Files
Bubberstation/code/modules/power/floodlight.dm
SkyratBot c092ac78e1 [MIRROR] Light Replacer cleanup and afterattack improvement [MDB IGNORE] (#18694)
* Light Replacer cleanup and afterattack improvement (#72566)

## About The Pull Request

Makes a few code improvements to the light replacer.

* increment, decrement, and bulb shards were three values unnecessarily
stored as vars on the light replacer. They are now defines, as they were
static values either way.
* Autodocs variables on the light replacer.
* Everything uses snake case, and the single-character vars have all
been smote from existence.
* Changes some 0/1 use to FALSE/TRUE

In addition to this cleanup, the afterattack chain has been cleaned up a
lot. It now allows you to click on either the light, OR the turf under
it to replace a light. As a bonus, you now get some balloon alerts when
trying to replace lights while empty.
## Why It's Good For The Game

Closes #72557.

Cleans up the code I had to shuffle through to do so.
## Changelog
🆑 Rhials
qol: the light replacer now allows you to click on either the light, or
the floor beneath it, to refill lights.
code: light replacer code is now a bit prettier.
/🆑

* Light Replacer cleanup and afterattack improvement

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-01-13 14:53:26 -08:00

152 lines
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#define FLOODLIGHT_OFF 1
#define FLOODLIGHT_LOW 2
#define FLOODLIGHT_MED 3
#define FLOODLIGHT_HIGH 4
/obj/structure/floodlight_frame
name = "floodlight frame"
desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring."
max_integrity = 100
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight_c1"
density = TRUE
var/state = FLOODLIGHT_NEEDS_WIRES
/obj/structure/floodlight_frame/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/stack/cable_coil) && state == FLOODLIGHT_NEEDS_WIRES)
var/obj/item/stack/S = O
if(S.use(5))
to_chat(user, span_notice("You wire [src]."))
name = "wired [name]"
desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver."
icon_state = "floodlight_c2"
state = FLOODLIGHT_NEEDS_SECURING
return
else
to_chat(user, "You need 5 cables to wire [src].")
return
if(O.tool_behaviour == TOOL_SCREWDRIVER && state == FLOODLIGHT_NEEDS_SECURING)
to_chat(user, span_notice("You fasten the wiring and electronics in [src]."))
name = "secured [name]"
desc = "A bare metal frame that looks like a floodlight. Requires a light tube to complete."
icon_state = "floodlight_c3"
state = FLOODLIGHT_NEEDS_LIGHTS
return
if(istype(O, /obj/item/light/tube))
var/obj/item/light/tube/L = O
if(state == FLOODLIGHT_NEEDS_LIGHTS && L.status != 2) //Ready for a light tube, and not broken.
to_chat(user, span_notice("You put lights in [src]."))
new /obj/machinery/power/floodlight(loc)
qdel(src)
qdel(O)
return
else //A minute of silence for all the accidentally broken light tubes.
return
if(istype(O, /obj/item/lightreplacer))
var/obj/item/lightreplacer/L = O
if(state == FLOODLIGHT_NEEDS_LIGHTS && L.can_use(user))
L.Use(user)
to_chat(user, span_notice("You put lights in [src]."))
new /obj/machinery/power/floodlight(loc)
qdel(src)
return
..()
/obj/machinery/power/floodlight
name = "floodlight"
desc = "A pole with powerful mounted lights on it. Due to its high power draw, it must be powered by a direct connection to a wire node."
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight"
density = TRUE
max_integrity = 100
integrity_failure = 0.8
idle_power_usage = 0
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
anchored = FALSE
light_power = 1.75
/// List of power usage multipliers
var/list/light_setting_list = list(0, 5, 10, 15)
/// Constant coeff. for power usage
var/light_power_coefficient = 200
/// Intensity of the floodlight.
var/setting = FLOODLIGHT_OFF
/obj/machinery/power/floodlight/process()
var/turf/T = get_turf(src)
var/obj/structure/cable/C = locate() in T
if(!C && powernet)
disconnect_from_network()
if(setting > FLOODLIGHT_OFF) //If on
if(avail(active_power_usage))
add_load(active_power_usage)
else
change_setting(FLOODLIGHT_OFF)
else if(avail(idle_power_usage))
add_load(idle_power_usage)
/obj/machinery/power/floodlight/proc/change_setting(newval, mob/user)
if((newval < FLOODLIGHT_OFF) || (newval > light_setting_list.len))
return
setting = newval
active_power_usage = light_setting_list[setting] * light_power_coefficient
if(!avail(active_power_usage) && setting > FLOODLIGHT_OFF)
return change_setting(setting - 1)
set_light(light_setting_list[setting], light_power)
var/setting_text = ""
if(setting > FLOODLIGHT_OFF)
icon_state = "[initial(icon_state)]_on"
else
icon_state = initial(icon_state)
switch(setting)
if(FLOODLIGHT_OFF)
setting_text = "OFF"
if(FLOODLIGHT_LOW)
setting_text = "low power"
if(FLOODLIGHT_MED)
setting_text = "standard lighting"
if(FLOODLIGHT_HIGH)
setting_text = "high power"
if(user)
to_chat(user, span_notice("You set [src] to [setting_text]."))
/obj/machinery/power/floodlight/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
change_setting(FLOODLIGHT_OFF)
if(anchored)
connect_to_network()
else
disconnect_from_network()
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/power/floodlight/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
var/current = setting
if(current == FLOODLIGHT_OFF)
current = light_setting_list.len
else
current--
change_setting(current, user)
/obj/machinery/power/floodlight/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/power/floodlight/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/power/floodlight/atom_break(damage_flag)
. = ..()
if(!.)
return
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
var/obj/structure/floodlight_frame/F = new(loc)
F.state = FLOODLIGHT_NEEDS_LIGHTS
new /obj/item/light/tube/broken(loc)
qdel(src)
/obj/machinery/power/floodlight/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)