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paganiy 9243bcdd3a Bluespace Light Replacer - Broken Bulbs Scanner (#93187)
## About The Pull Request
This PR adds a scanning functionality to the bluespace light replacer
that identifies broken light bulbs within visual range and highlights
them with temporary bluespace firefly markers (sorry for this sprite):


https://github.com/user-attachments/assets/a0f3b2cf-9dde-4888-9ce1-085ed18141d5
## Why It's Good For The Game
Makes finding broken lights in dark areas much less tedious, especially
during station-wide electrical storm.
By making broken light identification easier, this feature encourages
players to actually fix lighting issues rather than ignoring them.
## Changelog
🆑
add: Broken Bulbs Scanner for Bluespace Light Replacer
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 03:23:39 -04:00

386 lines
13 KiB
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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 will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it. (I'm pretty sure the players like it)
//
// When emagged it will rig every light it replaces with plasma, which will slowly heat up and ignite while 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.
//
#define GLASS_SHEET_USES 5
#define LIGHTBULB_COST 1
#define BULB_SHARDS_REQUIRED 4
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
icon = 'icons/obj/service/janitor.dmi'
icon_state = "lightreplacer"
inhand_icon_state = "electronic"
worn_icon_state = "light_replacer"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 8
/// How many uses does our light replacer have?
var/uses = 10
/// The maximum number of lights this replacer can hold
var/max_uses = 20
/// The light replacer's charge increment (used for adding to cyborg light replacers)
var/charge = 1
/// Eating used bulbs gives us bulb shards. Requires BULB_SHARDS_MAXIMUM to produce a new light.
var/bulb_shards = 0
/// whether it is "bluespace powered" (can be used at a range)
var/bluespace_toggle = FALSE
/obj/item/lightreplacer/examine(mob/user)
. = ..()
. += status_string()
/obj/item/lightreplacer/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return do_action(interacting_with, user) ? ITEM_INTERACT_SUCCESS : NONE
/obj/item/lightreplacer/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
// has no bluespace capabilities
if(!bluespace_toggle)
return NONE
// target not in range
if(interacting_with.z != user.z)
return NONE
//replace lights & stuff
return do_action(interacting_with, user) ? ITEM_INTERACT_SUCCESS : NONE
/obj/item/lightreplacer/attackby(obj/item/insert, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
if(uses >= max_uses)
user.balloon_alert(user, "already full!")
return TRUE
if(istype(insert, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/glass_to_insert = insert
if(glass_to_insert.use(LIGHTBULB_COST))
add_uses(GLASS_SHEET_USES)
user.balloon_alert(user, "glass inserted")
else
user.balloon_alert(user, "need [LIGHTBULB_COST] glass sheets!")
return TRUE
if(insert.type == /obj/item/shard) //we don't want to insert plasma, titanium or other types of shards
if(!user.temporarilyRemoveItemFromInventory(insert))
user.balloon_alert(user, "stuck in your hand!")
return TRUE
if(!add_shard(user)) //add_shard will display a message if it created a bulb from the shard so only display message when that does not happen
user.balloon_alert(user, "shard inserted")
qdel(insert)
return TRUE
if(istype(insert, /obj/item/light))
var/obj/item/light/light_to_insert = insert
//remove from player's hand
if(!user.temporarilyRemoveItemFromInventory(light_to_insert))
user.balloon_alert(user, "stuck in your hand!")
return TRUE
//insert light. display message only if adding a shard did not create a new bulb else the messages will conflict
var/display_msg = TRUE
if(light_to_insert.status == LIGHT_OK)
add_uses(1)
else if(add_shard(user))
display_msg = FALSE
if(display_msg)
user.balloon_alert(user, "light inserted")
qdel(light_to_insert)
return TRUE
if(istype(insert, /obj/item/storage))
var/replaced_something = FALSE
var/loaded = FALSE
var/obj/item/storage/storage_to_empty = insert
for(var/obj/item/item_to_check in storage_to_empty.contents)
//reached max capacity during insertion
if(src.uses >= max_uses)
break
//consume the item only if it's a light tube, bulb or shard
loaded = FALSE
if(istype(item_to_check, /obj/item/light))
var/obj/item/light/found_light = item_to_check
if(found_light.status == LIGHT_OK)
add_uses(1)
else
add_shard(user)
loaded = TRUE
else if(istype(item_to_check, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/glass_to_insert = item_to_check
if(glass_to_insert.use(LIGHTBULB_COST))
add_uses(GLASS_SHEET_USES)
loaded = TRUE
else if(item_to_check.type == /obj/item/shard)
add_shard(user)
loaded = TRUE
//if item was loaded delete it
if(loaded)
qdel(item_to_check)
replaced_something = TRUE
if(!replaced_something)
if(uses == max_uses)
user.balloon_alert(user, "already full!")
else
user.balloon_alert(user, "nothing usable in [storage_to_empty]!")
return TRUE
user.balloon_alert(user, "lights inserted")
return TRUE
/obj/item/lightreplacer/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
playsound(loc, SFX_SPARKS, 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
update_appearance()
to_chat(user, span_warning("[src]'s lights are now filled with plasma! Be careful to only install them in disabled light fixtures, lest they explode!"))
return FALSE
/obj/item/lightreplacer/update_name(updates)
. = ..()
name = (obj_flags & EMAGGED) ? "shortcircuited [initial(name)]" : initial(name)
/obj/item/lightreplacer/update_icon_state()
icon_state = "[initial(icon_state)][(obj_flags & EMAGGED ? "-emagged" : "")]"
return ..()
/obj/item/lightreplacer/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, obj_flags))
update_appearance()
else if(vname == NAMEOF(src, uses))
uses = clamp(vval, 0, max_uses)
return TRUE
else if(vname == NAMEOF(src, max_uses))
if(vval <= 0)
return FALSE
max_uses = vval
uses = clamp(uses, 0, max_uses)
return TRUE
else if(vname == NAMEOF(src, bulb_shards))
if(vval <= 0)
return FALSE
add_uses(round(vval / BULB_SHARDS_REQUIRED))
bulb_shards = vval % BULB_SHARDS_REQUIRED
return TRUE
return ..()
/obj/item/lightreplacer/attack_self(mob/user)
var/on_a_light = FALSE //For if we are on the same tile as a light when we do this
for(var/obj/machinery/light/target in user.loc)
replace_light(target, user)
on_a_light = TRUE
if(!on_a_light) //So we don't give a balloon alert when we just used replace_light
user.balloon_alert(user, "[uses] lights, [bulb_shards]/[BULB_SHARDS_REQUIRED] fragments")
/**
* attempts to fix lights, flood lights & lights on a turf
* Arguments
* * target - the target we are trying to fix
* * user - the mob performing this action
* returns TRUE if the target was valid[light, floodlight or turf] regardless if any light's were fixed or not
*/
/obj/item/lightreplacer/proc/do_action(atom/target, mob/user)
// if we are attacking an light fixture then replace it directly
if(istype(target, /obj/machinery/light))
if(replace_light(target, user) && bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom/pshoom.ogg', 40, 1)
return TRUE
// if we are attacking a floodlight frame finish it
if(istype(target, /obj/structure/floodlight_frame))
var/obj/structure/floodlight_frame/frame = target
if(frame.state == FLOODLIGHT_NEEDS_LIGHTS && Use(user))
new /obj/machinery/power/floodlight(frame.loc)
if(bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom/pshoom.ogg', 40, 1)
to_chat(user, span_notice("You finish \the [frame] with a light tube."))
qdel(frame)
return TRUE
//attempt to replace all light sources on the turf
if(isturf(target))
var/light_replaced = FALSE
for(var/atom/target_atom in target)
if(replace_light(target_atom, user))
light_replaced = TRUE
if(light_replaced && bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom/pshoom.ogg', 40, 1)
return TRUE
return FALSE
/obj/item/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards]/[BULB_SHARDS_REQUIRED] fragment\s)."
/obj/item/lightreplacer/proc/Use(mob/user)
if(uses <= 0)
return FALSE
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
src.add_fingerprint(user)
add_uses(-1)
return TRUE
// Negative numbers will subtract
/obj/item/lightreplacer/proc/add_uses(amount = 1)
uses = clamp(uses + amount, 0, max_uses)
/obj/item/lightreplacer/proc/add_shard(user)
bulb_shards += 1
if(bulb_shards >= BULB_SHARDS_REQUIRED)
bulb_shards = 0
add_uses(1)
to_chat(user, span_notice("\The [src] fabricates a new bulb from the broken glass it has stored. [status_string()]"))
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE)
return TRUE
return FALSE
#define LIGHT_CHARGE_COEFF 30000
/obj/item/lightreplacer/proc/Charge(mob/user, coeff)
charge += coeff
if(charge > LIGHT_CHARGE_COEFF)
add_uses(floor(charge / LIGHT_CHARGE_COEFF))
charge = charge % LIGHT_CHARGE_COEFF
#undef LIGHT_CHARGE_COEFF
/obj/item/lightreplacer/proc/replace_light(obj/machinery/light/target, mob/living/user)
//Confirm that it's a light we're testing, because afterattack runs this for everything on a given turf and will runtime
if(!istype(target))
return FALSE
//If the light source is ok then what are we doing here
if(target.status == LIGHT_OK)
user.balloon_alert(user, "light already installed!")
return FALSE
//Were all out
if(!Use(user))
//This balloon alert text is a little redundant, but I want to avoid a new player "yeah i know the light is empty" moment
user.balloon_alert(user, "light replacer empty!")
return FALSE
//remove any broken light on the fixture & add it as a shard
if(target.status != LIGHT_EMPTY)
add_shard(user)
target.status = LIGHT_EMPTY
target.update()
//create a copy of the light type & copy it's params onto the target
var/obj/item/light/old_light = new target.light_type()
target.status = old_light.status
target.switchcount = old_light.switchcount
target.brightness = old_light.brightness
if(obj_flags & EMAGGED)
target.create_reagents(LIGHT_REAGENT_CAPACITY, SEALED_CONTAINER | TRANSPARENT)
target.reagents.add_reagent(/datum/reagent/toxin/plasma, 10)
target.on = target.has_power()
target.update()
//clean up
qdel(old_light)
return TRUE
/obj/item/lightreplacer/advanced
name = "high capacity light replacer"
desc = "A higher capacity light replacer. Refill with broken or working lightbulbs, or sheets of glass."
icon_state = "lightreplacer_high"
max_uses = 50
#define BLIGHTREPLACER_SPOT_COOLDOWN (BLIGHTREPLACER_SPOT_LIFE + 1 SECONDS)
#define BLIGHTREPLACER_SPOT_RANGE 7
#define BLIGHTREPLACER_SPOT_LIFE (5 SECONDS)
/obj/item/lightreplacer/blue
name = "bluespace light replacer"
desc = "A modified light replacer that zaps lights into place. Refill with broken or working lightbulbs, or sheets of glass."
icon_state = "lightreplacer_blue"
bluespace_toggle = TRUE
actions_types = list(/datum/action/item_action/lightreplacer_scan)
action_slots = ALL
COOLDOWN_DECLARE(lightreplacer_spot_cooldown)
/obj/item/lightreplacer/blue/emag_act()
return FALSE // balancing against longrange explosions
/obj/item/lightreplacer/blue/ui_action_click(mob/user, actiontype)
if(!COOLDOWN_FINISHED(src, lightreplacer_spot_cooldown))
balloon_alert(user, "on cooldown!")
return
COOLDOWN_START(src, lightreplacer_spot_cooldown, BLIGHTREPLACER_SPOT_COOLDOWN)
lightreplacer_scan()
/// Scans the area in search of fixtures with broken bulbs in the BLIGHTREPLACER_SPOT_RANGE range, and also marks them with the blue_firefly effect.
/obj/item/lightreplacer/blue/proc/lightreplacer_scan()
var/turf/source_turf = get_turf(src)
for(var/obj/machinery/light/broken_light in dview(BLIGHTREPLACER_SPOT_RANGE, source_turf))
if(broken_light.status == LIGHT_OK)
continue
var/obj/effect/temp_visual/blue_firefly/firefly = new(get_turf(broken_light))
animate(firefly, alpha = 0, time = BLIGHTREPLACER_SPOT_LIFE, easing = CIRCULAR_EASING | EASE_IN)
/datum/action/item_action/lightreplacer_scan
name = "Scan for broken lamps"
desc = "Scans the surrounding area for fixtures with broken light bulbs and marks them."
/obj/effect/temp_visual/blue_firefly
name = "bluespace firefly"
icon = 'icons/effects/effects.dmi'
icon_state = "bluespace_firefly"
light_power = 1
light_range = 2
light_color = LIGHT_COLOR_DARK_BLUE
duration = BLIGHTREPLACER_SPOT_LIFE
/obj/effect/temp_visual/blue_firefly/Initialize(mapload)
. = ..()
update_appearance(UPDATE_OVERLAYS)
/obj/effect/temp_visual/blue_firefly/update_overlays()
. = ..()
. += emissive_appearance(icon, icon_state, src, alpha = src.alpha)
#undef BLIGHTREPLACER_SPOT_COOLDOWN
#undef BLIGHTREPLACER_SPOT_RANGE
#undef BLIGHTREPLACER_SPOT_LIFE
#undef GLASS_SHEET_USES
#undef LIGHTBULB_COST
#undef BULB_SHARDS_REQUIRED