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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
212 lines
6.0 KiB
Plaintext
212 lines
6.0 KiB
Plaintext
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// Light Replacer (LR)
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//
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// ABOUT THE DEVICE
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//
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// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
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// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
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// they don't have hands or a way to replace lightbulbs.
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//
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// HOW IT WORKS
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//
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// You attack a light fixture with it, if the light fixture is broken it will replace the
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// light fixture with a working light; the broken light is then placed on the floor for the
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// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
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//
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// HOW TO REFILL THE DEVICE
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//
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// It will need to be manually refilled with lights.
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// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
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//
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// EMAGGED FEATURES
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//
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// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
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//
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// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
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//
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// When emagged it will rig every light it replaces, which will explode when the light is on.
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// This is VERY noticable, even the device's name changes when you emag it so if anyone
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// examines you when you're holding it in your hand, you will be discovered.
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// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
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// access to them, and only one of them can emag their device.
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//
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// The explosion cannot insta-kill anyone with 30% or more health.
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/device/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Refill with working lightbulbs."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "lightreplacer0"
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item_state = "electronic"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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origin_tech = "magnets=3;materials=2"
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var/max_uses = 20
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var/uses = 0
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var/emagged = 0
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var/failmsg = ""
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// How much to increase per each glass?
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charge = 1
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/obj/item/device/lightreplacer/New()
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uses = max_uses / 2
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failmsg = "The [name]'s refill light blinks red."
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..()
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/obj/item/device/lightreplacer/examine()
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set src in view(2)
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..()
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usr << "It has [uses] lights remaining."
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/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/card/emag) && emagged == 0)
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Emag()
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return
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if(istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(G.amount - decrement >= 0 && uses < max_uses)
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var/remaining = max(G.amount - decrement, 0)
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if(!remaining && !(G.amount - decrement) == 0)
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user << "There isn't enough glass."
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return
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G.amount = remaining
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if(!G.amount)
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user.drop_item()
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del(G)
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AddUses(increment)
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user << "You insert a piece of glass into the [src.name]. You have [uses] lights remaining."
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return
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if(istype(W, /obj/item/weapon/light))
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var/obj/item/weapon/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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AddUses(1)
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user << "You insert the [L.name] into the [src.name]. You have [uses] lights remaining."
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user.drop_item()
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del(L)
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return
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else
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user << "You need a working light."
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return
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/obj/item/device/lightreplacer/attack_self(mob/user)
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/* // This would probably be a bit OP. If you want it though, uncomment the code.
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if(isrobot(user))
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var/mob/living/silicon/robot/R = user
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if(R.emagged)
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src.Emag()
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usr << "You shortcircuit the [src]."
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return
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*/
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usr << "It has [uses] lights remaining."
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/obj/item/device/lightreplacer/update_icon()
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icon_state = "lightreplacer[emagged]"
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/obj/item/device/lightreplacer/proc/Use(var/mob/user)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/device/lightreplacer/proc/AddUses(var/amount = 1)
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uses = min(max(uses + amount, 0), max_uses)
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/obj/item/device/lightreplacer/proc/Charge(var/mob/user)
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charge += 1
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if(charge > 7)
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AddUses(1)
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charge = 1
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/obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U)) return
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U << "<span class='notice'>You replace the [target.fitting] with the [src].</span>"
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if(target.status != LIGHT_EMPTY)
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var/obj/item/weapon/light/L1 = new target.light_type(target.loc)
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L1.status = target.status
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L1.rigged = target.rigged
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L1.brightness = target.brightness
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L1.switchcount = target.switchcount
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target.switchcount = 0
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L1.update()
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/weapon/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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target.rigged = emagged
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target.brightness = L2.brightness
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target.on = target.has_power()
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target.update()
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del(L2)
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if(target.on && target.rigged)
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target.explode()
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return
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else
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U << failmsg
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return
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else
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U << "There is a working [target.fitting] already inserted."
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return
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/obj/item/device/lightreplacer/proc/Emag()
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emagged = !emagged
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playsound(src.loc, "sparks", 100, 1)
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if(emagged)
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name = "shortcircuited [initial(name)]"
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else
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name = initial(name)
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update_icon()
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//Can you use it?
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/obj/item/device/lightreplacer/proc/CanUse(var/mob/living/user)
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src.add_fingerprint(user)
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//Not sure what else to check for. Maybe if clumsy?
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/device/lightreplacer/cyborg
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/obj/item/device/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.myreplacer = src
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J.update_icon()
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/obj/item/device/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED |