = 0.8
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var/night_brightness_range = 6
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var/night_brightness_power = 0.6
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var/supports_nightmode = TRUE
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var/nightmode = FALSE
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var/brightness_color = LIGHT_COLOR_HALOGEN
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uv_intensity = 255
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/obj/item/weapon/light/inserted_light = /obj/item/weapon/light/tube
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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var/obj/item/weapon/cell/cell
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var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
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var/emergency_mode = FALSE // if true, the light is in emergency mode.
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var/no_emergency = FALSE // if true, this light cannot enter emergency mode.
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var/bulb_is_noisy = TRUE
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var/previous_stat
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness_range = 5
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brightness_power = 0.75
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brightness_color = LIGHT_COLOR_TUNGSTEN
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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inserted_light = /obj/item/weapon/light/bulb
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supports_nightmode = FALSE
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bulb_is_noisy = FALSE
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/obj/machinery/light/small/emergency
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brightness_range = 6
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brightness_power = 1
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brightness_color = "#FA8282"//"#FF0000"
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/obj/machinery/light/small/red
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brightness_range = 2.5
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brightness_power = 1
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brightness_color = LIGHT_COLOR_RED
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/obj/machinery/light/colored/blue
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brightness_color = LIGHT_COLOR_BLUE
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/obj/machinery/light/spot
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name = "spotlight"
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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inserted_light = /obj/item/weapon/light/tube/large
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brightness_range = 12
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brightness_power = 4
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supports_nightmode = FALSE
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/obj/machinery/light/spot/weak
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name = "exterior spotlight"
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brightness_range = 12
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brightness_power = 1.2
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/obj/machinery/light/built
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start_with_cell = FALSE
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/obj/machinery/light/built/Initialize()
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status = LIGHT_EMPTY
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stat |= MAINT
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. = ..()
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/obj/machinery/light/small/built/Initialize()
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status = LIGHT_EMPTY
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stat |= MAINT
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. = ..()
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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. = ..()
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if (!has_power())
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stat |= NOPOWER
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if (start_with_cell && !no_emergency)
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cell = new /obj/item/weapon/cell/device/emergency_light(src)
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if (mapload && loc && !(z in current_map.admin_levels))
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switch(fitting)
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if("tube")
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if(prob(2))
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broken(1)
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if("bulb")
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if(prob(5))
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broken(1)
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update(0)
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/obj/machinery/light/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/update_icon()
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cut_overlays()
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icon_state = "[base_state]_empty"
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switch(status) // set icon_states
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if(LIGHT_OK)
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var/target_color
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if (emergency_mode)
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target_color = LIGHT_COLOR_RED
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else
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target_color = brightness_color
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if (supports_nightmode && nightmode && !stat)
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target_color = BlendRGB("#d2d2d2", target_color, 0.25)
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var/on = emergency_mode || !stat
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add_overlay(LIGHT_FIXTURE_CACHE(icon, "[base_state][on]", target_color))
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if(LIGHT_BURNED)
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add_overlay(LIGHT_FIXTURE_CACHE(icon, "[base_state]_burned", brightness_color))
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stat |= BROKEN
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stat &= ~MAINT
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if(LIGHT_BROKEN)
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add_overlay(LIGHT_FIXTURE_CACHE(icon, "[base_state]_broken", brightness_color))
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stat |= BROKEN
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stat &= ~MAINT
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(var/trigger = 1)
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emergency_mode = FALSE
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switch (status)
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if(LIGHT_OK)
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stat &= ~(MAINT|BROKEN)
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if(LIGHT_EMPTY)
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stat |= MAINT
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stat &= ~BROKEN
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if (LIGHT_BURNED)
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stat |= BROKEN
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stat &= ~MAINT
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if (LIGHT_BROKEN)
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stat |= BROKEN
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stat &= ~MAINT
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if (previous_stat != stat && !stat && bulb_is_noisy)
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playsound(loc, 'sound/effects/lighton.ogg', 65, 1)
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previous_stat = stat
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if(!stat)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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stat |= BROKEN
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set_light(0)
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else
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use_power = 2
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active_power_usage = light_range * LIGHTING_POWER_FACTOR
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if (supports_nightmode && nightmode)
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set_light(night_brightness_range, night_brightness_power, brightness_color)
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else
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set_light(brightness_range, brightness_power, brightness_color)
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else if (has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !(stat & POWEROFF))
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use_power = 1
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emergency_mode = TRUE
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var/new_power = round(max(0.5, 0.75 * (cell.charge / cell.maxcharge)), 0.1)
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set_light(brightness_range * 0.25, new_power, LIGHT_COLOR_EMERGENCY)
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else
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use_power = 1
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set_light(0)
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update_icon()
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active_power_usage = ((light_range * light_power) * 10)
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// ehh
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/obj/machinery/light/machinery_process()
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if (cell && cell.charge != cell.maxcharge && has_power())
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cell.charge = min(cell.maxcharge, cell.charge + 0.2)
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if (emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
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update(FALSE)
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/obj/machinery/light/proc/has_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE)
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if (no_emergency | !cell)
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return FALSE
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if (pwr ? cell.charge >= pwr : cell.charge)
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return status == LIGHT_OK
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/obj/machinery/light/proc/use_emergency_power(pwr = 0.2)
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if (!has_emergency_power(pwr))
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return FALSE
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if (cell.charge > 300) //it's meant to handle 120 W, ya doofus
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visible_message("<span class='warning'>[src] short-circuits!</span>", "<span class='warning'>You hear glass breaking.</span>")
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broken()
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return FALSE
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cell.use(pwr)
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// Hopefully this doesn't cause too many lighting updates.
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var/new_power = round(max(0.5, 0.75 * (cell.charge / cell.maxcharge)), 0.1)
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if (!IsAboutEqual(light_power, new_power))
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set_light(l_power = new_power)
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return TRUE
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/obj/machinery/light/proc/check_update()
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if (emergency_mode)
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return light_range != brightness_range * 0.25 || light_power != max(0.5, 0.75 * (cell.charge / cell.maxcharge)) || light_color != LIGHT_COLOR_EMERGENCY
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else if (supports_nightmode && nightmode)
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return light_range != night_brightness_range || light_power != night_brightness_power || light_color != brightness_color
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else
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return light_range != brightness_range || light_power != brightness_power || light_color != brightness_color
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/obj/machinery/light/attack_generic(var/mob/user, var/damage)
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if(!damage)
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return
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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to_chat(user, "That object is useless to you.")
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return
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if(!(status == LIGHT_OK||status == LIGHT_BURNED))
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return
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visible_message("<span class='danger'>[user] smashes the light!</span>")
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user.do_attack_animation(src)
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broken()
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return 1
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// examine verb
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/obj/machinery/light/examine(mob/user)
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. = ..()
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switch(status)
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if(LIGHT_OK)
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to_chat(user, "It is turned [!(stat & POWEROFF) ? "on" : "off"].")
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if(LIGHT_EMPTY)
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to_chat(user, "\The [fitting] has been removed.")
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if(LIGHT_BURNED)
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to_chat(user, "\The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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to_chat(user, "\The [fitting] has been smashed.")
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if(cell)
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to_chat(user, "The charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%.")
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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var/obj/item/device/lightreplacer/LR = W
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if(isliving(user))
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var/mob/living/U = user
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LR.ReplaceLight(src, U)
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return
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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to_chat(user, "There is a [fitting] already inserted.")
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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to_chat(user, "You insert the [L.name].")
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switchcount = L.switchcount
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rigged = L.rigged
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brightness_range = L.brightness_range
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brightness_power = L.brightness_power
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brightness_color = L.brightness_color
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inserted_light = L.type
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if (!has_power())
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stat |= NOPOWER
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else
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stat &= ~NOPOWER
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update()
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user.drop_from_inventory(L,get_turf(src))
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qdel(L)
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if(!stat && rigged)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else
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to_chat(user, "This type of light requires a [fitting].")
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return
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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to_chat(user, "You hit the light, and it smashes!")
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashes the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(!stat && (W.flags & CONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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broken()
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else
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to_chat(user, "You hit the light!")
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(W.isscrewdriver()) //If it's a screwdriver open it.
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"You open [src]'s casing.", "You hear a noise.")
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var/obj/machinery/light_construct/newlight = null
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switch(fitting)
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if("tube")
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newlight = new /obj/machinery/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage2"
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage2"
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newlight.dir = src.dir
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newlight.stage = 2
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newlight.fingerprints = src.fingerprints
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newlight.fingerprintshidden = src.fingerprintshidden
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newlight.fingerprintslast = src.fingerprintslast
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if(cell)
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newlight.cell = cell
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cell.forceMove(newlight)
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cell = null
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qdel(src)
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return
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to_chat(user, "You stick \the [W] into the light socket!")
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if(has_power() && (W.flags & CONDUCT))
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spark(src, 3)
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
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// returns whether this light has power
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// true if area has power
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/obj/machinery/light/proc/has_power()
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var/area/A = get_area(src)
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return A && (!A.requires_power || A.power_light)
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/obj/machinery/light/proc/flicker(amount = rand(10,20))
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set waitfor = FALSE
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if (flickering || stat || status != LIGHT_OK)
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return
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flickering = TRUE
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var/offset = 1
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var/thecallback = CALLBACK(src, .proc/handle_flicker)
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for (var/i = 0; i < amount; i++)
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addtimer(thecallback, offset)
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offset += rand(5, 15)
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addtimer(CALLBACK(src, .proc/end_flicker), offset)
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/obj/machinery/light/proc/handle_flicker()
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if (status == LIGHT_OK)
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stat ^= POWEROFF
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update(FALSE)
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if (prob(50))
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playsound(src.loc, 'sound/effects/light_flicker.ogg', 75, 1)
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/obj/machinery/light/proc/end_flicker()
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stat &= ~POWEROFF
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update(FALSE)
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flickering = FALSE
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// ai attack - make lights flicker, because why not
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/obj/machinery/light/attack_ai(mob/user)
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src.flicker(1)
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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to_chat(user, "There is no [fitting] in this light.")
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return
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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H.visible_message(
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"<span class='warning'>[user] smashes [src]!</span>",
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"<span class='warning'>You smash [src]!</span>",
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"<span class='notice'>You hear the tinkle of breaking glass.</span>"
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)
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broken()
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(!stat)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
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prot = 1
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else if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.max_heat_protection_temperature && G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
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prot = 1
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else
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prot = 1
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if(prot || (COLD_RESISTANCE in user.mutations))
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to_chat(user, "You remove the light [fitting]")
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else if(TK in user.mutations)
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to_chat(user, "You telekinetically remove the light [fitting].")
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else
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to_chat(user, "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand.")
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return // if burned, don't remove the light
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else
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to_chat(user, "You remove the light [fitting].")
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// create a light tube/bulb item and put it in the user's hand
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if(inserted_light)
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var/obj/item/weapon/light/L = new inserted_light()
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L.status = status
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L.rigged = rigged
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L.brightness_range = brightness_range
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L.brightness_power = brightness_power
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L.brightness_color = brightness_color
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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switchcount = 0
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L.update()
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L.add_fingerprint(user)
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user.put_in_active_hand(L) //puts it in our active hand
|
|
|
|
inserted_light = null
|
|
|
|
status = LIGHT_EMPTY
|
|
stat |= MAINT
|
|
update()
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [fitting] in this light.")
|
|
return
|
|
|
|
to_chat(user, "You telekinetically remove the light [fitting].")
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = new inserted_light()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness_range = brightness_range
|
|
L.brightness_power = brightness_power
|
|
L.brightness_color = brightness_color
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
L.forceMove(loc)
|
|
|
|
inserted_light = null
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
/obj/machinery/light/attack_ghost(mob/user)
|
|
if(round_is_spooky())
|
|
flicker(rand(2,5))
|
|
else
|
|
return ..()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken(skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(!stat)
|
|
spark(src, 3)
|
|
status = LIGHT_BROKEN
|
|
stat |= BROKEN
|
|
update()
|
|
if (!skip_sound_and_sparks)
|
|
CHECK_TICK // For lights-out events.
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity)
|
|
switch(severity)
|
|
if(1.0)
|
|
qdel(src)
|
|
return
|
|
if(2.0)
|
|
if (prob(75))
|
|
broken()
|
|
if(3.0)
|
|
if (prob(50))
|
|
broken()
|
|
return
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
addtimer(CALLBACK(src, .proc/handle_power_change), rand(1, 2 SECONDS), TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
|
|
|
|
/obj/machinery/light/proc/handle_power_change()
|
|
if (has_power())
|
|
stat &= ~NOPOWER
|
|
else
|
|
stat |= NOPOWER
|
|
|
|
update()
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
set waitfor = FALSE
|
|
var/turf/T = get_turf(src.loc)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|