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Aurora.3/code/modules/power/lights/bulbs.dm
2020-08-12 11:17:39 +02:00

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// the light item
// can be tube or bulb subtypes
// will fit into empty /obj/machinery/light of the corresponding type
/obj/item/light
icon = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/switchcount = 0 // number of times switched
var/rigged = 0 // true if rigged to explode
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1
var/brightness_color = LIGHT_COLOR_HALOGEN
var/lighttype = null
var/randomize_range = TRUE
drop_sound = 'sound/items/drop/drinkglass.ogg'
pickup_sound = 'sound/items/pickup/drinkglass.ogg'
/obj/item/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube_preset"//preset state for mapping
item_state = "c_tube"
matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
lighttype = "tube"
/obj/item/light/tube/colored/red
name = "red light tube"
brightness_color = LIGHT_COLOR_SCARLET
/obj/item/light/tube/colored/green
name = "green light tube"
brightness_color = LIGHT_COLOR_GREEN
/obj/item/light/tube/colored/blue
name = "blue light tube"
brightness_color = LIGHT_COLOR_BLUE
/obj/item/light/tube/colored/magenta
name = "magenta light tube"
brightness_color = LIGHT_COLOR_VIOLET
/obj/item/light/tube/colored/yellow
name = "yellow light tube"
brightness_color = LIGHT_COLOR_YELLOW
/obj/item/light/tube/colored/cyan
name = "cyan light tube"
brightness_color = LIGHT_COLOR_CYAN
/obj/item/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 6
randomize_range = FALSE
/obj/item/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb_preset"//preset state for mapping
item_state = "egg"
matter = list(MATERIAL_GLASS = 100)
brightness_range = 5
brightness_power = 0.75
brightness_color = LIGHT_COLOR_TUNGSTEN
lighttype = "bulb"
/obj/item/light/bulb/colored/red
name = "red light bulb"
brightness_color = LIGHT_COLOR_SCARLET
/obj/item/light/bulb/colored/green
name = "green light bulb"
brightness_color = LIGHT_COLOR_GREEN
/obj/item/light/bulb/colored/blue
name = "blue light bulb"
brightness_color = LIGHT_COLOR_BLUE
/obj/item/light/bulb/colored/magenta
name = "magenta light bulb"
brightness_color = LIGHT_COLOR_VIOLET
/obj/item/light/bulb/colored/yellow
name = "yellow light bulb"
brightness_color = LIGHT_COLOR_YELLOW
/obj/item/light/bulb/colored/cyan
name = "cyan light bulb"
brightness_color = LIGHT_COLOR_CYAN
/obj/item/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "flight"
item_state = "egg_red"
matter = list(MATERIAL_GLASS = 100)
brightness_range = 8
brightness_power = 0.8
randomize_range = FALSE
/obj/item/light/Initialize()
. = ..()
if(randomize_range)
switch(lighttype)
if("tube")
brightness_range = rand(6,9)
if("bulb")
brightness_range = rand(4,6)
update()
// update the icon state and description of the light
/obj/item/light/proc/update()
cut_overlays()
switch(status)
if(LIGHT_OK)
icon_state = "l[lighttype]_attachment"
var/image/I = image(icon, "l[lighttype]")
I.color = brightness_color
add_overlay(I)
desc = "A replacement [name]."
if(LIGHT_BURNED)
icon_state = "l[lighttype]_attachment"
var/image/I = image(icon, "l[lighttype]_burned")
I.color = brightness_color
add_overlay(I)
desc = "A burnt-out [name]."
if(LIGHT_BROKEN)
icon_state = "l[lighttype]_attachment_broken"
var/image/I = image(icon, "l[lighttype]_broken")
I.color = brightness_color
add_overlay(I)
desc = "A broken [name]."
// attack bulb/tube with object
// if a syringe, can inject phoron to make it explode
/obj/item/light/attackby(var/obj/item/I, var/mob/user)
..()
if(istype(I, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = I
to_chat(user, SPAN_NOTICE("You inject the solution into \the [src]."))
if(S.reagents.has_reagent(/datum/reagent/toxin/phoron, 5))
log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.",ckey=key_name(user))
message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
rigged = TRUE
S.reagents.clear_reagents()
else
..()
return
// called after an attack with a light item
// shatter light, unless it was an attempt to put it in a light socket
// now only shatter if the intent was harm
/obj/item/light/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(istype(target, /obj/machinery/light))
return
if(user.a_intent != I_HURT)
return
shatter()
/obj/item/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
visible_message(SPAN_WARNING("\The [src] shatters!"), SPAN_WARNING("You hear a small glass object shatter!"))
status = LIGHT_BROKEN
force = 5
sharp = TRUE
playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, TRUE)
new /obj/item/material/shard(get_turf(src))
update()