Files
Bubberstation/code/modules/power/lighting.dm
SkyratBot 55e3dbcb5e [MIRROR] Scales ethereal power capacity and interactions upwards (#1039)
* Scales ethereal power capacity and interactions upwards  (#53984)

Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.

Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).

All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).

Also some minor code and grammar improvements.

* Scales ethereal power capacity and interactions upwards

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-09-29 12:26:35 +02:00

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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 (30 SECONDS)
#define BROKEN_SPARKS_MAX (90 SECONDS)
#define LIGHT_DRAIN_TIME 25
#define LIGHT_POWER_GAIN 35
/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)
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_icon()
cell = null
add_fingerprint(user)
/obj/structure/light_construct/attack_tk(mob/user)
if(cell)
to_chat(user, "<span class='notice'>You telekinetically remove [cell].</span>")
cell.forceMove(drop_location())
cell.attack_tk(user)
cell = null
/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/metal(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/metal(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 = "#FFFFFF" // 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
var/obj/effect/overlay/vis/glowybit // the light overlay
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube-broken"
/obj/machinery/light/dim
nightshift_allowed = FALSE
bulb_colour = "#FFDDCC"
bulb_power = 0.8
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb"
base_state = "bulb"
fitting = "bulb"
brightness = 4
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/Move()
if(status != LIGHT_BROKEN)
break_light_tube(1)
return ..()
/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/small/built
icon_state = "bulb-empty"
start_with_cell = FALSE
/obj/machinery/light/small/built/Initialize()
. = ..()
status = LIGHT_EMPTY
update(0)
// create a new lighting fixture
/obj/machinery/light/Initialize(mapload)
. = ..()
glowybit = SSvis_overlays.add_vis_overlay(src, overlayicon, base_state, layer, plane, dir, alpha = 0, unique = TRUE)
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)
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)
vis_contents.Cut()
QDEL_NULL(glowybit)
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 && 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"
/obj/machinery/light/update_overlays()
. = ..()
if(on && status == LIGHT_OK)
glowybit.alpha = clamp(light_power*250, 30, 200)
else
glowybit.alpha = 0
// 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 && 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_icon()
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(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)
. = ..()
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
if(E.drain_time > world.time)
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))
var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
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/L = drop_light_tube()
L.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,0,0,0,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 on fire
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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
var/turf/T = get_turf(src.loc)
break_light_tube() // break it first to give a warning
sleep(2)
explosion(T, 0, 0, 2, 2)
sleep(1)
qdel(src)
// 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
/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
/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()
. = ..()
update()
/obj/item/light/ComponentInitialize()
. = ..()
AddComponent(/datum/component/caltrop, force)
/obj/item/light/Crossed(atom/movable/AM)
. = ..()
if(!isliving(AM))
return
var/mob/living/L = AM
if(istype(L) && !(L.is_flying() || L.is_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()
// attack bulb/tube with object
// if a syringe, can inject plasma to make it explode
/obj/item/light/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = I
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
if(S.reagents.has_reagent(/datum/reagent/toxin/plasma, 5))
rigged = TRUE
S.reagents.clear_reagents()
else
..()
return
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
..()
shatter()
/obj/item/light/attack_obj(obj/O, mob/living/user)
..()
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"
#undef LIGHT_DRAIN_TIME
#undef LIGHT_POWER_GAIN