Files
Aurora.3/code/game/objects/items/devices/lightreplacer.dm
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00

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// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It can be manually refilled or by clicking on a storage item containing lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
//
// When emagged it will rig every light it replaces, which will explode when the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
// access to them, and only one of them can emag their device.
//
// The explosion cannot insta-kill anyone with 30% or more health.
/obj/item/device/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with working lightbulbs or sheets of glass."
icon = 'icons/obj/janitor.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_janitor.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_janitor.dmi',
)
icon_state = "lightreplacer"
item_state = "lightreplacer"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
origin_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 2)
var/max_uses = 20
var/uses = 10
var/emagged = 0
var/failmsg = ""
var/charge = 0
var/load_interval = 60
var/store_broken = 0//If set, this lightreplacer will suck up and store broken bulbs
var/max_stored = 10
/obj/item/device/lightreplacer/advanced
name = "advanced light replacer"
desc = "A specialised light replacer which stores more lights, refills faster from boxes, and sucks up broken bulbs. Empty into a disposal or trashbag when full!"
icon_state = "adv_lightreplacer"
item_state = "adv_lightreplacer"
w_class = WEIGHT_CLASS_SMALL
store_broken = 1
load_interval = 10
max_uses = 30
uses = 0 //Starts empty
/obj/item/device/lightreplacer/New()
failmsg = "The [name]'s refill light blinks red."
..()
/obj/item/device/lightreplacer/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(distance <= 2)
. += "It has [uses] lights remaining."
if (store_broken)
. += "It is storing [stored()]/[max_stored] broken lights."
/obj/item/device/lightreplacer/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/stack/material) && attacking_item.get_material_name() == "glass")
var/obj/item/stack/G = attacking_item
if(uses >= max_uses)
to_chat(user, SPAN_WARNING("[src.name] is full."))
else if(G.use(5))
AddUses(2)
if (prob(50))
AddUses(1)
to_chat(user, SPAN_NOTICE("You insert five pieces of glass into the [src]. You have [uses] light\s remaining."))
else
to_chat(user, SPAN_WARNING("You need 5 sheets of glass to replace lights."))
return TRUE
if(istype(attacking_item, /obj/item/light))
var/obj/item/light/L = attacking_item
if(L.status == 0) // LIGHT OKAY
if(uses < max_uses)
AddUses(1)
to_chat(user, SPAN_NOTICE("You insert \the [L] into \the [src]. You have [uses] light\s remaining."))
user.drop_from_inventory(L,get_turf(src))
qdel(L)
else
to_chat(user, SPAN_WARNING("You need a working light."))
return TRUE
if(istype(attacking_item, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LR = attacking_item
if(LR.uses == LR.max_uses)
to_chat(user, SPAN_WARNING("\The [LR] is already full!"))
return TRUE
var/use_difference = min(LR.max_uses - LR.uses, uses)
AddUses(-use_difference)
LR.AddUses(use_difference)
to_chat(user, SPAN_NOTICE("You transfer the lights from \the [src] to \the [LR]."))
return TRUE
/obj/item/device/lightreplacer/afterattack(var/atom/target, var/mob/living/user, proximity, params)
if (istype(target, /obj/item/storage/box))
if (box_contains_lights(target))
load_lights_from_box(target, user)
else
to_chat(user, "This box has no bulbs in it!")
/obj/item/device/lightreplacer/proc/box_contains_lights(var/obj/item/storage/box/box)
for (var/obj/item/light/L in box.contents)
if (L.status == 0)
return 1
return 0
/obj/item/device/lightreplacer/proc/load_lights_from_box(var/obj/item/storage/box/box, var/mob/user)
var/boxstartloc = box.loc
var/ourstartloc = src.loc
user.visible_message(SPAN_NOTICE("[user] starts loading lights from the [box] into their [src]"), SPAN_NOTICE("You start loading lights from the [box] into the [src]"))
while (uses < max_uses)
var/bulb = null
for (var/obj/item/light/L in box.contents)
if (L.status == 0)
bulb = L
break
if (!bulb)
to_chat(user, SPAN_WARNING("There are no more working lights left in the box!"))
return
if (do_after(user, load_interval, do_flags = DO_DEFAULT & ~DO_USER_SAME_HAND) && boxstartloc == box.loc && ourstartloc == src.loc)
if(uses >= max_uses) //catches loading from multiple boxes
break
uses++
to_chat(user, SPAN_NOTICE("Light loaded: [uses]/[max_uses]"))
playsound(src.loc, 'sound/machines/click.ogg', 20, 1)
box.remove_from_storage(bulb,get_turf(box))
qdel(bulb)
else
to_chat(user, SPAN_WARNING("You need to keep the [src] close to the box!"))
return
to_chat(user, SPAN_NOTICE("The [src]'s refill light shines a solid green, indicating it's full and ready to go!"))
/obj/item/device/lightreplacer/proc/stored()
var/count = 0
for (var/obj/item/light/L in src)
count++
return count
/obj/item/device/lightreplacer/attack_self(mob/user)
to_chat(usr, "It has [uses] lights remaining.")
/obj/item/device/lightreplacer/update_icon()
if(emagged)
AddOverlays("emagged")
/obj/item/device/lightreplacer/proc/Use(var/mob/user)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
AddUses(-1)
return 1
// Negative numbers will subtract
/obj/item/device/lightreplacer/proc/AddUses(var/amount = 1)
uses = min(max(uses + amount, 0), max_uses)
/obj/item/device/lightreplacer/proc/Charge(var/mob/user, var/amount = 1)
charge += amount
if(charge > 3)
AddUses(1)
charge = 0
/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
if(target.status != LIGHT_OK)
if(CanUse(U))
if(!Use(U)) return
to_chat(U, SPAN_NOTICE("You replace the [target.fitting] with the [src]."))
if(target.status != LIGHT_EMPTY)
var/obj/item/light/L1 = new target.light_type(target.loc)
L1.status = target.status
L1.rigged = target.rigged
L1.brightness_range = target.brightness_range
L1.brightness_power = target.brightness_power
L1.brightness_color = target.brightness_color
L1.switchcount = target.switchcount
target.switchcount = 0
target.inserted_light = L1.type
L1.update()
target.status = LIGHT_EMPTY
target.update()
if (store_broken)
if (stored() < max_stored)
L1.forceMove(src)
to_chat(U, SPAN_NOTICE("\The [src] neatly sucks the broken [target.fitting] into its internal storage. Now storing [stored()]/[max_stored] broken bulbs"))
else
to_chat(U, SPAN_DANGER("\The [src] tries to suck up the broken [target.fitting] but it has no more space. Empty it into the trash!"))
var/obj/item/light/L2 = new target.light_type()
target.status = L2.status
target.switchcount = L2.switchcount
target.rigged = emagged
target.brightness_range = L2.brightness_range
target.brightness_power = L2.brightness_power
target.brightness_color = L2.brightness_color
target.inserted_light = L2.type
target.update()
qdel(L2)
if(!target.stat && target.rigged)
target.explode()
return
else
to_chat(U, failmsg)
return
else
to_chat(U, "There is a working [target.fitting] already inserted.")
return
/obj/item/device/lightreplacer/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged
playsound(src.loc, /singleton/sound_category/spark_sound, 100, 1)
update_icon()
return 1
//Can you use it?
/obj/item/device/lightreplacer/proc/CanUse(var/mob/living/user)
src.add_fingerprint(user)
//Not sure what else to check for. Maybe if clumsy?
if(uses > 0)
return 1
else
return 0