// The lighting system // // consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light) #define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick // status values shared between lighting fixtures and items #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 #define BROKEN_SPARKS_MIN (3 MINUTES) #define BROKEN_SPARKS_MAX (9 MINUTES) #define LIGHT_DRAIN_TIME 25 #define LIGHT_POWER_GAIN 35 //How many reagents the lights can hold #define LIGHT_REAGENT_CAPACITY 5 /obj/item/wallframe/light_fixture name = "light fixture frame" desc = "Used for building lights." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-item" result_path = /obj/structure/light_construct inverse = TRUE /obj/item/wallframe/light_fixture/small name = "small light fixture frame" icon_state = "bulb-construct-item" result_path = /obj/structure/light_construct/small custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) /obj/item/wallframe/light_fixture/try_build(turf/on_wall, user) if(!..()) return var/area/A = get_area(user) if(!IS_DYNAMIC_LIGHTING(A)) to_chat(user, span_warning("You cannot place [src] in this area!")) return return TRUE /obj/structure/light_construct name = "light fixture frame" desc = "A light fixture under construction." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-stage1" anchored = TRUE layer = WALL_OBJ_LAYER max_integrity = 200 armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50) var/stage = 1 var/fixture_type = "tube" var/sheets_refunded = 2 var/obj/machinery/light/newlight = null var/obj/item/stock_parts/cell/cell var/cell_connectors = TRUE /obj/structure/light_construct/Initialize(mapload, ndir, building) . = ..() if(building) setDir(ndir) /obj/structure/light_construct/Destroy() QDEL_NULL(cell) return ..() /obj/structure/light_construct/get_cell() return cell /obj/structure/light_construct/examine(mob/user) . = ..() switch(stage) if(1) . += "It's an empty frame." if(2) . += "It's wired." if(3) . += "The casing is closed." if(cell_connectors) if(cell) . += "You see [cell] inside the casing." else . += "The casing has no power cell for backup power." else . += span_danger("This casing doesn't support power cells for backup power.") /obj/structure/light_construct/attack_hand(mob/user, list/modifiers) if(cell) user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell].")) user.put_in_hands(cell) cell.update_appearance() cell = null add_fingerprint(user) /obj/structure/light_construct/attack_tk(mob/user) if(!cell) return to_chat(user, span_notice("You telekinetically remove [cell].")) var/obj/item/stock_parts/cell/cell_reference = cell cell = null cell_reference.forceMove(drop_location()) return cell_reference.attack_tk(user) /obj/structure/light_construct/attackby(obj/item/W, mob/user, params) add_fingerprint(user) if(istype(W, /obj/item/stock_parts/cell)) if(!cell_connectors) to_chat(user, span_warning("This [name] can't support a power cell!")) return if(HAS_TRAIT(W, TRAIT_NODROP)) to_chat(user, span_warning("[W] is stuck to your hand!")) return if(cell) to_chat(user, span_warning("There is a power cell already installed!")) else if(user.temporarilyRemoveItemFromInventory(W)) user.visible_message(span_notice("[user] hooks up [W] to [src]."), \ span_notice("You add [W] to [src].")) playsound(src, 'sound/machines/click.ogg', 50, TRUE) W.forceMove(src) cell = W add_fingerprint(user) return else if (istype(W, /obj/item/light)) to_chat(user, span_warning("This [name] isn't finished being setup!")) return switch(stage) if(1) if(W.tool_behaviour == TOOL_WRENCH) if(cell) to_chat(user, span_warning("You have to remove the cell first!")) return else to_chat(user, span_notice("You begin deconstructing [src]...")) if (W.use_tool(src, user, 30, volume=50)) new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded) user.visible_message(span_notice("[user.name] deconstructs [src]."), \ span_notice("You deconstruct [src]."), span_hear("You hear a ratchet.")) playsound(src, 'sound/items/deconstruct.ogg', 75, TRUE) qdel(src) return if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W if(coil.use(1)) icon_state = "[fixture_type]-construct-stage2" stage = 2 user.visible_message(span_notice("[user.name] adds wires to [src]."), \ span_notice("You add wires to [src].")) else to_chat(user, span_warning("You need one length of cable to wire [src]!")) return if(2) if(W.tool_behaviour == TOOL_WRENCH) to_chat(usr, span_warning("You have to remove the wires first!")) return if(W.tool_behaviour == TOOL_WIRECUTTER) stage = 1 icon_state = "[fixture_type]-construct-stage1" new /obj/item/stack/cable_coil(drop_location(), 1, "red") user.visible_message(span_notice("[user.name] removes the wiring from [src]."), \ span_notice("You remove the wiring from [src]."), span_hear("You hear clicking.")) W.play_tool_sound(src, 100) return if(W.tool_behaviour == TOOL_SCREWDRIVER) user.visible_message(span_notice("[user.name] closes [src]'s casing."), \ span_notice("You close [src]'s casing."), span_hear("You hear screwing.")) W.play_tool_sound(src, 75) switch(fixture_type) if("tube") newlight = new /obj/machinery/light/built(loc) if("bulb") newlight = new /obj/machinery/light/small/built(loc) newlight.setDir(dir) transfer_fingerprints_to(newlight) if(cell) newlight.cell = cell cell.forceMove(newlight) cell = null qdel(src) return return ..() /obj/structure/light_construct/blob_act(obj/structure/blob/B) if(B && B.loc == loc) qdel(src) /obj/structure/light_construct/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) new /obj/item/stack/sheet/iron(loc, sheets_refunded) qdel(src) /obj/structure/light_construct/small name = "small light fixture frame" icon_state = "bulb-construct-stage1" fixture_type = "bulb" sheets_refunded = 1 // the standard tube light fixture /obj/machinery/light name = "light fixture" icon = 'icons/obj/lighting.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE var/overlayicon = 'icons/obj/lighting_overlay.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE var/base_state = "tube" // base description and icon_state icon_state = "tube" desc = "A lighting fixture." layer = WALL_OBJ_LAYER max_integrity = 100 use_power = ACTIVE_POWER_USE idle_power_usage = 2 active_power_usage = 20 power_channel = AREA_USAGE_LIGHT //Lights are calc'd via area so they dont need to be in the machine list var/on = FALSE // 1 if on, 0 if off var/on_gs = FALSE var/static_power_used = 0 var/brightness = 8 // luminosity when on, also used in power calculation var/bulb_power = 1 // basically the alpha of the emitted light source var/bulb_colour = "#f3fffa" // befault colour of the light. var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN var/flickering = FALSE var/light_type = /obj/item/light/tube // the type of light item 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 = FALSE // true if rigged to explode var/obj/item/stock_parts/cell/cell var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart var/nightshift_enabled = FALSE //Currently in night shift mode? var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode. var/nightshift_brightness = 8 var/nightshift_light_power = 0.45 var/nightshift_light_color = "#FFDDCC" var/emergency_mode = FALSE // if true, the light is in emergency mode var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode /obj/machinery/light/broken status = LIGHT_BROKEN icon_state = "tube-broken" /obj/machinery/light/built icon_state = "tube-empty" start_with_cell = FALSE /obj/machinery/light/built/Initialize() . = ..() status = LIGHT_EMPTY update(0) /obj/machinery/light/no_nightlight nightshift_enabled = FALSE /obj/machinery/light/warm bulb_colour = "#fae5c1" /obj/machinery/light/warm/no_nightlight nightshift_allowed = FALSE /obj/machinery/light/cold bulb_colour = "#deefff" nightshift_light_color = "#deefff" /obj/machinery/light/cold/no_nightlight nightshift_allowed = FALSE /obj/machinery/light/red bulb_colour = "#FF3232" nightshift_allowed = FALSE no_emergency = TRUE brightness = 2 bulb_power = 0.7 /obj/machinery/light/blacklight bulb_colour = "#A700FF" nightshift_allowed = FALSE brightness = 2 bulb_power = 0.8 /obj/machinery/light/dim nightshift_allowed = FALSE bulb_colour = "#FFDDCC" bulb_power = 0.6 // the smaller bulb light fixture /obj/machinery/light/small icon_state = "bulb" base_state = "bulb" fitting = "bulb" brightness = 4 nightshift_brightness = 4 bulb_colour = "#FFD6AA" desc = "A small lighting fixture." light_type = /obj/item/light/bulb /obj/machinery/light/small/broken status = LIGHT_BROKEN icon_state = "bulb-broken" /obj/machinery/light/small/built icon_state = "bulb-empty" start_with_cell = FALSE /obj/machinery/light/small/built/Initialize() . = ..() status = LIGHT_EMPTY update(0) /obj/machinery/light/small/red bulb_colour = "#FF3232" no_emergency = TRUE nightshift_allowed = FALSE brightness = 1 bulb_power = 0.8 /obj/machinery/light/small/blacklight bulb_colour = "#A700FF" nightshift_allowed = FALSE brightness = 1 bulb_power = 0.9 /obj/machinery/light/Move() if(status != LIGHT_BROKEN) break_light_tube(1) return ..() // create a new lighting fixture /obj/machinery/light/Initialize(mapload) . = ..() if(!mapload) //sync up nightshift lighting for player made lights var/area/A = get_area(src) var/obj/machinery/power/apc/temp_apc = A.get_apc() nightshift_enabled = temp_apc?.nightshift_lights if(start_with_cell && !no_emergency) cell = new/obj/item/stock_parts/cell/emergency_light(src) RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, .proc/on_light_eater) AddElement(/datum/element/atmos_sensitive, mapload) return INITIALIZE_HINT_LATELOAD /obj/machinery/light/LateInitialize() . = ..() switch(fitting) if("tube") brightness = 8 if(prob(2)) break_light_tube(1) if("bulb") brightness = 4 if(prob(5)) break_light_tube(1) addtimer(CALLBACK(src, .proc/update, 0), 1) /obj/machinery/light/Destroy() var/area/A = get_area(src) if(A) on = FALSE // A.update_lights() QDEL_NULL(cell) return ..() /obj/machinery/light/update_icon_state() switch(status) // set icon_states if(LIGHT_OK) //var/area/A = get_area(src) //SKYRAT EDIT REMOVAL if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE icon_state = "[base_state]_emergency" else icon_state = "[base_state]" if(LIGHT_EMPTY) icon_state = "[base_state]-empty" if(LIGHT_BURNED) icon_state = "[base_state]-burned" if(LIGHT_BROKEN) icon_state = "[base_state]-broken" return ..() /obj/machinery/light/update_overlays() . = ..() if(!on || status != LIGHT_OK) return // var/area/A = get_area(src) SKYRAT EDIT REMOVAL if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE . += mutable_appearance(overlayicon, "[base_state]_emergency", layer, plane) return if(nightshift_enabled) . += mutable_appearance(overlayicon, "[base_state]_nightshift", layer, plane) return . += mutable_appearance(overlayicon, base_state, layer, plane) //SKYRAT EDIT ADDITION BEGIN - AESTHETICS #define LIGHT_ON_DELAY_UPPER 3 SECONDS #define LIGHT_ON_DELAY_LOWER 1 SECONDS //SKYRAT EDIT END // update the icon_state and luminosity of the light depending on its state /obj/machinery/light/proc/update(trigger = TRUE, instant = FALSE, play_sound = TRUE) //SKYRAT EDIT CHANGE switch(status) if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY) on = FALSE emergency_mode = FALSE if(on) /* SKYRAT EDIT ORIGINAL var/BR = brightness var/PO = bulb_power var/CO = bulb_colour if(color) CO = color var/area/A = get_area(src) if (A?.fire) CO = bulb_emergency_colour else if (nightshift_enabled) BR = nightshift_brightness PO = nightshift_light_power if(!color) CO = nightshift_light_color var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color if(!matching) switchcount++ if(rigged) if(status == LIGHT_OK && trigger) explode() else if( prob( min(60, (switchcount**2)*0.01) ) ) if(trigger) burn_out() else use_power = ACTIVE_POWER_USE set_light(BR, PO, CO) */ //SKYRAT EDIT CHANGE BEGIN - AESTHETICS if(instant) turn_on(trigger, play_sound) else if(maploaded) turn_on(trigger, play_sound) maploaded = FALSE else if(!turning_on) turning_on = TRUE addtimer(CALLBACK(src, .proc/turn_on, trigger, play_sound), rand(LIGHT_ON_DELAY_LOWER, LIGHT_ON_DELAY_UPPER)) //SKYRAT EDIT END else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off()) use_power = IDLE_POWER_USE emergency_mode = TRUE START_PROCESSING(SSmachines, src) else use_power = IDLE_POWER_USE set_light(0) update_appearance() active_power_usage = (brightness * 10) if(on != on_gs) on_gs = on if(on) static_power_used = brightness * 20 //20W per unit luminosity addStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT) else removeStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT) broken_sparks(start_only=TRUE) //SKYRAT EDIT ADDITION BEGIN - AESTHETICS #undef LIGHT_ON_DELAY_UPPER #undef LIGHT_ON_DELAY_LOWER //SKYRAT EDIT END /obj/machinery/light/update_atom_colour() ..() update() /obj/machinery/light/proc/broken_sparks(start_only=FALSE) if(!QDELETED(src) && status == LIGHT_BROKEN && has_power() && Master.current_runlevel) if(!start_only) do_sparks(3, TRUE, src) var/delay = rand(BROKEN_SPARKS_MIN, BROKEN_SPARKS_MAX) addtimer(CALLBACK(src, .proc/broken_sparks), delay, TIMER_UNIQUE | TIMER_NO_HASH_WAIT) /obj/machinery/light/process() if (!cell) return PROCESS_KILL if(has_power()) if (cell.charge == cell.maxcharge) return PROCESS_KILL cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE)) update(FALSE) //Disables emergency mode and sets the color to normal /obj/machinery/light/proc/burn_out() if(status == LIGHT_OK) status = LIGHT_BURNED icon_state = "[base_state]-burned" on = FALSE set_light(0) // attempt to set the light's on/off status // will not switch on if broken/burned/empty /obj/machinery/light/proc/seton(s) on = (s && status == LIGHT_OK) update() /obj/machinery/light/get_cell() return cell // examine verb /obj/machinery/light/examine(mob/user) . = ..() switch(status) if(LIGHT_OK) . += "It is turned [on? "on" : "off"]." if(LIGHT_EMPTY) . += "The [fitting] has been removed." if(LIGHT_BURNED) . += "The [fitting] is burnt out." if(LIGHT_BROKEN) . += "The [fitting] has been smashed." if(cell) . += "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%." //SKYRAT EDIT ADDITION if(constant_flickering) . += span_danger("The lighting ballast appears to be damaged, this could be fixed with a multitool.") //SKYRAT EDIT END // attack with item - insert light (if right type), otherwise try to break the light /obj/machinery/light/attackby(obj/item/W, mob/living/user, params) //Light replacer code if(istype(W, /obj/item/lightreplacer)) var/obj/item/lightreplacer/LR = W LR.ReplaceLight(src, user) return //SKYRAT EDIT ADDITION - Fix Light Replacer //SKYRAT EDIT ADDITION if(istype(W, /obj/item/multitool) && constant_flickering) to_chat(user, span_notice("You start repairing the ballast of [src] with [W].")) if(do_after(user, 2 SECONDS, src)) stop_flickering() to_chat(user, span_notice("You repair the ballast of [src]!")) return //SKYRAT EDTI END // attempt to insert light else if(istype(W, /obj/item/light)) if(status == LIGHT_OK) to_chat(user, span_warning("There is a [fitting] already inserted!")) else src.add_fingerprint(user) var/obj/item/light/L = W if(istype(L, light_type)) if(!user.temporarilyRemoveItemFromInventory(L)) return src.add_fingerprint(user) if(status != LIGHT_EMPTY) drop_light_tube(user) to_chat(user, span_notice("You replace [L].")) else to_chat(user, span_notice("You insert [L].")) status = L.status switchcount = L.switchcount rigged = L.rigged brightness = L.brightness on = has_power() update() qdel(L) if(on && rigged) explode() else to_chat(user, span_warning("This type of light requires a [fitting]!")) // attempt to stick weapon into light socket else if(status == LIGHT_EMPTY) if(W.tool_behaviour == TOOL_SCREWDRIVER) //If it's a screwdriver open it. W.play_tool_sound(src, 75) user.visible_message(span_notice("[user.name] opens [src]'s casing."), \ span_notice("You open [src]'s casing."), span_hear("You hear a noise.")) deconstruct() else to_chat(user, span_userdanger("You stick \the [W] into the light socket!")) if(has_power() && (W.flags_1 & CONDUCT_1)) do_sparks(3, TRUE, src) if (prob(75)) electrocute_mob(user, get_area(src), src, (rand(7,10) * 0.1), TRUE) else return ..() /obj/machinery/light/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) var/obj/structure/light_construct/newlight = null var/cur_stage = 2 if(!disassembled) cur_stage = 1 switch(fitting) if("tube") newlight = new /obj/structure/light_construct(src.loc) newlight.icon_state = "tube-construct-stage[cur_stage]" if("bulb") newlight = new /obj/structure/light_construct/small(src.loc) newlight.icon_state = "bulb-construct-stage[cur_stage]" newlight.setDir(src.dir) newlight.stage = cur_stage if(!disassembled) newlight.take_damage(newlight.max_integrity * 0.5, sound_effect=FALSE) if(status != LIGHT_BROKEN) break_light_tube() if(status != LIGHT_EMPTY) drop_light_tube() new /obj/item/stack/cable_coil(loc, 1, "red") transfer_fingerprints_to(newlight) if(!QDELETED(cell)) newlight.cell = cell cell.forceMove(newlight) cell = null qdel(src) /obj/machinery/light/attacked_by(obj/item/I, mob/living/user) ..() if(status == LIGHT_BROKEN || status == LIGHT_EMPTY) if(on && (I.flags_1 & CONDUCT_1)) if(prob(12)) electrocute_mob(user, get_area(src), src, 0.3, TRUE) /obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) . = ..() if(. && !QDELETED(src)) if(prob(damage_amount * 5)) break_light_tube() /obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) switch(status) if(LIGHT_EMPTY) playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE) if(LIGHT_BROKEN) playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE) else playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE) // returns if the light has power /but/ is manually turned off // if a light is turned off, it won't activate emergency power /obj/machinery/light/proc/turned_off() var/area/A = get_area(src) return !A.lightswitch && A.power_light || flickering || constant_flickering //SKYRAT EDIT CHANGE // returns whether this light has power // true if area has power and lightswitch is on /obj/machinery/light/proc/has_power() var/area/A = get_area(src) //SKYRAT EDIT ADDITION BEGIN if(isnull(A)) return FALSE //SKYRAT EDIT END return A.lightswitch && A.power_light // returns whether this light has emergency power // can also return if it has access to a certain amount of that power /obj/machinery/light/proc/has_emergency_power(pwr) if(no_emergency || !cell) return FALSE if(pwr ? cell.charge >= pwr : cell.charge) return status == LIGHT_OK // attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't /obj/machinery/light/proc/use_emergency_power(pwr = LIGHT_EMERGENCY_POWER_USE) if(!has_emergency_power(pwr)) return FALSE if(cell.charge > 300) //it's meant to handle 120 W, ya doofus visible_message(span_warning("[src] short-circuits from too powerful of a power cell!")) burn_out() return FALSE cell.use(pwr) set_light(brightness * bulb_emergency_brightness_mul, max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)), bulb_emergency_colour) return TRUE /obj/machinery/light/proc/flicker(amount = rand(10, 20)) set waitfor = FALSE if(flickering) return flickering = TRUE if(on && status == LIGHT_OK) for(var/i = 0; i < amount; i++) if(status != LIGHT_OK) break on = !on update(FALSE, TRUE) //SKYRAT EDIT CHANGE sleep(rand(5, 15)) on = (status == LIGHT_OK) update(FALSE, TRUE) //SKYRAT EDIT CHANGE flickering = FALSE // ai attack - make lights flicker, because why not /obj/machinery/light/attack_ai(mob/user) no_emergency = !no_emergency to_chat(user, span_notice("Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].")) update(FALSE) 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/living/carbon/human/user, list/modifiers) . = ..() if(.) return user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(status == LIGHT_EMPTY) to_chat(user, span_warning("There is no [fitting] in this light!")) return // make it burn hands unless you're wearing heat insulated gloves or have the RESISTHEAT/RESISTHEATHANDS traits if(on) var/prot = 0 var/mob/living/carbon/human/H = user if(istype(H)) var/obj/item/organ/stomach/maybe_stomach = H.getorganslot(ORGAN_SLOT_STOMACH) if(istype(maybe_stomach, /obj/item/organ/stomach/ethereal)) var/obj/item/organ/stomach/ethereal/stomach = maybe_stomach if(stomach.drain_time > world.time) return to_chat(H, span_notice("You start channeling some power through the [fitting] into your body.")) stomach.drain_time = world.time + LIGHT_DRAIN_TIME if(do_after(user, LIGHT_DRAIN_TIME, target = src)) if(istype(stomach)) to_chat(H, span_notice("You receive some charge from the [fitting].")) stomach.adjust_charge(LIGHT_POWER_GAIN) else to_chat(H, span_warning("You can't receive charge from the [fitting]!")) return if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves if(G.max_heat_protection_temperature) prot = (G.max_heat_protection_temperature > 360) else prot = 1 if(prot > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS)) to_chat(user, span_notice("You remove the light [fitting].")) else if(istype(user) && user.dna.check_mutation(TK)) to_chat(user, span_notice("You telekinetically remove the light [fitting].")) else var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") if(affecting?.receive_damage( 0, 5 )) // 5 burn damage H.update_damage_overlays() if(HAS_TRAIT(user, TRAIT_LIGHTBULB_REMOVER)) to_chat(user, span_notice("You feel like you're burning, but you can push through.")) if(!do_after(user, 5 SECONDS, target = src)) return if(affecting?.receive_damage( 0, 10 )) // 10 more burn damage H.update_damage_overlays() to_chat(user, span_notice("You manage to remove the light [fitting], shattering it in process.")) break_light_tube() else to_chat(user, span_warning("You try to remove the light [fitting], but you burn your hand on it!")) return else to_chat(user, span_notice("You remove the light [fitting].")) // create a light tube/bulb item and put it in the user's hand drop_light_tube(user) /obj/machinery/light/proc/drop_light_tube(mob/user) var/obj/item/light/L = new light_type() L.status = status L.rigged = rigged L.brightness = brightness // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.forceMove(loc) if(user) //puts it in our active hand L.add_fingerprint(user) user.put_in_active_hand(L) status = LIGHT_EMPTY update() return L /obj/machinery/light/attack_tk(mob/user) if(status == LIGHT_EMPTY) to_chat(user, span_warning("There is no [fitting] in this light!")) return to_chat(user, span_notice("You telekinetically remove the light [fitting].")) // create a light tube/bulb item and put it in the user's hand var/obj/item/light/light_tube = drop_light_tube() return light_tube.attack_tk(user) // break the light and make sparks if was on /obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0) if(status == LIGHT_EMPTY || status == LIGHT_BROKEN) return if(!skip_sound_and_sparks) if(status == LIGHT_OK || status == LIGHT_BURNED) playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE) if(on) do_sparks(3, TRUE, src) status = LIGHT_BROKEN update() /obj/machinery/light/proc/fix() if(status == LIGHT_OK) return status = LIGHT_OK brightness = initial(brightness) on = TRUE update() /obj/machinery/light/zap_act(power, zap_flags) var/explosive = zap_flags & ZAP_MACHINE_EXPLOSIVE zap_flags &= ~(ZAP_MACHINE_EXPLOSIVE | ZAP_OBJ_DAMAGE) . = ..() if(explosive) explosion(src, flame_range = 5, adminlog = FALSE) qdel(src) // called when area power state changes /obj/machinery/light/power_change() SHOULD_CALL_PARENT(FALSE) var/area/A = get_area(src) seton(A.lightswitch && A.power_light) // called when heated /obj/machinery/light/should_atmos_process(datum/gas_mixture/air, exposed_temperature) return exposed_temperature > 673 /obj/machinery/light/atmos_expose(datum/gas_mixture/air, exposed_temperature) if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C break_light_tube() // explode the light /obj/machinery/light/proc/explode() set waitfor = 0 break_light_tube() // break it first to give a warning sleep(2) explosion(src, light_impact_range = 2, flash_range = -1) sleep(1) qdel(src) /obj/machinery/light/proc/on_light_eater(obj/machinery/light/source, datum/light_eater) SIGNAL_HANDLER . = COMPONENT_BLOCK_LIGHT_EATER if(status == LIGHT_EMPTY) return var/obj/item/light/tube = drop_light_tube() tube?.burn() return // 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 = WEIGHT_CLASS_TINY var/status = LIGHT_OK // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched custom_materials = list(/datum/material/glass=100) grind_results = list(/datum/reagent/silicon = 5, /datum/reagent/nitrogen = 10) //Nitrogen is used as a cheaper alternative to argon in incandescent lighbulbs var/rigged = FALSE // true if rigged to explode var/brightness = 2 //how much light it gives off /obj/item/light/suicide_act(mob/living/carbon/user) if (status == LIGHT_BROKEN) user.visible_message(span_suicide("[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return BRUTELOSS else user.visible_message(span_suicide("[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!")) shatter() return BRUTELOSS /obj/item/light/tube name = "light tube" desc = "A replacement light tube." icon_state = "ltube" base_state = "ltube" inhand_icon_state = "c_tube" brightness = 8 custom_price = PAYCHECK_EASY * 0.5 /obj/item/light/tube/broken status = LIGHT_BROKEN /obj/item/light/bulb name = "light bulb" desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" inhand_icon_state = "contvapour" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' brightness = 4 custom_price = PAYCHECK_EASY * 0.4 /obj/item/light/bulb/broken status = LIGHT_BROKEN /obj/item/light/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(!..()) //not caught by a mob shatter() // update the icon state and description of the light /obj/item/light/proc/update() switch(status) if(LIGHT_OK) icon_state = base_state desc = "A replacement [name]." if(LIGHT_BURNED) icon_state = "[base_state]-burned" desc = "A burnt-out [name]." if(LIGHT_BROKEN) icon_state = "[base_state]-broken" desc = "A broken [name]." /obj/item/light/Initialize() . = ..() create_reagents(LIGHT_REAGENT_CAPACITY, INJECTABLE | DRAINABLE) AddElement(/datum/element/caltrop, min_damage = force) update() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = .proc/on_entered, ) AddElement(/datum/element/connect_loc, loc_connections) /obj/item/light/proc/on_entered(datum/source, atom/movable/AM) SIGNAL_HANDLER if(!isliving(AM)) return var/mob/living/L = AM if(!(L.movement_type & (FLYING|FLOATING)) || L.buckled) playsound(src, 'sound/effects/glass_step.ogg', HAS_TRAIT(L, TRAIT_LIGHT_STEP) ? 30 : 50, TRUE) if(status == LIGHT_BURNED || status == LIGHT_OK) shatter() /obj/item/light/create_reagents(max_vol, flags) . = ..() RegisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), .proc/on_reagent_change) RegisterSignal(reagents, COMSIG_PARENT_QDELETING, .proc/on_reagents_del) /** * Handles rigging the cell if it contains enough plasma. */ /obj/item/light/proc/on_reagent_change(datum/reagents/holder, ...) SIGNAL_HANDLER rigged = (reagents.has_reagent(/datum/reagent/toxin/plasma, LIGHT_REAGENT_CAPACITY)) ? TRUE : FALSE //has_reagent returns the reagent datum, we don't want to hold a reference to prevent hard dels return NONE /** * Handles the reagent holder datum being deleted for some reason. Probably someone making pizza lights. */ /obj/item/light/proc/on_reagents_del(datum/reagents/holder) SIGNAL_HANDLER UnregisterSignal(holder, list( COMSIG_PARENT_QDELETING, COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, )) return NONE #undef LIGHT_REAGENT_CAPACITY /obj/item/light/attack(mob/living/M, mob/living/user, def_zone) ..() shatter() /obj/item/light/attack_obj(obj/O, mob/living/user, params) ..() shatter() /obj/item/light/proc/shatter() if(status == LIGHT_OK || status == LIGHT_BURNED) visible_message(span_danger("[src] shatters."),span_hear("You hear a small glass object shatter.")) status = LIGHT_BROKEN force = 5 playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE) if(rigged) atmos_spawn_air("plasma=5") //5u of plasma are required to rig a light bulb/tube update() /obj/machinery/light/floor name = "floor light" icon = 'icons/obj/lighting.dmi' base_state = "floor" // base description and icon_state icon_state = "floor" brightness = 4 layer = 2.5 light_type = /obj/item/light/bulb fitting = "bulb" // -------- Directional presets // The directions are backwards on the lights we have now /obj/machinery/light/directional/north dir = NORTH /obj/machinery/light/directional/south dir = SOUTH /obj/machinery/light/directional/east dir = EAST /obj/machinery/light/directional/west dir = WEST // ---- Broken tube /obj/machinery/light/broken/directional/north dir = NORTH /obj/machinery/light/broken/directional/south dir = SOUTH /obj/machinery/light/broken/directional/east dir = EAST /obj/machinery/light/broken/directional/west dir = WEST // ---- Tube construct /obj/structure/light_construct/directional/north dir = NORTH /obj/structure/light_construct/directional/south dir = SOUTH /obj/structure/light_construct/directional/east dir = EAST /obj/structure/light_construct/directional/west dir = WEST // ---- Tube frames /obj/machinery/light/built/directional/north dir = NORTH /obj/machinery/light/built/directional/south dir = SOUTH /obj/machinery/light/built/directional/east dir = EAST /obj/machinery/light/built/directional/west dir = WEST // ---- No nightlight tubes /obj/machinery/light/no_nightlight/directional/north dir = NORTH /obj/machinery/light/no_nightlight/directional/south dir = SOUTH /obj/machinery/light/no_nightlight/directional/east dir = EAST /obj/machinery/light/no_nightlight/directional/west dir = WEST // ---- Warm light tubes /obj/machinery/light/warm/directional/north dir = NORTH /obj/machinery/light/warm/directional/south dir = SOUTH /obj/machinery/light/warm/directional/east dir = EAST /obj/machinery/light/warm/directional/west dir = WEST // ---- No nightlight warm light tubes /obj/machinery/light/warm/no_nightlight/directional/north dir = NORTH /obj/machinery/light/warm/no_nightlight/directional/south dir = SOUTH /obj/machinery/light/warm/no_nightlight/directional/east dir = EAST /obj/machinery/light/warm/no_nightlight/directional/west dir = WEST // ---- Cold light tubes /obj/machinery/light/cold/directional/north dir = NORTH /obj/machinery/light/cold/directional/south dir = SOUTH /obj/machinery/light/cold/directional/east dir = EAST /obj/machinery/light/cold/directional/west dir = WEST // ---- No nightlight cold light tubes /obj/machinery/light/cold/no_nightlight/directional/north dir = NORTH /obj/machinery/light/cold/no_nightlight/directional/south dir = SOUTH /obj/machinery/light/cold/no_nightlight/directional/east dir = EAST /obj/machinery/light/cold/no_nightlight/directional/west dir = WEST // ---- Red tubes /obj/machinery/light/red/directional/north dir = NORTH /obj/machinery/light/red/directional/south dir = SOUTH /obj/machinery/light/red/directional/east dir = EAST /obj/machinery/light/red/directional/west dir = WEST // ---- Blacklight tubes /obj/machinery/light/blacklight/directional/north dir = NORTH /obj/machinery/light/blacklight/directional/south dir = SOUTH /obj/machinery/light/blacklight/directional/east dir = EAST /obj/machinery/light/blacklight/directional/west dir = WEST // ---- Dim tubes /obj/machinery/light/dim/directional/north dir = NORTH /obj/machinery/light/dim/directional/south dir = SOUTH /obj/machinery/light/dim/directional/east dir = EAST /obj/machinery/light/dim/directional/west dir = WEST // -------- Bulb lights /obj/machinery/light/small/directional/north dir = NORTH /obj/machinery/light/small/directional/south dir = SOUTH /obj/machinery/light/small/directional/east dir = EAST /obj/machinery/light/small/directional/west dir = WEST // ---- Bulb construct /obj/structure/light_construct/small/directional/north dir = NORTH /obj/structure/light_construct/small/directional/south dir = SOUTH /obj/structure/light_construct/small/directional/east dir = EAST /obj/structure/light_construct/small/directional/west dir = WEST // ---- Bulb frames /obj/machinery/light/small/built/directional/north dir = NORTH /obj/machinery/light/small/built/directional/south dir = SOUTH /obj/machinery/light/small/built/directional/east dir = EAST /obj/machinery/light/small/built/directional/west dir = WEST // ---- Broken bulbs /obj/machinery/light/small/broken/directional/north dir = NORTH /obj/machinery/light/small/broken/directional/south dir = SOUTH /obj/machinery/light/small/broken/directional/east dir = EAST /obj/machinery/light/small/broken/directional/west dir = WEST // ---- Red bulbs /obj/machinery/light/small/red/directional/north dir = NORTH /obj/machinery/light/small/red/directional/south dir = SOUTH /obj/machinery/light/small/red/directional/east dir = EAST /obj/machinery/light/small/red/directional/west dir = WEST // ---- Blacklight bulbs /obj/machinery/light/small/blacklight/directional/north dir = NORTH /obj/machinery/light/small/blacklight/directional/south dir = SOUTH /obj/machinery/light/small/blacklight/directional/east dir = EAST /obj/machinery/light/small/blacklight/directional/west dir = WEST #undef LIGHT_DRAIN_TIME #undef LIGHT_POWER_GAIN