mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-19 05:26:28 +00:00
## About The Pull Request Machines that require a cable underneath it to operate like Tesla, SMES, Emitter & Turbine now look for the `cable_layer` (red, yellow, blue default being yellow) to operate on and not `machine_layer`(that var is removed). `machine_layer` & `cable layer` served the same purpose so i removed `machine_ layer` var and made it just look for the cable layer to operate on to reduce redundancy. The following machine's can have their cable layer changed with a multitool when in the specified state 1. Emitter when it's not welded 2. Tesla Coil when it's not wrenched 3. SMES when it does not have a terminal attached 3.1 Terminal of the SMES cable layer can also be changed with Right Click during installation 4. APC terminal cable layer can also be changed with Right Click during installation 5. Turbine rotor when its panel is open  Here all 3 SMES were on 3 separate layers of cable but they were all joined by a single multi z layer hub cable summing up all their contribution's even though they were on different cable layers. ## Why It's Good For The Game It makes sense that a machine should only look for what cable layer it should operate on and adding another layer called machine layer was just redundant. Also cable layers blue & red which could not be used by machines are now usable ## Changelog 🆑 fix: cable layers 1 & 3 can now be used by machine's like emitters, smes, tesla coil & turbine. fix: terminals(smes & apc) can operate on different cable layers by installing them with right click /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
311 lines
8.9 KiB
Plaintext
311 lines
8.9 KiB
Plaintext
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#define FLOODLIGHT_OFF 1
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#define FLOODLIGHT_LOW 2
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#define FLOODLIGHT_MED 3
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#define FLOODLIGHT_HIGH 4
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/obj/structure/floodlight_frame
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name = "floodlight frame"
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desc = "A metal frame that requires wiring and a light tube to become a flood light."
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max_integrity = 100
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floodlight_c1"
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density = TRUE
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var/state = FLOODLIGHT_NEEDS_WIRES
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/obj/structure/floodlight_frame/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/floodlight_frame/add_context(
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atom/source,
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list/context,
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obj/item/held_item,
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mob/living/user,
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)
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if(isnull(held_item))
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return NONE
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var/message = null
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if(state == FLOODLIGHT_NEEDS_WIRES)
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if(istype(held_item, /obj/item/stack/cable_coil))
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message = "Add cable"
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else if(held_item.tool_behaviour == TOOL_WRENCH)
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message = "Dismantle frame"
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else if(state == FLOODLIGHT_NEEDS_SECURING)
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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message = "Secure cable"
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else if(held_item.tool_behaviour == TOOL_WIRECUTTER)
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message = "Cut cable"
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else if(state == FLOODLIGHT_NEEDS_LIGHTS)
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if(istype(held_item, /obj/item/light/tube))
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message = "Add light"
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else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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message = "Unscrew cable"
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if(isnull(message))
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return NONE
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context[SCREENTIP_CONTEXT_LMB] = message
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/floodlight_frame/examine(mob/user)
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. = ..()
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if(state == FLOODLIGHT_NEEDS_WIRES)
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. += span_notice("It can be wired with [EXAMINE_HINT("5 cable pieces")].")
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. += span_notice("The frame can be deconstructed by [EXAMINE_HINT("unwrenching")].")
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else if(state == FLOODLIGHT_NEEDS_SECURING)
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. += span_notice("The cable needs to be [EXAMINE_HINT("screwed")] on to the frame.")
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. += span_notice("The hanging cable could be [EXAMINE_HINT("cut")] apart.")
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else if(state == FLOODLIGHT_NEEDS_LIGHTS)
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. += span_notice("It needs a [EXAMINE_HINT("light tube")] to finish it.")
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. += span_notice("The cable could be [EXAMINE_HINT("unscrewed")] from the frame.")
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/obj/structure/floodlight_frame/screwdriver_act(mob/living/user, obj/item/O)
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. = ..()
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if(state == FLOODLIGHT_NEEDS_SECURING)
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icon_state = "floodlight_c3"
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state = FLOODLIGHT_NEEDS_LIGHTS
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return TRUE
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else if(state == FLOODLIGHT_NEEDS_LIGHTS)
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icon_state = "floodlight_c2"
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state = FLOODLIGHT_NEEDS_SECURING
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return TRUE
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return FALSE
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/obj/structure/floodlight_frame/wrench_act(mob/living/user, obj/item/tool)
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if(state != FLOODLIGHT_NEEDS_WIRES)
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return FALSE
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if(!tool.use_tool(src, user, 30, volume=50))
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return TRUE
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new /obj/item/stack/sheet/iron(loc, 5)
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qdel(src)
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return TRUE
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/obj/structure/floodlight_frame/wirecutter_act(mob/living/user, obj/item/tool)
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if(state != FLOODLIGHT_NEEDS_SECURING)
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return FALSE
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icon_state = "floodlight_c1"
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state = FLOODLIGHT_NEEDS_WIRES
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new /obj/item/stack/cable_coil(loc, 5)
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return TRUE
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/obj/structure/floodlight_frame/attackby(obj/item/O, mob/user, params)
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if(istype(O, /obj/item/stack/cable_coil) && state == FLOODLIGHT_NEEDS_WIRES)
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var/obj/item/stack/S = O
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if(S.use(5))
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icon_state = "floodlight_c2"
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state = FLOODLIGHT_NEEDS_SECURING
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return
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else
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balloon_alert(user, "need 5 cable pieces!")
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return
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if(istype(O, /obj/item/light/tube))
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var/obj/item/light/tube/L = O
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if(state == FLOODLIGHT_NEEDS_LIGHTS && L.status != 2) //Ready for a light tube, and not broken.
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new /obj/machinery/power/floodlight(loc)
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qdel(src)
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qdel(O)
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return
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else //A minute of silence for all the accidentally broken light tubes.
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balloon_alert(user, "light tube is broken!")
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return
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..()
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/obj/machinery/power/floodlight
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name = "floodlight"
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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."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floodlight"
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density = TRUE
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max_integrity = 100
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integrity_failure = 0.8
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idle_power_usage = 0
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
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anchored = FALSE
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light_power = 1.75
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can_change_cable_layer = TRUE
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/// List of power usage multipliers
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var/list/light_setting_list = list(0, 5, 10, 15)
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/// Constant coeff. for power usage
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var/light_power_coefficient = 200
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/// Intensity of the floodlight.
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var/setting = FLOODLIGHT_OFF
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/obj/machinery/power/floodlight/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_OBJ_PAINTED, TYPE_PROC_REF(/obj/machinery/power/floodlight, on_color_change)) //update light color when color changes
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register_context()
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/obj/machinery/power/floodlight/proc/on_color_change(obj/machinery/power/flood_light, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
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SIGNAL_HANDLER
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if(!spraycan.actually_paints)
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return
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if(setting > FLOODLIGHT_OFF)
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update_light_state()
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/obj/machinery/power/floodlight/Destroy()
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UnregisterSignal(src, COMSIG_OBJ_PAINTED)
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. = ..()
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/// change light color during operation
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/obj/machinery/power/floodlight/proc/update_light_state()
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var/light_color = NONSENSICAL_VALUE
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if(!isnull(color))
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light_color = color
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set_light(light_setting_list[setting], light_power, light_color)
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/obj/machinery/power/floodlight/add_context(
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atom/source,
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list/context,
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obj/item/held_item,
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mob/living/user,
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)
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if(isnull(held_item))
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if(panel_open)
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context[SCREENTIP_CONTEXT_LMB] = "Remove Light"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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var/message = null
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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message = "Open Panel"
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else if(held_item.tool_behaviour == TOOL_WRENCH)
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message = anchored ? "Unsecure light" : "Secure light"
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if(isnull(message))
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return NONE
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context[SCREENTIP_CONTEXT_LMB] = message
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/power/floodlight/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("It needs to be wrenched on top of a wire.")
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else
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. += span_notice("Its at power level [setting].")
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if(panel_open)
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. += span_notice("Its maintainence hatch is open but can be [EXAMINE_HINT("screwed")] close.")
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. += span_notice("You can remove the light tube by [EXAMINE_HINT("hand")].")
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else
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. += span_notice("Its maintainence hatch can be [EXAMINE_HINT("screwed")] open.")
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/obj/machinery/power/floodlight/process()
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = locate() in T
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if(!C && powernet)
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disconnect_from_network()
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if(setting > FLOODLIGHT_OFF) //If on
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if(avail(active_power_usage))
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add_load(active_power_usage)
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else
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change_setting(FLOODLIGHT_OFF)
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else if(avail(idle_power_usage))
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add_load(idle_power_usage)
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/obj/machinery/power/floodlight/proc/change_setting(newval, mob/user)
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if((newval < FLOODLIGHT_OFF) || (newval > light_setting_list.len))
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return
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setting = newval
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active_power_usage = light_setting_list[setting] * light_power_coefficient
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if(!avail(active_power_usage) && setting > FLOODLIGHT_OFF)
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return change_setting(setting - 1)
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update_light_state()
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var/setting_text = ""
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if(setting > FLOODLIGHT_OFF)
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icon_state = "[initial(icon_state)]_on"
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else
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icon_state = initial(icon_state)
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switch(setting)
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if(FLOODLIGHT_OFF)
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setting_text = "OFF"
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if(FLOODLIGHT_LOW)
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setting_text = "low power"
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if(FLOODLIGHT_MED)
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setting_text = "standard lighting"
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if(FLOODLIGHT_HIGH)
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setting_text = "high power"
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if(user)
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to_chat(user, span_notice("You set [src] to [setting_text]."))
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/obj/machinery/power/floodlight/cable_layer_change_checks(mob/living/user, obj/item/tool)
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if(anchored)
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balloon_alert(user, "unanchor first!")
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return FALSE
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return TRUE
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/obj/machinery/power/floodlight/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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change_setting(FLOODLIGHT_OFF)
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/power/floodlight/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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change_setting(FLOODLIGHT_OFF)
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panel_open = TRUE
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balloon_alert(user, "opened panel")
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return TRUE
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/obj/machinery/power/floodlight/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(panel_open)
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var/obj/structure/floodlight_frame/floodlight_frame = new(loc)
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floodlight_frame.state = FLOODLIGHT_NEEDS_LIGHTS
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var/obj/item/light/tube/light_tube = new(loc)
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user.put_in_active_hand(light_tube)
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qdel(src)
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var/current = setting
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if(current == FLOODLIGHT_OFF)
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current = light_setting_list.len
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else
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current--
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change_setting(current, user)
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/obj/machinery/power/floodlight/attack_robot(mob/user)
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return attack_hand(user)
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/obj/machinery/power/floodlight/attack_ai(mob/user)
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return attack_hand(user)
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/obj/machinery/power/floodlight/atom_break(damage_flag)
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. = ..()
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if(!.)
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return
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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var/obj/structure/floodlight_frame/floodlight_frame = new(loc)
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floodlight_frame.state = FLOODLIGHT_NEEDS_LIGHTS
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new /obj/item/light/tube(loc)
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qdel(src)
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/obj/machinery/power/floodlight/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)
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#undef FLOODLIGHT_OFF
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#undef FLOODLIGHT_LOW
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#undef FLOODLIGHT_MED
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#undef FLOODLIGHT_HIGH
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