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