Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
san7890 7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00

930 lines
32 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
obj_flags = CONDUCTS_ELECTRICITY
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'
/// Should the flashlight start turned on?
var/start_on = FALSE
/obj/item/flashlight/Initialize(mapload)
. = ..()
if(start_on)
set_light_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 || !light_on))
context[SCREENTIP_CONTEXT_RMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/flashlight) && (toggle_context || !light_on))
context[SCREENTIP_CONTEXT_LMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/item/flashlight/update_icon_state()
. = ..()
if(light_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)
/obj/item/flashlight/proc/update_brightness()
update_appearance(UPDATE_ICON)
if(light_system == STATIC_LIGHT)
update_light()
/obj/item/flashlight/proc/toggle_light(mob/user)
playsound(src, light_on ? sound_off : sound_on, 40, TRUE)
if(!COOLDOWN_FINISHED(src, disabled_time))
if(user)
balloon_alert(user, "disrupted!")
set_light_on(FALSE)
update_brightness()
update_item_action_buttons()
return FALSE
var/old_light_on = light_on
set_light_on(!light_on)
update_brightness()
update_item_action_buttons()
return light_on != old_light_on // If the value of light_on didn't change, return false. Otherwise true.
/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) && light_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(light_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
obj_flags = CONDUCTS_ELECTRICITY
light_range = 2
COOLDOWN_DECLARE(holosign_cooldown)
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
return
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return
var/target_turf = get_turf(target)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return
to_chat(living_target, span_boldnotice("[user] is offering medical assistance; please halt your actions."))
new /obj/effect/temp_visual/medical_holosign(target_turf, user) //produce a holographic glow
COOLDOWN_START(src, holosign_cooldown, 10 SECONDS)
// 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"
light_color = LIGHT_COLOR_PURPLE
/// 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
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = null
start_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(light_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(light_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(light_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()
set_light_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)]" + (light_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 || !light_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(light_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 light_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][light_on ? "_lit" : ""]"
inhand_icon_state = "candle[light_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(light_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
randomize_fuel = FALSE
can_be_extinguished = FALSE
start_on = TRUE
/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(light_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()
set_light_on(FALSE)
update_appearance(UPDATE_ICON)
/obj/item/flashlight/glowstick/update_appearance(updates=ALL)
. = ..()
if(fuel <= 0)
set_light_on(FALSE)
return
if(light_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) && light_on) ? "-on" : ""]"
/obj/item/flashlight/glowstick/update_overlays()
. = ..()
if(fuel <= 0 && !light_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(light_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
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
start_on = TRUE
/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
var/on = FALSE
/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
obj_flags = CONDUCTS_ELECTRICITY
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