Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
Ghom 1f3894e793 Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

Improving the backbone of the crafting system. Also materials and food
code.

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-05 20:05:13 -04:00

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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)
action_slots = ALL
light_system = OVERLAY_LIGHT_DIRECTIONAL
light_color = COLOR_LIGHT_ORANGE
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/items/weapons/magin.ogg'
/// The sound the light makes when it's turned off
var/sound_off = 'sound/items/weapons/magout.ogg'
/// Should the flashlight start turned on?
var/start_on = FALSE
/// When true, painting the flashlight won't change its light color
var/ignore_base_color = FALSE
/obj/item/flashlight/Initialize(mapload)
. = ..()
if(start_on)
set_light_on(TRUE)
update_brightness()
register_context()
init_slapcrafting()
/obj/item/flashlight/proc/init_slapcrafting()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/flashlight_eyes)
AddElement(
/datum/element/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 == COMPLEX_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)
return 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/proc/eye_examine(mob/living/carbon/human/M, mob/living/user)
. = list()
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/eyes/E = M.get_organ_slot(ORGAN_SLOT_EYES)
var/obj/item/organ/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)
. += span_info("You direct [src] to into your eyes:\n")
if(M.is_blind())
. += "<span class='notice ml-1'>You're not entirely certain what you were expecting...</span>\n"
else
. += "<span class='notice ml-1'>Trippy!</span>\n"
else
user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), ignored_mobs = user)
. += span_info("You direct [src] to [M]'s eyes:\n")
if(M.stat == DEAD || M.is_blind() || M.get_eye_protection() > FLASH_PROTECTION_WELDER)
. += "<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)
. += "<span class='danger ml-1'>[M.p_Their()] pupils contract unevenly!</span>\n"//mob has sustained damage to their brain
else
. += "<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))
. += "<span class='danger ml-1'>[M.p_Their()] pupils give an eerie glow!</span>\n"//mob has X-ray vision
return .
/obj/item/flashlight/proc/mouth_examine(mob/living/carbon/human/M, mob/living/user)
. = list()
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 = list()
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/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)
. += 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)
. += "<span class='notice ml-1'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
else
. += "<span class='notice ml-1'>There's nothing inside your mouth.</span>\n"
if(pill_count)
. += "<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)
. += span_info("You point [src] into [M]'s mouth:\n")
if(organ_count)
. += "<span class='notice ml-1'>Inside [ M.p_their()] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
else
. += "<span class='notice ml-1'>[M] doesn't have any organs in [ M.p_their()] mouth.</span>\n"
if(pill_count)
. += "<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)
. += "<span class='danger ml-1'>Your lips appear blue!</span>\n"//you have suffocation damage
else
. += "<span class='notice ml-1'>Your lips appear healthy.</span>\n"//you're okay!
else
if(hypoxia_status)
. += "<span class='danger ml-1'>[M.p_Their()] lips appear blue!</span>\n"//they have suffocation damage
else
. += "<span class='notice ml-1'>[M.p_Their()] lips appear healthy.</span>\n"//they're okay!
//assess blood level
if(M == user)
. += span_info("You press a finger to your gums:\n")
else
. += 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)
. += "<span class='danger ml-1'>Color returns slowly!</span>\n"//low blood
else if(M.blood_volume <= BLOOD_VOLUME_OKAY)
. += "<span class='danger ml-1'>Color does not return!</span>\n"//critical blood
else
. += "<span class='notice ml-1'>Color returns quickly.</span>\n"//they're okay :D
/obj/item/flashlight/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!ishuman(interacting_with))
return NONE
if(!light_on)
return NONE
add_fingerprint(user)
if(user.combat_mode || (user.zone_selected != BODY_ZONE_PRECISE_EYES && user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
return NONE
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
return ITEM_INTERACT_SKIP_TO_ATTACK //just hit them in the head
. = ITEM_INTERACT_BLOCKING
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
var/mob/living/scanning = interacting_with
if(!scanning.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, span_warning("[scanning] doesn't have a head!"))
return
if(light_power < 0.5)
to_chat(user, span_warning("[src] isn't bright enough to see anything!"))
return
var/list/render_list = list()
switch(user.zone_selected)
if(BODY_ZONE_PRECISE_EYES)
render_list += eye_examine(scanning, user)
if(BODY_ZONE_PRECISE_MOUTH)
render_list += mouth_examine(scanning, user)
if(length(render_list))
//display our packaged information in an examine block for easy reading
to_chat(user, boxed_message(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/// 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/on_saboteur(datum/source, disrupt_duration)
. = ..()
if(light_on)
toggle_light()
COOLDOWN_START(src, disabled_time, disrupt_duration)
return TRUE
/obj/item/flashlight/update_atom_colour()
. = ..()
if (ignore_base_color)
return
var/list/applied_matrix = cached_color_filter
if (!applied_matrix)
applied_matrix = color_transition_filter(color, SATURATION_OVERRIDE)
var/new_light_color = apply_matrix_to_color(initial(light_color), applied_matrix["color"], applied_matrix["space"] || COLORSPACE_RGB)
set_light_color(new_light_color)
/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
light_power = 0.8
light_color = "#CCFFFF"
COOLDOWN_DECLARE(holosign_cooldown)
/obj/item/flashlight/pen/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return ITEM_INTERACT_BLOCKING
var/turf/target_turf = get_turf(interacting_with)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return ITEM_INTERACT_BLOCKING
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)
return ITEM_INTERACT_SUCCESS
// 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.
light_power = 0.8
light_color = "#99ccff"
hitsound = 'sound/items/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 = COMPLEX_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 = OVERLAY_LIGHT
light_power = 2
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(10 MINUTES, 15 MINUTES)
if(light_on)
attack_verb_continuous = string_list(list("burns", "singes"))
attack_verb_simple = string_list(list("burn", "singe"))
hitsound = 'sound/items/tools/welder.ogg'
force = on_damage
damtype = BURN
update_brightness()
/obj/item/flashlight/flare/init_slapcrafting()
return
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/flare/afterattack(atom/target, mob/user, click_parameters)
if(!isliving(target))
return
var/mob/living/victim = target
if(get_temperature() && 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)
/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/tools/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_range = 2
light_power = 1.5
light_color = LIGHT_COLOR_FIRE
fuel = 35 MINUTES
randomize_fuel = FALSE
trash_type = /obj/item/trash/candle
can_be_extinguished = TRUE
custom_materials = null //candles are made of wax (which doesn't exists as a material type as of 2025) and not plastic
/// 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/floor_placeable)
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.
*/
/obj/item/flashlight/flare/candle/proc/try_light_candle(obj/item/fire_starter, mob/user)
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)
user.visible_message(success_msg)
return SUCCESS
if(ALREADY_LIT)
balloon_alert(user, "already lit!")
return ALREADY_LIT
if(NO_FUEL)
balloon_alert(user, "out of fuel!")
return NO_FUEL
/obj/item/flashlight/flare/candle/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(get_temperature())
if(istype(tool, /obj/item/cigarette))
var/obj/item/cigarette/cig = tool
if(cig.lit)
return NONE
cig.light()
if(cig.loc == user)
user.visible_message(
span_rose("[user] holds [user.p_their()] [cig.name] to [src] and lights it, like a true romantic."),
span_rose("You hold your [cig.name] to [src] and light it, like a true romantic."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
else
user.visible_message(
span_rose("[user] lights [cig] with [src], like a true romantic."),
span_rose("You light [cig] with [src], like a true romantic."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
return ITEM_INTERACT_SUCCESS
return NONE
if(try_light_candle(tool, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/flashlight/flare/candle/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(get_temperature())
return NONE
if(try_light_candle(interacting_with, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/flashlight/flare/candle/ignition_effect(atom/A, mob/user)
if(!get_temperature())
return ""
if(isitem(A) && A.loc == user)
return span_rose("[user] holds [A] in the flame of [src], letting it catch fire.")
return span_rose("[user] lights [A] ablaze with [src], like a true romantic.")
/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
light_power = 1.3
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/flare/torch/everburning
name = "everburning torch"
desc = "A torch which burns continuously, even in the vacuum of space"
can_be_extinguished = FALSE
fuel = INFINITY
randomize_fuel = FALSE
start_on = 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 = 5 // luminosity when on
light_power = 1.5
light_color = "#ffcc66"
light_system = OVERLAY_LIGHT
/obj/item/flashlight/lantern/on
start_on = TRUE
/obj/item/flashlight/lantern/heirloom_moth
name = "old lantern"
desc = "An old lantern that has seen plenty of use."
light_range = 3.5
/obj/item/flashlight/lantern/syndicate
name = "suspicious lantern"
desc = "A suspicious looking lantern."
icon_state = "syndilantern"
inhand_icon_state = "syndilantern"
light_range = 6
light_power = 2
light_color = "#ffffe6"
/obj/item/flashlight/lantern/jade
name = "jade lantern"
desc = "An ornate, green lantern."
color = LIGHT_COLOR_GREEN
/obj/item/flashlight/lantern/jade/on
start_on = TRUE
/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 = 6 //luminosity when on
light_color = "#ffff66"
light_system = OVERLAY_LIGHT
/obj/item/flashlight/emp
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
special_desc = "This flashlight is equipped with a miniature EMP generator." //SKYRAT EDIT
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/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(interacting_with))
var/mob/empd = interacting_with
log_combat(user, empd, "attacked", "EMP-light")
empd.visible_message(span_danger("[user] blinks \the [src] at \the [empd]."), \
span_userdanger("[user] blinks \the [src] at you."))
else
interacting_with.visible_message(span_danger("[user] blinks \the [src] at \the [interacting_with]."))
to_chat(user, span_notice("\The [src] now has [emp_cur_charges] charge\s."))
interacting_with.emp_act(EMP_HEAVY)
else
to_chat(user, span_warning("\The [src] needs time to recharge!"))
return ITEM_INTERACT_SUCCESS
/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,
// Flares need to process (for hotspots) tho so this becomes irrelevant
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
custom_price = PAYCHECK_LOWER
w_class = WEIGHT_CLASS_SMALL
light_range = 3.5
light_power = 2
light_system = OVERLAY_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
ignore_base_color = TRUE
/// How much max fuel we have
var/max_fuel = 0
/// How much oxygen gets added upon cracking the stick. Doesn't actually produce a reaction with the fluid but it does allow for bootleg chemical "grenades"
var/oxygen_added = 5
/// How much temperature gets added for every unit of fuel burned down
var/temp_per_fuel = 3
/// Type of reagent we add as fuel
var/fuel_type = /datum/reagent/luminescent_fluid
/// The timer id powering our burning
var/timer_id = TIMER_ID_NULL
/obj/item/flashlight/glowstick/Initialize(mapload, fuel_override = null, fuel_type_override = null)
max_fuel = isnull(fuel_override) ? rand(20, 25) : fuel_override
if (fuel_type_override)
fuel_type = fuel_type_override
create_reagents(max_fuel + oxygen_added, DRAWABLE | INJECTABLE)
reagents.add_reagent(fuel_type, max_fuel)
. = ..()
set_light_color(color)
AddComponentFrom(
SOURCE_EDIBLE_INNATE,\
/datum/component/edible,\
food_flags = FOOD_NO_EXAMINE,\
volume = reagents.total_volume,\
bite_consumption = round(reagents.total_volume / (rand(20, 30) * 0.1)),\
)
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
/obj/item/flashlight/glowstick/proc/get_fuel()
return reagents.get_reagent_amount(fuel_type)
/// Burns down the glowstick by the specified time
/// Returns the amount of time we need to burn before a visual change will occur
/obj/item/flashlight/glowstick/proc/burn_down(amount = 0)
if (!reagents.remove_all(amount))
turn_off()
return 0
var/fuel = get_fuel()
if (fuel <= 0)
turn_off()
return 0
reagents.expose_temperature(amount * temp_per_fuel)
if(fuel >= max_fuel * 0.4)
set_light_range(3)
set_light_power(1.5)
else if(fuel >= max_fuel * 0.3)
set_light_range(2)
set_light_power(1.25)
else if(fuel >= max_fuel * 0.2)
set_light_power(1)
else if(fuel >= max_fuel * 0.1)
set_light_range(1.5)
set_light_power(0.5)
return round(reagents.total_volume * 0.1)
/obj/item/flashlight/glowstick/proc/burn_loop(amount = 0)
timer_id = TIMER_ID_NULL
var/burn_next = burn_down(amount)
if(burn_next <= 0)
return
timer_id = addtimer(CALLBACK(src, PROC_REF(burn_loop), burn_next), burn_next MINUTES, TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_OVERRIDE)
/obj/item/flashlight/glowstick/proc/turn_on()
reagents.add_reagent(/datum/reagent/oxygen, oxygen_added)
grind_results -= /datum/reagent/oxygen
set_light_on(TRUE) // Just in case
var/datum/action/toggle = locate(/datum/action/item_action/toggle_light) in actions
// No sense having a toggle light action that we don't use eh?
if(toggle)
remove_item_action(toggle)
burn_loop(round(reagents.total_volume * 0.1))
/obj/item/flashlight/glowstick/proc/turn_off()
var/datum/action/toggle = locate(/datum/action/item_action/toggle_light) in actions
if(get_fuel() && !toggle)
add_item_action(/datum/action/item_action/toggle_light)
if(timer_id != TIMER_ID_NULL)
deltimer(timer_id)
timer_id = TIMER_ID_NULL
set_light_on(FALSE)
update_appearance(UPDATE_ICON)
/obj/item/flashlight/glowstick/proc/on_reagent_change(datum/source)
SIGNAL_HANDLER
if (!get_fuel() && light_on)
turn_off()
/obj/item/flashlight/glowstick/update_icon_state()
. = ..()
icon_state = "[base_icon_state][(get_fuel() <= 0) ? "-empty" : ""]"
inhand_icon_state = "[base_icon_state][((get_fuel() > 0) && light_on) ? "-on" : ""]"
/obj/item/flashlight/glowstick/update_overlays()
. = ..()
if(get_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/toggle_light(mob/user)
if(get_fuel() <= 0)
return FALSE
if(light_on)
return FALSE
return ..()
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(get_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!"))
turn_on()
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
if(!get_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/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!"))
burn_loop(get_fuel())
return FIRELOSS
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = COLOR_SOFT_RED
fuel_type = /datum/reagent/luminescent_fluid/red
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
fuel_type = /datum/reagent/luminescent_fluid/blue
/obj/item/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
fuel_type = /datum/reagent/luminescent_fluid/cyan
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
fuel_type = /datum/reagent/luminescent_fluid/orange
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_DIM_YELLOW
fuel_type = /datum/reagent/luminescent_fluid/yellow
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
fuel_type = /datum/reagent/luminescent_fluid/pink
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_system = OVERLAY_LIGHT
light_range = 4
light_power = 2
alpha = 0
layer = ABOVE_OPEN_TURF_LAYER
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 powerful antiphoton projector, capable of projecting a bubble of darkness around the user."
icon_state = "flashdark"
inhand_icon_state = "flashdark"
light_system = COMPLEX_LIGHT //The overlay light component is not yet ready to produce darkness.
light_range = 0
light_color = COLOR_WHITE
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_range = 3.5
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_power = -3
/obj/item/flashlight/flashdark/Initialize(mapload)
. = ..()
AddComponent(/datum/component/overlay_lighting, dark_light_range, dark_light_power, force = TRUE)
/obj/item/flashlight/flashdark/update_brightness()
. = ..()
set_light(dark_light_range, dark_light_power)
//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?"
obj_flags = CONDUCTS_ELECTRICITY
item_flags = DROPDEL
actions_types = list()
/obj/item/flashlight/eyelight/glow
light_system = OVERLAY_LIGHT_BEAM
light_range = 4
light_power = 2
#undef FAILURE
#undef SUCCESS
#undef NO_FUEL
#undef ALREADY_LIT