// 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 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 ///True if rigged to explode var/rigged = FALSE ///How much light it gives off var/brightness = 2 ///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/status = LIGHT_OK ///Base icon state for each bulb types var/base_state ///Number of times switched on and off var/switchcount = 0 /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_CREW * 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_CREW * 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(mapload) . = ..() create_reagents(LIGHT_REAGENT_CAPACITY, INJECTABLE | DRAINABLE) AddComponent(/datum/component/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/moving_atom) SIGNAL_HANDLER if(!isliving(moving_atom)) return var/mob/living/moving_mob = moving_atom if(!(moving_mob.movement_type & (FLYING|FLOATING)) || moving_mob.buckled) playsound(src, 'sound/effects/glass_step.ogg', HAS_TRAIT(moving_mob, 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 /obj/item/light/attack(mob/living/M, mob/living/user, def_zone) ..() shatter() /obj/item/light/attack_atom(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()