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Bubberstation/code/modules/power/lighting.dm

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// 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 class='warning'>You cannot place [src] in this area!</span>")
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 class='danger'>This casing doesn't support power cells for backup power.</span>"
/obj/structure/light_construct/attack_hand(mob/user, list/modifiers)
if(cell)
user.visible_message("<span class='notice'>[user] removes [cell] from [src]!</span>", "<span class='notice'>You remove [cell].</span>")
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 class='notice'>You telekinetically remove [cell].</span>")
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 class='warning'>This [name] can't support a power cell!</span>")
return
if(HAS_TRAIT(W, TRAIT_NODROP))
to_chat(user, "<span class='warning'>[W] is stuck to your hand!</span>")
return
if(cell)
to_chat(user, "<span class='warning'>There is a power cell already installed!</span>")
else if(user.temporarilyRemoveItemFromInventory(W))
user.visible_message("<span class='notice'>[user] hooks up [W] to [src].</span>", \
"<span class='notice'>You add [W] to [src].</span>")
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 class='warning'>This [name] isn't finished being setup!</span>")
return
switch(stage)
if(1)
if(W.tool_behaviour == TOOL_WRENCH)
if(cell)
to_chat(user, "<span class='warning'>You have to remove the cell first!</span>")
return
else
to_chat(user, "<span class='notice'>You begin deconstructing [src]...</span>")
if (W.use_tool(src, user, 30, volume=50))
new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
user.visible_message("<span class='notice'>[user.name] deconstructs [src].</span>", \
"<span class='notice'>You deconstruct [src].</span>", "<span class='hear'>You hear a ratchet.</span>")
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 class='notice'>[user.name] adds wires to [src].</span>", \
"<span class='notice'>You add wires to [src].</span>")
else
to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
return
if(2)
if(W.tool_behaviour == TOOL_WRENCH)
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
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 class='notice'>[user.name] removes the wiring from [src].</span>", \
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='hear'>You hear clicking.</span>")
W.play_tool_sound(src, 100)
return
if(W.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message("<span class='notice'>[user.name] closes [src]'s casing.</span>", \
"<span class='notice'>You close [src]'s casing.</span>", "<span class='hear'>You hear screwing.</span>")
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'
var/overlayicon = 'icons/obj/lighting_overlay.dmi'
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)
if(emergency_mode || (A?.fire))
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)
if(emergency_mode || (A?.fire))
. += 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)
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = TRUE)
switch(status)
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(on)
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)
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)
/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)]%."
// 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)
// attempt to insert light
else if(istype(W, /obj/item/light))
if(status == LIGHT_OK)
to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
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 class='notice'>You replace [L].</span>")
else
to_chat(user, "<span class='notice'>You insert [L].</span>")
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 class='warning'>This type of light requires a [fitting]!</span>")
// 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 class='notice'>[user.name] opens [src]'s casing.</span>", \
"<span class='notice'>You open [src]'s casing.</span>", "<span class='hear'>You hear a noise.</span>")
deconstruct()
else
to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
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.obj_integrity = newlight.max_integrity * 0.5
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
// 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)
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 class='warning'>[src] short-circuits from too powerful of a power cell!</span>")
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(0)
sleep(rand(5, 15))
on = (status == LIGHT_OK)
update(0)
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 class='notice'>Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"].</span>")
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 class='warning'>There is no [fitting] in this light!</span>")
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/datum/species/ethereal/eth_species = H.dna?.species
if(istype(eth_species))
var/datum/species/ethereal/E = H.dna.species
var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
if((E.drain_time > world.time) || !stomach)
return
to_chat(H, "<span class='notice'>You start channeling some power through the [fitting] into your body.</span>")
E.drain_time = world.time + LIGHT_DRAIN_TIME
if(do_after(user, LIGHT_DRAIN_TIME, target = src))
if(istype(stomach))
to_chat(H, "<span class='notice'>You receive some charge from the [fitting].</span>")
stomach.adjust_charge(LIGHT_POWER_GAIN)
else
to_chat(H, "<span class='warning'>You can't receive charge from the [fitting]!</span>")
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 class='notice'>You remove the light [fitting].</span>")
else if(istype(user) && user.dna.check_mutation(TK))
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
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 class='notice'>You feel like you're burning, but you can push through.</span>")
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 class='notice'>You manage to remove the light [fitting], shattering it in process.</span>")
break_light_tube()
else
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
return
else
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
// 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 class='warning'>There is no [fitting] in this light!</span>")
return
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
// 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 class='suicide'>[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
else
user.visible_message("<span class='suicide'>[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!</span>")
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, src, 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 class='danger'>[src] shatters.</span>","<span class='hear'>You hear a small glass object shatter.</span>")
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