Files
Aurora.3/code/modules/power/radial_floodlight.dm
T
WildkinsandGitHub e1770df81e Lag War Day 4: Under Pressure, High Voltage (#21878)
Replace /datum/gas_mixture/proc/return_pressure with XGM_PRESSURE(xgm)
macro. Having such a relatively simple statement contributing proc
overhead to procs called millions of times is ridiculous

Rename /datum/gas_mixture/proc/zburn to react, deleting the old react
which was just an alias for it. Free proc overhead

Turn check_combustibility into a macro CHECK_COMBUSTIBLE(is_cmb, xgm).
also rewrite it slightly so that it only needs to do one pass. Its a bit
nasty so I apologize for that, but speeeeed.

Delete most powernet and obj/machinery/power procs for handling power,
replacing them with macros. The fact that we were unironically calling a
draw_power() on APCs to call draw_power() on their terminals to call
draw_power() on their powernet every single process tick was insane.

Turn `between` into a macro alias for clamp() since the param order is
different

turn `Percent` into a macro AS_PCT

Rewrite significant chunks of update_canmove so its not quite as
horrifying of a proc and hopefully doesn't eat the entire mob subsystem
every movement now
2026-02-27 00:35:41 +00:00

72 lines
2.3 KiB
Plaintext

/obj/machinery/power/radial_floodlight
name = "radial floodlight"
desc = "A floodlight that illuminates a wide area around it. It has to be wrenched down on top of a knot to work."
icon = 'icons/obj/machinery/floodlight.dmi'
icon_state = "radial_floodlight"
anchored = FALSE
density = TRUE
light_system = MOVABLE_LIGHT
light_color = LIGHT_COLOR_TUNGSTEN
light_range = 8
light_power = 3
active_power_usage = 800 WATTS
var/on = FALSE
/obj/machinery/power/radial_floodlight/proc/toggle_active(var/force_state)
if(!isnull(force_state))
on = force_state
else
on = !on
if(on)
update_use_power(POWER_USE_ACTIVE)
START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
playsound(loc, 'sound/effects/lighton.ogg', 65, 1)
set_light_on(on)
update_icon()
/obj/machinery/power/radial_floodlight/process()
var/actual_load = POWER_DRAW(src, active_power_usage)
DRAW_POWER(src, active_power_usage)
if(!on || !anchored || (stat & BROKEN) || !powernet || actual_load < active_power_usage)
STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
update_use_power(POWER_USE_OFF)
toggle_active(FALSE)
return
/obj/machinery/power/radial_floodlight/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_WRENCH)
anchored = !anchored
user.visible_message(SPAN_NOTICE("\The [user] [anchored ? "" : "un"]secures \the [src] [anchored ? "to" : "from"] the floor."),
SPAN_NOTICE("You [anchored ? "" : "un"]secure \the [src] [anchored ? "to" : "from"] the floor."),
SPAN_WARNING("You hear a ratcheting noise."))
if(!anchored)
toggle_active(FALSE)
else
connect_to_network()
attacking_item.play_tool_sound(get_turf(src), 75)
return
return ..()
/obj/machinery/power/radial_floodlight/attack_hand(mob/user)
if(!anchored)
to_chat(user, SPAN_WARNING("\The [src] isn't anchored."))
return
if(!powernet)
to_chat(user, SPAN_WARNING("\The [src] isn't connected to a power network."))
return
if(POWER_AVAIL(src) < active_power_usage)
to_chat(user, SPAN_WARNING("\The [src]'s power network doesn't have enough power."))
return
toggle_active()
update_icon()
/obj/machinery/power/radial_floodlight/update_icon()
ClearOverlays()
if(on)
var/image/light = image(icon, src, "[icon_state]-light")
light.plane = ABOVE_LIGHTING_PLANE
AddOverlays(light)