// The lighting system // // consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light) // status values shared between lighting fixtures and items #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 /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/machinery/light_construct inverse = 1 /obj/item/wallframe/light_fixture/small name = "small light fixture frame" icon_state = "bulb-construct-item" result_path = /obj/machinery/light_construct/small materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) /obj/machinery/light_construct name = "light fixture frame" desc = "A light fixture under construction." icon = 'icons/obj/lighting.dmi' icon_state = "tube-construct-stage1" anchored = 1 layer = 5 var/stage = 1 var/fixture_type = "tube" var/sheets_refunded = 2 var/obj/machinery/light/newlight = null /obj/machinery/light_construct/New(loc, ndir, building) ..() if(building) dir = ndir /obj/machinery/light_construct/examine(mob/user) ..() switch(src.stage) if(1) user << "It's an empty frame." if(2) user << "It's wired." if(3) user << "The casing is closed." /obj/machinery/light_construct/attackby(obj/item/weapon/W, mob/user, params) add_fingerprint(user) switch(stage) if(1) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1) usr << "You begin deconstructing [src]..." if (!do_after(usr, 30/W.toolspeed, target = src)) return new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded ) user.visible_message("[user.name] deconstructs [src].", \ "You deconstruct [src].", "You hear a ratchet.") playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1) qdel(src) return if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W if(coil.use(1)) switch(fixture_type) if ("tube") icon_state = "tube-construct-stage2" if("bulb") icon_state = "bulb-construct-stage2" stage = 2 user.visible_message("[user.name] adds wires to [src].", \ "You add wires to [src].") else user << "You need one length of cable to wire [src]!" return if(2) if(istype(W, /obj/item/weapon/wrench)) usr << "You have to remove the wires first!" return if(istype(W, /obj/item/weapon/wirecutters)) stage = 1 switch(fixture_type) if ("tube") icon_state = "tube-construct-stage1" if("bulb") icon_state = "bulb-construct-stage1" new /obj/item/stack/cable_coil(get_turf(loc), 1, "red") user.visible_message("[user.name] removes the wiring from [src].", \ "You remove the wiring from [src].", "You hear clicking.") playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) return if(istype(W, /obj/item/weapon/screwdriver)) user.visible_message("[user.name] closes [src]'s casing.", \ "You close [src]'s casing.", "You hear screwing.") playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1) switch(fixture_type) if("tube") newlight = new /obj/machinery/light/built(loc) if ("bulb") newlight = new /obj/machinery/light/small/built(loc) newlight.dir = dir transfer_fingerprints_to(newlight) qdel(src) return ..() /obj/machinery/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' var/base_state = "tube" // base description and icon_state icon_state = "tube1" 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 var/on = 0 // 1 if on, 0 if off var/on_gs = 0 var/static_power_used = 0 var/brightness = 8 // luminosity when on, also used in power calculation 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/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 // the smaller bulb light fixture /obj/machinery/light/small icon_state = "bulb1" base_state = "bulb" fitting = "bulb" brightness = 4 desc = "A small lighting fixture." light_type = /obj/item/weapon/light/bulb /obj/machinery/light/Move() if(status != LIGHT_BROKEN) broken(1) return ..() /obj/machinery/light/built/New() status = LIGHT_EMPTY update(0) ..() /obj/machinery/light/small/built/New() status = LIGHT_EMPTY update(0) ..() // create a new lighting fixture /obj/machinery/light/New() ..() spawn(2) switch(fitting) if("tube") brightness = 8 if(prob(2)) broken(1) if("bulb") brightness = 4 if(prob(5)) broken(1) spawn(1) update(0) /obj/machinery/light/Destroy() var/area/A = get_area(src) if(A) on = 0 // A.update_lights() return ..() /obj/machinery/light/update_icon() switch(status) // set icon_states if(LIGHT_OK) icon_state = "[base_state][on]" if(LIGHT_EMPTY) icon_state = "[base_state]-empty" on = 0 if(LIGHT_BURNED) icon_state = "[base_state]-burned" on = 0 if(LIGHT_BROKEN) icon_state = "[base_state]-broken" on = 0 return // update the icon_state and luminosity of the light depending on its state /obj/machinery/light/proc/update(trigger = 1) update_icon() if(on) if(!light || light.luminosity != brightness) switchcount++ if(rigged) if(status == LIGHT_OK && trigger) explode() else if( prob( min(60, switchcount*switchcount*0.01) ) ) if(status == LIGHT_OK && trigger) status = LIGHT_BURNED icon_state = "[base_state]-burned" on = 0 SetLuminosity(0) else use_power = 2 SetLuminosity(brightness) else use_power = 1 SetLuminosity(0) 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, STATIC_LIGHT) else removeStaticPower(static_power_used, STATIC_LIGHT) // 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() // examine verb /obj/machinery/light/examine(mob/user) ..() switch(status) if(LIGHT_OK) user << "It is turned [on? "on" : "off"]." if(LIGHT_EMPTY) user << "The [fitting] has been removed." if(LIGHT_BURNED) user << "The [fitting] is burnt out." if(LIGHT_BROKEN) user << "The [fitting] has been smashed." // 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/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) 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)) if(!user.drop_item()) return status = L.status user << "You insert the [L.name]." switchcount = L.switchcount rigged = L.rigged brightness = L.brightness on = has_power() update() qdel(L) if(on && rigged) explode() else 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) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) if(W.damtype == STAMINA) return if(prob(1+W.force * 5)) user.visible_message("[user.name] smashed the light!", \ "You hit the light, and it smashes!", \ "You hear a tinkle of breaking glass.") if(on && (W.flags & CONDUCT)) if (prob(12)) electrocute_mob(user, get_area(src), src, 0.3) broken() else user.visible_message("[user.name] hits the light!") // attempt to stick weapon into light socket else if(status == LIGHT_EMPTY) if(istype(W, /obj/item/weapon/screwdriver)) //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 transfer_fingerprints_to(newlight) qdel(src) return user << "You stick \the [W] into the light socket!" if(has_power() && (W.flags & CONDUCT)) var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(3, 1, src) s.start() 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 and lightswitch is on /obj/machinery/light/proc/has_power() var/area/A = src.loc.loc return A.master.lightswitch && A.master.power_light /obj/machinery/light/proc/flicker(var/amount = rand(10, 20)) set waitfor = 0 if(flickering) return flickering = 1 if(on && status == LIGHT_OK) for(var/i = 0; i < amount; i++) if(status != LIGHT_OK) break on = !on update(0) sleep(rand(5, 15)) on = (status == LIGHT_OK) update(0) flickering = 0 // ai attack - make lights flicker, because why not /obj/machinery/light/attack_ai(mob/user) src.flicker(1) return // Aliens smash the bulb but do not get electrocuted./N /obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs. if(status == LIGHT_EMPTY||status == LIGHT_BROKEN) user << "\green That object is useless to you." return else if (status == LIGHT_OK||status == LIGHT_BURNED) user.do_attack_animation(src) visible_message("[user.name] smashed the light!", "You hear a tinkle of breaking glass.") broken() return /obj/machinery/light/attack_animal(mob/living/simple_animal/M) if(M.melee_damage_upper == 0) return if(status == LIGHT_EMPTY||status == LIGHT_BROKEN) M << "That object is useless to you." return else if (status == LIGHT_OK||status == LIGHT_BURNED) M.do_attack_animation(src) visible_message("[M.name] smashed the light!", "You hear a tinkle of breaking glass.") broken() 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) user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(status == LIGHT_EMPTY) user << "There is no [fitting] in this light." return // make it burn hands if not wearing fire-insulated gloves if(on) var/prot = 0 var/mob/living/carbon/human/H = user if(istype(H)) 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) user << "You remove the light [fitting]." else if(istype(user) && user.dna.check_mutation(TK)) user << "You telekinetically remove the light [fitting]." else user << "You try to remove the light [fitting], but you burn your hand on it!" var/obj/item/organ/limb/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm") if(affecting.take_damage( 0, 5 )) // 5 burn damage H.update_damage_overlays(0) H.updatehealth() return // if burned, don't remove the light else user << "You 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 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.add_fingerprint(user) L.loc = loc user.put_in_active_hand(L) //puts it in our active hand status = LIGHT_EMPTY update() /obj/machinery/light/attack_tk(mob/user) if(status == LIGHT_EMPTY) user << "There is no [fitting] in this light." return 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 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.add_fingerprint(user) L.loc = loc status = LIGHT_EMPTY update() // 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(on) var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(3, 1, src) s.start() status = LIGHT_BROKEN update() /obj/machinery/light/proc/fix() if(status == LIGHT_OK) return status = LIGHT_OK brightness = initial(brightness) on = 1 update() // explosion effect // destroy the whole light fixture or just shatter it /obj/machinery/light/ex_act(severity, target) ..() if(!qdeleted(src)) switch(severity) if(2) if(prob(50)) broken() if(3) if(prob(25)) broken() // called when area power state changes /obj/machinery/light/power_change() var/area/A = get_area(src) A = A.master seton(A.lightswitch && A.power_light) // called when on fire /obj/machinery/light/temperature_expose(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 = 0 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) // the light item // can be tube or bulb subtypes // will fit into empty /obj/machinery/light of the corresponding type /obj/item/weapon/light icon = 'icons/obj/lighting.dmi' force = 2 throwforce = 5 w_class = 1 var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched materials = list(MAT_METAL=60) var/rigged = 0 // true if rigged to explode var/brightness = 2 //how much light it gives off /obj/item/weapon/light/tube name = "light tube" desc = "A replacement light tube." icon_state = "ltube" base_state = "ltube" item_state = "c_tube" materials = list(MAT_GLASS=100) brightness = 8 /obj/item/weapon/light/bulb name = "light bulb" desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" materials = list(MAT_GLASS=100) brightness = 4 /obj/item/weapon/light/throw_impact(atom/hit_atom) ..() shatter() // update the icon state and description of the light /obj/item/weapon/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/weapon/light/New() ..() update() // attack bulb/tube with object // if a syringe, can inject plasma to make it explode /obj/item/weapon/light/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/weapon/reagent_containers/syringe)) var/obj/item/weapon/reagent_containers/syringe/S = I user << "You inject the solution into \the [src]." if(S.reagents.has_reagent("plasma", 5)) rigged = 1 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/weapon/light/afterattack(atom/target, mob/user,proximity) if(!proximity) return if(istype(target, /obj/machinery/light)) return if(user.a_intent != "harm") return shatter() /obj/item/weapon/light/proc/shatter() if(status == LIGHT_OK || status == LIGHT_BURNED) src.visible_message("[name] shatters.","You hear a small glass object shatter.") status = LIGHT_BROKEN force = 5 playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1) update()