Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
carlarctg 8d57758420 Converts slapcrafting into a component (#78450)
## About The Pull Request

Converts slapcrafting into a component!

The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.

Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.

## Why It's Good For The Game

Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.

Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.

## Changelog

🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
2023-09-27 12:38:10 +01:00

915 lines
31 KiB
Plaintext

#define FAILURE 0
#define SUCCESS 1
#define NO_FUEL 2
#define ALREADY_LIT 3
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
custom_price = PAYCHECK_CREW
icon = 'icons/obj/lighting.dmi'
dir = WEST
icon_state = "flashlight"
inhand_icon_state = "flashlight"
worn_icon_state = "flashlight"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
actions_types = list(/datum/action/item_action/toggle_light)
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_range = 4
light_power = 1
light_on = FALSE
/// If we've been forcibly disabled for a temporary amount of time.
COOLDOWN_DECLARE(disabled_time)
/// Can we toggle this light on and off (used for contexual screentips only)
var/toggle_context = TRUE
/// The sound the light makes when it's turned on
var/sound_on = 'sound/weapons/magin.ogg'
/// The sound the light makes when it's turned off
var/sound_off = 'sound/weapons/magout.ogg'
/// Is the light turned on or off currently
var/on = FALSE
/obj/item/flashlight/Initialize(mapload)
. = ..()
if(icon_state == "[initial(icon_state)]-on")
on = TRUE
update_brightness()
register_context()
if(toggle_context)
RegisterSignal(src, COMSIG_HIT_BY_SABOTEUR, PROC_REF(on_saboteur))
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/flashlight_eyes)
AddComponent(
/datum/component/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/flashlight/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
// single use lights can be toggled on once
if(isnull(held_item) && (toggle_context || !on))
context[SCREENTIP_CONTEXT_RMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/flashlight) && (toggle_context || !on))
context[SCREENTIP_CONTEXT_LMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/item/flashlight/proc/update_brightness()
if(on)
icon_state = "[initial(icon_state)]-on"
if(!isnull(inhand_icon_state))
inhand_icon_state = "[initial(inhand_icon_state)]-on"
else
icon_state = initial(icon_state)
if(!isnull(inhand_icon_state))
inhand_icon_state = initial(inhand_icon_state)
set_light_on(on)
if(light_system == STATIC_LIGHT)
update_light()
/obj/item/flashlight/proc/toggle_light(mob/user)
var/disrupted = FALSE
on = !on
playsound(src, on ? sound_on : sound_off, 40, TRUE)
if(!COOLDOWN_FINISHED(src, disabled_time))
if(user)
balloon_alert(user, "disrupted!")
on = FALSE
disrupted = TRUE
update_brightness()
update_item_action_buttons()
return !disrupted
/obj/item/flashlight/attack_self(mob/user)
toggle_light(user)
/obj/item/flashlight/attack_hand_secondary(mob/user, list/modifiers)
attack_self(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
if (user.is_blind())
user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!"))
return SHAME
user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!"))
return FIRELOSS
/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
add_fingerprint(user)
if(istype(M) && on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)))
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
if(!M.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, span_warning("[M] doesn't have a head!"))
return
if(light_power < 1)
to_chat(user, "[span_warning("\The [src] isn't bright enough to see anything!")] ")
return
var/render_list = list()//information will be packaged in a list for clean display to the user
switch(user.zone_selected)
if(BODY_ZONE_PRECISE_EYES)
if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first!"))
return
var/obj/item/organ/internal/eyes/E = M.get_organ_slot(ORGAN_SLOT_EYES)
var/obj/item/organ/internal/brain = M.get_organ_slot(ORGAN_SLOT_BRAIN)
if(!E)
to_chat(user, span_warning("[M] doesn't have any eyes!"))
return
M.flash_act(visual = TRUE, length = (user.combat_mode) ? 2.5 SECONDS : 1 SECONDS) // Apply a 1 second flash effect to the target. The duration increases to 2.5 Seconds if you have combat mode on.
if(M == user) //they're using it on themselves
user.visible_message(span_warning("[user] shines [src] into [M.p_their()] eyes."), ignored_mobs = user)
render_list += span_info("You direct [src] to into your eyes:\n")
if(M.is_blind())
render_list += "<span class='notice ml-1'>You're not entirely certain what you were expecting...</span>\n"
else
render_list += "<span class='notice ml-1'>Trippy!</span>\n"
else
user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), ignored_mobs = user)
render_list += span_info("You direct [src] to [M]'s eyes:\n")
if(M.stat == DEAD || M.is_blind() || M.get_eye_protection() > FLASH_PROTECTION_WELDER)
render_list += "<span class='danger ml-1'>[M.p_Their()] pupils don't react to the light!</span>\n"//mob is dead
else if(brain.damage > 20)
render_list += "<span class='danger ml-1'>[M.p_Their()] pupils contract unevenly!</span>\n"//mob has sustained damage to their brain
else
render_list += "<span class='notice ml-1'>[M.p_Their()] pupils narrow.</span>\n"//they're okay :D
if(M.dna && M.dna.check_mutation(/datum/mutation/human/xray))
render_list += "<span class='danger ml-1'>[M.p_Their()] pupils give an eerie glow!</span>\n"//mob has X-ray vision
//display our packaged information in an examine block for easy reading
to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
if(BODY_ZONE_PRECISE_MOUTH)
if(M.is_mouth_covered())
to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!"))
return
var/list/mouth_organs = new
for(var/obj/item/organ/organ as anything in M.organs)
if(organ.zone == BODY_ZONE_PRECISE_MOUTH)
mouth_organs.Add(organ)
var/organ_list = ""
var/organ_count = LAZYLEN(mouth_organs)
if(organ_count)
for(var/I in 1 to organ_count)
if(I > 1)
if(I == mouth_organs.len)
organ_list += ", and "
else
organ_list += ", "
var/obj/item/organ/O = mouth_organs[I]
organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
var/pill_count = 0
for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
pill_count++
if(M == user)//if we're looking on our own mouth
var/can_use_mirror = FALSE
if(isturf(user.loc))
var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
if(mirror)
switch(user.dir)
if(NORTH)
can_use_mirror = mirror.pixel_y > 0
if(SOUTH)
can_use_mirror = mirror.pixel_y < 0
if(EAST)
can_use_mirror = mirror.pixel_x > 0
if(WEST)
can_use_mirror = mirror.pixel_x < 0
M.visible_message(span_notice("[M] directs [src] to [ M.p_their()] mouth."), ignored_mobs = user)
render_list += span_info("You point [src] into your mouth:\n")
if(!can_use_mirror)
to_chat(user, span_notice("You can't see anything without a mirror."))
return
if(organ_count)
render_list += "<span class='notice ml-1'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
else
render_list += "<span class='notice ml-1'>There's nothing inside your mouth.</span>\n"
if(pill_count)
render_list += "<span class='notice ml-1'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>\n"
else //if we're looking in someone elses mouth
user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."), ignored_mobs = user)
render_list += span_info("You point [src] into [M]'s mouth:\n")
if(organ_count)
render_list += "<span class='notice ml-1'>Inside [ M.p_their()] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
else
render_list += "<span class='notice ml-1'>[M] doesn't have any organs in [ M.p_their()] mouth.</span>\n"
if(pill_count)
render_list += "<span class='notice ml-1'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [ M.p_their()] teeth.</span>\n"
//assess any suffocation damage
var/hypoxia_status = M.getOxyLoss() > 20
if(M == user)
if(hypoxia_status)
render_list += "<span class='danger ml-1'>Your lips appear blue!</span>\n"//you have suffocation damage
else
render_list += "<span class='notice ml-1'>Your lips appear healthy.</span>\n"//you're okay!
else
if(hypoxia_status)
render_list += "<span class='danger ml-1'>[M.p_Their()] lips appear blue!</span>\n"//they have suffocation damage
else
render_list += "<span class='notice ml-1'>[M.p_Their()] lips appear healthy.</span>\n"//they're okay!
//assess blood level
if(M == user)
render_list += span_info("You press a finger to your gums:\n")
else
render_list += span_info("You press a finger to [M.p_their()] gums:\n")
if(M.blood_volume <= BLOOD_VOLUME_SAFE && M.blood_volume > BLOOD_VOLUME_OKAY)
render_list += "<span class='danger ml-1'>Color returns slowly!</span>\n"//low blood
else if(M.blood_volume <= BLOOD_VOLUME_OKAY)
render_list += "<span class='danger ml-1'>Color does not return!</span>\n"//critical blood
else
render_list += "<span class='notice ml-1'>Color returns quickly.</span>\n"//they're okay :D
//display our packaged information in an examine block for easy reading
to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
else
return ..()
/// for directional sprites - so we get the same sprite in the inventory each time we pick one up
/obj/item/flashlight/equipped(mob/user, slot, initial)
. = ..()
setDir(initial(dir))
SEND_SIGNAL(user, COMSIG_ATOM_DIR_CHANGE, user.dir, user.dir) // This is dumb, but if we don't do this then the lighting overlay may be facing the wrong direction depending on how it is picked up
/// for directional sprites - so when we drop the flashlight, it drops facing the same way the user is facing
/obj/item/flashlight/dropped(mob/user, silent = FALSE)
. = ..()
if(istype(user) && dir != user.dir)
setDir(user.dir)
/// when hit by a light disruptor - turns the light off, forces the light to be disabled for a few seconds
/obj/item/flashlight/proc/on_saboteur(datum/source, disrupt_duration)
SIGNAL_HANDLER
if(on)
toggle_light()
COOLDOWN_START(src, disabled_time, disrupt_duration)
return COMSIG_SABOTEUR_SUCCESS
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
dir = EAST
icon_state = "penlight"
inhand_icon_state = ""
worn_icon_state = "pen"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
light_range = 2
var/holo_cooldown = 0
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!proximity_flag)
if(holo_cooldown > world.time)
to_chat(user, span_warning("[src] is not ready yet!"))
return
var/T = get_turf(target)
if(locate(/mob/living) in T)
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
holo_cooldown = world.time + 10 SECONDS
return
// see: [/datum/wound/burn/flesh/proc/uv()]
/obj/item/flashlight/pen/paramedic
name = "paramedic penlight"
desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into."
icon_state = "penlight_surgical"
/// Our current UV cooldown
COOLDOWN_DECLARE(uv_cooldown)
/// How long between UV fryings
var/uv_cooldown_length = 30 SECONDS
/// How much sanitization to apply to the burn wound
var/uv_power = 1
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message(span_danger("[creator] created a medical hologram!"))
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
dir = EAST
icon_state = "seclite"
inhand_icon_state = "seclite"
worn_icon_state = "seclite"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 9 // Not as good as a stun baton.
light_range = 5 // A little better than the standard flashlight.
hitsound = 'sound/weapons/genhit1.ogg'
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
inhand_icon_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
light_range = 3.5
light_system = STATIC_LIGHT
light_color = LIGHT_COLOR_FAINT_BLUE
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
custom_materials = null
on = TRUE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
inhand_icon_state = "lampgreen"
light_color = LIGHT_COLOR_TUNGSTEN
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
inhand_icon_state = null
light_color = LIGHT_COLOR_BRIGHT_YELLOW
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
light_range = 7 // Pretty bright.
icon_state = "flare"
inhand_icon_state = "flare"
worn_icon_state = "flare"
actions_types = list()
heat = 1000
light_color = LIGHT_COLOR_FLARE
light_system = MOVABLE_LIGHT
grind_results = list(/datum/reagent/sulfur = 15)
sound_on = 'sound/items/match_strike.ogg'
toggle_context = FALSE
/// How many seconds of fuel we have left
var/fuel = 0
/// Do we randomize the fuel when initialized
var/randomize_fuel = TRUE
/// How much damage it does when turned on
var/on_damage = 7
/// Type of atom thats spawns after fuel is used up
var/trash_type = /obj/item/trash/flare
/// If the light source can be extinguished
var/can_be_extinguished = FALSE
custom_materials = list(/datum/material/plastic= SMALL_MATERIAL_AMOUNT * 0.5)
/obj/item/flashlight/flare/Initialize(mapload)
. = ..()
if(randomize_fuel)
fuel = rand(25 MINUTES, 35 MINUTES)
if(on)
attack_verb_continuous = string_list(list("burns", "singes"))
attack_verb_simple = string_list(list("burn", "singe"))
hitsound = 'sound/items/welder.ogg'
force = on_damage
damtype = BURN
update_brightness()
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/flare/attack(mob/living/carbon/victim, mob/living/carbon/user)
if(!isliving(victim))
return ..()
if(on && victim.ignite_mob())
message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(victim)] on fire with [src] at [AREACOORD(user)]")
user.log_message("set [key_name(victim)] on fire with [src]", LOG_ATTACK)
return ..()
/obj/item/flashlight/flare/toggle_light()
if(on || !fuel)
return FALSE
name = "lit [initial(name)]"
attack_verb_continuous = string_list(list("burns", "singes"))
attack_verb_simple = string_list(list("burn", "singe"))
hitsound = 'sound/items/welder.ogg'
force = on_damage
damtype = BURN
. = ..()
/obj/item/flashlight/flare/proc/turn_off()
on = FALSE
name = initial(name)
attack_verb_continuous = initial(attack_verb_continuous)
attack_verb_simple = initial(attack_verb_simple)
hitsound = initial(hitsound)
force = initial(force)
damtype = initial(damtype)
update_brightness()
/obj/item/flashlight/flare/extinguish()
. = ..()
if((fuel != INFINITY) && can_be_extinguished)
turn_off()
/obj/item/flashlight/flare/update_brightness()
..()
inhand_icon_state = "[initial(inhand_icon_state)]" + (on ? "-on" : "")
update_appearance()
/obj/item/flashlight/flare/process(seconds_per_tick)
open_flame(heat)
fuel = max(fuel - seconds_per_tick * (1 SECONDS), 0)
if(!fuel || !on)
turn_off()
STOP_PROCESSING(SSobj, src)
if(!fuel && trash_type)
new trash_type(loc)
qdel(src)
/obj/item/flashlight/flare/proc/ignition(mob/user)
if(!fuel)
if(user)
balloon_alert(user, "out of fuel!")
return NO_FUEL
if(on)
if(user)
balloon_alert(user, "already lit!")
return ALREADY_LIT
if(!toggle_light())
return FAILURE
if(fuel != INFINITY)
START_PROCESSING(SSobj, src)
return SUCCESS
/obj/item/flashlight/flare/fire_act(exposed_temperature, exposed_volume)
ignition()
return ..()
/obj/item/flashlight/flare/attack_self(mob/user)
if(ignition(user) == SUCCESS)
user.visible_message(span_notice("[user] lights \the [src]."), span_notice("You light \the [initial(src.name)]!"))
/obj/item/flashlight/flare/get_temperature()
return on * heat
/obj/item/flashlight/flare/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \
humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
inhand_icon_state = "candle"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
heat = 1000
light_color = LIGHT_COLOR_FIRE
light_range = 2
fuel = 35 MINUTES
randomize_fuel = FALSE
trash_type = /obj/item/trash/candle
can_be_extinguished = TRUE
/// The current wax level, used for drawing the correct icon
var/current_wax_level = 1
/// The previous wax level, remembered so we only have to make 3 update_appearance calls total as opposed to every tick
var/last_wax_level = 1
/obj/item/flashlight/flare/candle/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/**
* Just checks the wax level of the candle for displaying the correct sprite.
*
* This gets called in process() every tick. If the wax level has changed, then we call our update.
*/
/obj/item/flashlight/flare/candle/proc/check_wax_level()
switch(fuel)
if(25 MINUTES to INFINITY)
current_wax_level = 1
if(15 MINUTES to 25 MINUTES)
current_wax_level = 2
if(0 to 15 MINUTES)
current_wax_level = 3
if(last_wax_level != current_wax_level)
last_wax_level = current_wax_level
update_appearance(UPDATE_ICON | UPDATE_NAME)
/obj/item/flashlight/flare/candle/update_icon_state()
. = ..()
icon_state = "candle[current_wax_level][on ? "_lit" : ""]"
inhand_icon_state = "candle[on ? "_lit" : ""]"
/**
* Try to ignite the candle.
*
* Candles are ignited a bit differently from flares, in that they must be manually lit from other fire sources.
* This will perform all the necessary checks to ensure that can happen, and display a message if it worked.
*
* Arguments:
* * obj/item/fire_starter - the item being used to ignite the candle.
* * mob/user - the user to display a message to.
* * quiet - suppresses the to_chat message.
* * silent - suppresses the balloon alerts as well as the to_chat message.
*/
/obj/item/flashlight/flare/candle/proc/try_light_candle(obj/item/fire_starter, mob/user, quiet, silent)
if(!istype(fire_starter))
return
if(!istype(user))
return
var/success_msg = fire_starter.ignition_effect(src, user)
var/ignition_result
if(success_msg)
ignition_result = ignition()
switch(ignition_result)
if(SUCCESS)
update_appearance(UPDATE_ICON | UPDATE_NAME)
if(!quiet && !silent)
user.visible_message(success_msg)
return SUCCESS
if(ALREADY_LIT)
if(!silent)
balloon_alert(user, "already lit!")
return ALREADY_LIT
if(NO_FUEL)
if(!silent)
balloon_alert(user, "out of fuel!")
return NO_FUEL
/// allows lighting an unlit candle from some fire source by left clicking the candle with the source
/obj/item/flashlight/flare/candle/attackby(obj/item/attacking_item, mob/user, params)
if(try_light_candle(attacking_item, user, silent = istype(attacking_item, src.type))) // so we don't double balloon alerts when a candle is used to light another candle
return COMPONENT_CANCEL_ATTACK_CHAIN
else
return ..()
// allows lighting an unlit candle from some fire source by left clicking the source with the candle
/obj/item/flashlight/flare/candle/pre_attack(atom/target, mob/living/user, params)
if(ismob(target))
return ..()
if(try_light_candle(target, user, quiet = TRUE))
return COMPONENT_CANCEL_ATTACK_CHAIN
return ..()
/obj/item/flashlight/flare/candle/attack_self(mob/user)
if(on && (fuel != INFINITY || !can_be_extinguished)) // can't extinguish eternal candles
turn_off()
user.visible_message(span_notice("[user] snuffs [src]."))
/obj/item/flashlight/flare/candle/process(seconds_per_tick)
. = ..()
check_wax_level()
/obj/item/flashlight/flare/candle/infinite
name = "eternal candle"
fuel = INFINITY
on = TRUE
randomize_fuel = FALSE
can_be_extinguished = FALSE
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
light_range = 4
icon_state = "torch"
inhand_icon_state = "torch"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
light_color = LIGHT_COLOR_ORANGE
on_damage = 10
slot_flags = null
trash_type = /obj/effect/decal/cleanable/ash
can_be_extinguished = TRUE
/obj/item/flashlight/lantern
name = "lantern"
icon_state = "lantern"
inhand_icon_state = "lantern"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A mining lantern."
light_range = 6 // luminosity when on
light_system = MOVABLE_LIGHT
/obj/item/flashlight/lantern/heirloom_moth
name = "old lantern"
desc = "An old lantern that has seen plenty of use."
light_range = 4
/obj/item/flashlight/lantern/syndicate
name = "suspicious lantern"
desc = "A suspicious looking lantern."
icon_state = "syndilantern"
inhand_icon_state = "syndilantern"
light_range = 10
/obj/item/flashlight/lantern/jade
name = "jade lantern"
desc = "An ornate, green lantern."
color = LIGHT_COLOR_GREEN
light_color = LIGHT_COLOR_GREEN
/obj/item/flashlight/slime
gender = PLURAL
name = "glowing slime extract"
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
inhand_icon_state = null
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
custom_materials = null
light_range = 7 //luminosity when on
light_system = MOVABLE_LIGHT
/obj/item/flashlight/emp
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_timer = 0
/// How many seconds between each recharge
var/charge_delay = 20
/obj/item/flashlight/emp/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/emp/process(seconds_per_tick)
charge_timer += seconds_per_tick
if(charge_timer < charge_delay)
return FALSE
charge_timer -= charge_delay
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
if(on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))) // call original attack when examining organs
..()
return
/obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(A))
var/mob/M = A
log_combat(user, M, "attacked", "EMP-light")
M.visible_message(span_danger("[user] blinks \the [src] at \the [A]."), \
span_userdanger("[user] blinks \the [src] at you."))
else
A.visible_message(span_danger("[user] blinks \the [src] at \the [A]."))
to_chat(user, span_notice("\The [src] now has [emp_cur_charges] charge\s."))
A.emp_act(EMP_HEAVY)
else
to_chat(user, span_warning("\The [src] needs time to recharge!"))
return
/obj/item/flashlight/emp/debug //for testing emp_act()
name = "debug EMP flashlight"
emp_max_charges = 100
emp_cur_charges = 100
// Glowsticks, in the uncomfortable range of similar to flares,
// but not similar enough to make it worth a refactor
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
custom_price = PAYCHECK_LOWER
w_class = WEIGHT_CLASS_SMALL
light_range = 4
light_system = MOVABLE_LIGHT
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
base_icon_state = "glowstick"
inhand_icon_state = null
worn_icon_state = "lightstick"
grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick
sound_on = 'sound/effects/wounds/crack2.ogg' // the cracking sound isn't just for wounds silly
toggle_context = FALSE
/// How many seconds of fuel we have left
var/fuel = 0
/obj/item/flashlight/glowstick/Initialize(mapload)
fuel = rand(50 MINUTES, 60 MINUTES)
set_light_color(color)
return ..()
/obj/item/flashlight/glowstick/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/glowstick/process(seconds_per_tick)
fuel = max(fuel - seconds_per_tick * (1 SECONDS), 0)
if(fuel <= 0)
turn_off()
STOP_PROCESSING(SSobj, src)
/obj/item/flashlight/glowstick/proc/turn_off()
on = FALSE
update_appearance(UPDATE_ICON)
/obj/item/flashlight/glowstick/update_appearance(updates=ALL)
. = ..()
if(fuel <= 0)
set_light_on(FALSE)
return
if(on)
set_light_on(TRUE)
return
/obj/item/flashlight/glowstick/update_icon_state()
icon_state = "[base_icon_state][(fuel <= 0) ? "-empty" : ""]"
inhand_icon_state = "[base_icon_state][((fuel > 0) && on) ? "-on" : ""]"
return ..()
/obj/item/flashlight/glowstick/update_overlays()
. = ..()
if(fuel <= 0 && !on)
return
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
. += glowstick_overlay
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(fuel <= 0)
balloon_alert(user, "glowstick is spent!")
return
if(on)
balloon_alert(user, "already lit!")
return
. = ..()
if(.)
user.visible_message(span_notice("[user] cracks and shakes [src]."), span_notice("You crack and shake [src], turning it on!"))
START_PROCESSING(SSobj, src)
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
if(!fuel)
user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but it's empty!"))
return SHAME
var/obj/item/organ/internal/eyes/eyes = user.get_organ_slot(ORGAN_SLOT_EYES)
if(!eyes)
user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!"))
return SHAME
user.visible_message(span_suicide("[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!"))
fuel = 0
return FIRELOSS
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = COLOR_SOFT_RED
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
/obj/item/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_DIM_YELLOW
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_system = MOVABLE_LIGHT
light_range = 4
light_power = 10
alpha = 0
plane = FLOOR_PLANE
on = TRUE
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
///Boolean that switches when a full color flip ends, so the light can appear in all colors.
var/even_cycle = FALSE
///Base light_range that can be set on Initialize to use in smooth light range expansions and contractions.
var/base_light_range = 4
/obj/item/flashlight/spotlight/Initialize(mapload, _light_range, _light_power, _light_color)
. = ..()
if(!isnull(_light_range))
base_light_range = _light_range
set_light_range(_light_range)
if(!isnull(_light_power))
set_light_power(_light_power)
if(!isnull(_light_color))
set_light_color(_light_color)
/obj/item/flashlight/flashdark
name = "flashdark"
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
icon_state = "flashdark"
inhand_icon_state = "flashdark"
light_system = STATIC_LIGHT //The overlay light component is not yet ready to produce darkness.
light_range = 0
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_range = 2.5
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_power = -3
/obj/item/flashlight/flashdark/update_brightness()
. = ..()
if(on)
set_light(dark_light_range, dark_light_power)
else
set_light(0)
//type and subtypes spawned and used to give some eyes lights,
/obj/item/flashlight/eyelight
name = "eyelight"
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
light_system = MOVABLE_LIGHT
light_range = 15
light_power = 1
flags_1 = CONDUCT_1
item_flags = DROPDEL
actions_types = list()
/obj/item/flashlight/eyelight/adapted
name = "adaptedlight"
desc = "There is no possible way for a player to see this, so I can safely talk at length about why this exists. Adapted eyes come \
with icons that go above the lighting layer so to make sure the red eyes that pierce the darkness are always visible we make the \
human emit the smallest amount of light possible. Thanks for reading :)"
light_range = 1
light_power = 0.07
/obj/item/flashlight/eyelight/glow
light_system = MOVABLE_LIGHT_BEAM
light_range = 4
light_power = 2
#undef FAILURE
#undef SUCCESS
#undef NO_FUEL
#undef ALREADY_LIT