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* Refactors connect_loc_behalf into a component (#60678) See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state. This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working. connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs. Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space: image If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime: connections, tracked, signal_atom, parent, signal_procs This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost. (Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically) * Update glass.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
1275 lines
36 KiB
Plaintext
1275 lines
36 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/light)
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#define LIGHT_EMERGENCY_POWER_USE 0.2 //How much power emergency lights will consume per tick
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// status values shared between lighting fixtures and items
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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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#define BROKEN_SPARKS_MIN (3 MINUTES)
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#define BROKEN_SPARKS_MAX (9 MINUTES)
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#define LIGHT_DRAIN_TIME 25
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#define LIGHT_POWER_GAIN 35
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//How many reagents the lights can hold
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#define LIGHT_REAGENT_CAPACITY 5
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/obj/item/wallframe/light_fixture
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name = "light fixture frame"
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desc = "Used for building lights."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-item"
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result_path = /obj/structure/light_construct
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inverse = TRUE
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/obj/item/wallframe/light_fixture/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-item"
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result_path = /obj/structure/light_construct/small
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custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
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/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
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if(!..())
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return
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var/area/A = get_area(user)
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if(!IS_DYNAMIC_LIGHTING(A))
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to_chat(user, span_warning("You cannot place [src] in this area!"))
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return
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return TRUE
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/obj/structure/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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max_integrity = 200
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armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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var/obj/item/stock_parts/cell/cell
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var/cell_connectors = TRUE
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/obj/structure/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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if(building)
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setDir(ndir)
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/structure/light_construct/get_cell()
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return cell
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/obj/structure/light_construct/examine(mob/user)
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. = ..()
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switch(stage)
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if(1)
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. += "It's an empty frame."
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if(2)
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. += "It's wired."
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if(3)
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. += "The casing is closed."
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if(cell_connectors)
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if(cell)
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. += "You see [cell] inside the casing."
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else
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. += "The casing has no power cell for backup power."
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else
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. += span_danger("This casing doesn't support power cells for backup power.")
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/obj/structure/light_construct/attack_hand(mob/user, list/modifiers)
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if(cell)
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user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
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user.put_in_hands(cell)
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cell.update_appearance()
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cell = null
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add_fingerprint(user)
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/obj/structure/light_construct/attack_tk(mob/user)
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if(!cell)
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return
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to_chat(user, span_notice("You telekinetically remove [cell]."))
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var/obj/item/stock_parts/cell/cell_reference = cell
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cell = null
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cell_reference.forceMove(drop_location())
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return cell_reference.attack_tk(user)
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/obj/structure/light_construct/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/stock_parts/cell))
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if(!cell_connectors)
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to_chat(user, span_warning("This [name] can't support a power cell!"))
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return
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if(HAS_TRAIT(W, TRAIT_NODROP))
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to_chat(user, span_warning("[W] is stuck to your hand!"))
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return
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if(cell)
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to_chat(user, span_warning("There is a power cell already installed!"))
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else if(user.temporarilyRemoveItemFromInventory(W))
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user.visible_message(span_notice("[user] hooks up [W] to [src]."), \
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span_notice("You add [W] to [src]."))
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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W.forceMove(src)
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cell = W
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add_fingerprint(user)
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return
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else if (istype(W, /obj/item/light))
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to_chat(user, span_warning("This [name] isn't finished being setup!"))
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return
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switch(stage)
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if(1)
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if(W.tool_behaviour == TOOL_WRENCH)
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if(cell)
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to_chat(user, span_warning("You have to remove the cell first!"))
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return
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else
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to_chat(user, span_notice("You begin deconstructing [src]..."))
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if (W.use_tool(src, user, 30, volume=50))
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new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
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user.visible_message(span_notice("[user.name] deconstructs [src]."), \
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span_notice("You deconstruct [src]."), span_hear("You hear a ratchet."))
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playsound(src, 'sound/items/deconstruct.ogg', 75, TRUE)
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qdel(src)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.use(1))
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icon_state = "[fixture_type]-construct-stage2"
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stage = 2
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user.visible_message(span_notice("[user.name] adds wires to [src]."), \
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span_notice("You add wires to [src]."))
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else
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to_chat(user, span_warning("You need one length of cable to wire [src]!"))
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return
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if(2)
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if(W.tool_behaviour == TOOL_WRENCH)
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to_chat(usr, span_warning("You have to remove the wires first!"))
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return
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if(W.tool_behaviour == TOOL_WIRECUTTER)
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stage = 1
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icon_state = "[fixture_type]-construct-stage1"
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new /obj/item/stack/cable_coil(drop_location(), 1, "red")
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user.visible_message(span_notice("[user.name] removes the wiring from [src]."), \
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span_notice("You remove the wiring from [src]."), span_hear("You hear clicking."))
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W.play_tool_sound(src, 100)
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return
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if(W.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message(span_notice("[user.name] closes [src]'s casing."), \
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span_notice("You close [src]'s casing."), span_hear("You hear screwing."))
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W.play_tool_sound(src, 75)
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(loc)
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if("bulb")
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newlight = new /obj/machinery/light/small/built(loc)
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newlight.setDir(dir)
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transfer_fingerprints_to(newlight)
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if(cell)
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newlight.cell = cell
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cell.forceMove(newlight)
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cell = null
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qdel(src)
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return
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return ..()
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/obj/structure/light_construct/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/structure/light_construct/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/iron(loc, sheets_refunded)
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qdel(src)
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-stage1"
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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var/overlayicon = 'icons/obj/lighting_overlay.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube"
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desc = "A lighting fixture."
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layer = WALL_OBJ_LAYER
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = AREA_USAGE_LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = FALSE // 1 if on, 0 if off
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var/on_gs = FALSE
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var/static_power_used = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/bulb_power = 1 // basically the alpha of the emitted light source
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var/bulb_colour = "#f3fffa" // befault colour of the light.
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = FALSE
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var/light_type = /obj/item/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = FALSE // true if rigged to explode
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var/obj/item/stock_parts/cell/cell
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var/start_with_cell = TRUE // if true, this fixture generates a very weak cell at roundstart
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var/nightshift_enabled = FALSE //Currently in night shift mode?
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var/nightshift_allowed = TRUE //Set to FALSE to never let this light get switched to night mode.
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var/nightshift_brightness = 8
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var/nightshift_light_power = 0.45
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var/nightshift_light_color = "#FFDDCC"
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var/emergency_mode = FALSE // if true, the light is in emergency mode
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var/no_emergency = FALSE // if true, this light cannot ever have an emergency mode
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var/bulb_emergency_brightness_mul = 0.25 // multiplier for this light's base brightness in emergency power mode
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var/bulb_emergency_colour = "#FF3232" // determines the colour of the light while it's in emergency mode
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var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
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var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
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/obj/machinery/light/broken
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status = LIGHT_BROKEN
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icon_state = "tube-broken"
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/obj/machinery/light/built
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icon_state = "tube-empty"
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start_with_cell = FALSE
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/obj/machinery/light/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/no_nightlight
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nightshift_enabled = FALSE
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/obj/machinery/light/warm
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bulb_colour = "#fae5c1"
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/obj/machinery/light/warm/no_nightlight
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nightshift_allowed = FALSE
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/obj/machinery/light/cold
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bulb_colour = "#deefff"
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nightshift_light_color = "#deefff"
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/obj/machinery/light/cold/no_nightlight
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nightshift_allowed = FALSE
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/obj/machinery/light/red
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bulb_colour = "#FF3232"
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nightshift_allowed = FALSE
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no_emergency = TRUE
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brightness = 2
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bulb_power = 0.7
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/obj/machinery/light/blacklight
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bulb_colour = "#A700FF"
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nightshift_allowed = FALSE
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brightness = 2
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bulb_power = 0.8
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/obj/machinery/light/dim
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nightshift_allowed = FALSE
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bulb_colour = "#FFDDCC"
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bulb_power = 0.6
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 4
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nightshift_brightness = 4
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bulb_colour = "#FFD6AA"
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desc = "A small lighting fixture."
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light_type = /obj/item/light/bulb
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/obj/machinery/light/small/broken
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status = LIGHT_BROKEN
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icon_state = "bulb-broken"
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/obj/machinery/light/small/built
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icon_state = "bulb-empty"
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start_with_cell = FALSE
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/obj/machinery/light/small/built/Initialize()
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. = ..()
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status = LIGHT_EMPTY
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update(0)
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/obj/machinery/light/small/red
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bulb_colour = "#FF3232"
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no_emergency = TRUE
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nightshift_allowed = FALSE
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brightness = 1
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bulb_power = 0.8
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/obj/machinery/light/small/blacklight
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bulb_colour = "#A700FF"
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nightshift_allowed = FALSE
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brightness = 1
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bulb_power = 0.9
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/obj/machinery/light/Move()
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if(status != LIGHT_BROKEN)
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break_light_tube(1)
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return ..()
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// create a new lighting fixture
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/obj/machinery/light/Initialize(mapload)
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. = ..()
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if(!mapload) //sync up nightshift lighting for player made lights
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var/area/A = get_area(src)
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var/obj/machinery/power/apc/temp_apc = A.get_apc()
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nightshift_enabled = temp_apc?.nightshift_lights
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if(start_with_cell && !no_emergency)
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cell = new/obj/item/stock_parts/cell/emergency_light(src)
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RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, .proc/on_light_eater)
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AddElement(/datum/element/atmos_sensitive, mapload)
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/light/LateInitialize()
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. = ..()
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switch(fitting)
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if("tube")
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brightness = 8
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if(prob(2))
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break_light_tube(1)
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if("bulb")
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brightness = 4
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if(prob(5))
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break_light_tube(1)
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addtimer(CALLBACK(src, .proc/update, 0), 1)
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/obj/machinery/light/Destroy()
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var/area/A = get_area(src)
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if(A)
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on = FALSE
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// A.update_lights()
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/update_icon_state()
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switch(status) // set icon_states
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if(LIGHT_OK)
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//var/area/A = get_area(src) //SKYRAT EDIT REMOVAL
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if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE
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icon_state = "[base_state]_emergency"
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else
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icon_state = "[base_state]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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return ..()
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/obj/machinery/light/update_overlays()
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. = ..()
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if(!on || status != LIGHT_OK)
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return
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// var/area/A = get_area(src) SKYRAT EDIT REMOVAL
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if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE
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. += mutable_appearance(overlayicon, "[base_state]_emergency", layer, plane)
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return
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if(nightshift_enabled)
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. += mutable_appearance(overlayicon, "[base_state]_nightshift", layer, plane)
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return
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. += mutable_appearance(overlayicon, base_state, layer, plane)
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//SKYRAT EDIT ADDITION BEGIN - AESTHETICS
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#define LIGHT_ON_DELAY_UPPER 3 SECONDS
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#define LIGHT_ON_DELAY_LOWER 1 SECONDS
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//SKYRAT EDIT END
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(trigger = TRUE, instant = FALSE, play_sound = TRUE) //SKYRAT EDIT CHANGE
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switch(status)
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if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
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on = FALSE
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emergency_mode = FALSE
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if(on)
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/* SKYRAT EDIT ORIGINAL
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var/BR = brightness
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var/PO = bulb_power
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var/CO = bulb_colour
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if(color)
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CO = color
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var/area/A = get_area(src)
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if (A?.fire)
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CO = bulb_emergency_colour
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else if (nightshift_enabled)
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BR = nightshift_brightness
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PO = nightshift_light_power
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if(!color)
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CO = nightshift_light_color
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var/matching = light && BR == light.light_range && PO == light.light_power && CO == light.light_color
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if(!matching)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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explode()
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else if( prob( min(60, (switchcount**2)*0.01) ) )
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if(trigger)
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burn_out()
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else
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use_power = ACTIVE_POWER_USE
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set_light(BR, PO, CO)
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*/
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//SKYRAT EDIT CHANGE BEGIN - AESTHETICS
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if(instant)
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turn_on(trigger, play_sound)
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else if(maploaded)
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turn_on(trigger, play_sound)
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maploaded = FALSE
|
|
else if(!turning_on)
|
|
turning_on = TRUE
|
|
addtimer(CALLBACK(src, .proc/turn_on, trigger, play_sound), rand(LIGHT_ON_DELAY_LOWER, LIGHT_ON_DELAY_UPPER))
|
|
//SKYRAT EDIT END
|
|
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_appearance()
|
|
|
|
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)
|
|
|
|
//SKYRAT EDIT ADDITION BEGIN - AESTHETICS
|
|
#undef LIGHT_ON_DELAY_UPPER
|
|
#undef LIGHT_ON_DELAY_LOWER
|
|
//SKYRAT EDIT END
|
|
|
|
/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)]%."
|
|
|
|
//SKYRAT EDIT ADDITION
|
|
if(constant_flickering)
|
|
. += span_danger("The lighting ballast appears to be damaged, this could be fixed with a multitool.")
|
|
//SKYRAT EDIT END
|
|
|
|
|
|
// 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)
|
|
return //SKYRAT EDIT ADDITION - Fix Light Replacer
|
|
|
|
//SKYRAT EDIT ADDITION
|
|
if(istype(W, /obj/item/multitool) && constant_flickering)
|
|
to_chat(user, span_notice("You start repairing the ballast of [src] with [W]."))
|
|
if(do_after(user, 2 SECONDS, src))
|
|
stop_flickering()
|
|
to_chat(user, span_notice("You repair the ballast of [src]!"))
|
|
return
|
|
|
|
//SKYRAT EDTI END
|
|
|
|
// attempt to insert light
|
|
else if(istype(W, /obj/item/light))
|
|
if(status == LIGHT_OK)
|
|
to_chat(user, span_warning("There is a [fitting] already inserted!"))
|
|
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_notice("You replace [L]."))
|
|
else
|
|
to_chat(user, span_notice("You insert [L]."))
|
|
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_warning("This type of light requires a [fitting]!"))
|
|
|
|
// 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_notice("[user.name] opens [src]'s casing."), \
|
|
span_notice("You open [src]'s casing."), span_hear("You hear a noise."))
|
|
deconstruct()
|
|
else
|
|
to_chat(user, span_userdanger("You stick \the [W] into the light socket!"))
|
|
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.take_damage(newlight.max_integrity * 0.5, sound_effect=FALSE)
|
|
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(!QDELETED(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 || constant_flickering //SKYRAT EDIT CHANGE
|
|
|
|
// 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)
|
|
//SKYRAT EDIT ADDITION BEGIN
|
|
if(isnull(A))
|
|
return FALSE
|
|
//SKYRAT EDIT END
|
|
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_warning("[src] short-circuits from too powerful of a power cell!"))
|
|
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(FALSE, TRUE) //SKYRAT EDIT CHANGE
|
|
sleep(rand(5, 15))
|
|
on = (status == LIGHT_OK)
|
|
update(FALSE, TRUE) //SKYRAT EDIT CHANGE
|
|
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_notice("Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"]."))
|
|
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, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, span_warning("There is no [fitting] in this light!"))
|
|
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/obj/item/organ/stomach/maybe_stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
|
|
if(istype(maybe_stomach, /obj/item/organ/stomach/ethereal))
|
|
var/obj/item/organ/stomach/ethereal/stomach = maybe_stomach
|
|
if(stomach.drain_time > world.time)
|
|
return
|
|
to_chat(H, span_notice("You start channeling some power through the [fitting] into your body."))
|
|
stomach.drain_time = world.time + LIGHT_DRAIN_TIME
|
|
if(do_after(user, LIGHT_DRAIN_TIME, target = src))
|
|
if(istype(stomach))
|
|
to_chat(H, span_notice("You receive some charge from the [fitting]."))
|
|
stomach.adjust_charge(LIGHT_POWER_GAIN)
|
|
else
|
|
to_chat(H, span_warning("You can't receive charge from the [fitting]!"))
|
|
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_notice("You remove the light [fitting]."))
|
|
else if(istype(user) && user.dna.check_mutation(TK))
|
|
to_chat(user, span_notice("You telekinetically remove the light [fitting]."))
|
|
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_notice("You feel like you're burning, but you can push through."))
|
|
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_notice("You manage to remove the light [fitting], shattering it in process."))
|
|
break_light_tube()
|
|
else
|
|
to_chat(user, span_warning("You try to remove the light [fitting], but you burn your hand on it!"))
|
|
return
|
|
else
|
|
to_chat(user, span_notice("You remove the light [fitting]."))
|
|
// 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_warning("There is no [fitting] in this light!"))
|
|
return
|
|
|
|
to_chat(user, span_notice("You telekinetically remove the light [fitting]."))
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/light/light_tube = drop_light_tube()
|
|
return light_tube.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, 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 heated
|
|
|
|
/obj/machinery/light/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
|
|
return exposed_temperature > 673
|
|
|
|
/obj/machinery/light/atmos_expose(datum/gas_mixture/air, exposed_temperature)
|
|
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
|
|
break_light_tube() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(src, light_impact_range = 2, flash_range = -1)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
/obj/machinery/light/proc/on_light_eater(obj/machinery/light/source, datum/light_eater)
|
|
SIGNAL_HANDLER
|
|
. = COMPONENT_BLOCK_LIGHT_EATER
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
var/obj/item/light/tube = drop_light_tube()
|
|
tube?.burn()
|
|
return
|
|
|
|
// 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_suicide("[user] begins to stab [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
return BRUTELOSS
|
|
else
|
|
user.visible_message(span_suicide("[user] begins to eat \the [src]! It looks like [user.p_theyre()] not very bright!"))
|
|
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
|
|
custom_price = PAYCHECK_EASY * 0.5
|
|
|
|
/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
|
|
custom_price = PAYCHECK_EASY * 0.4
|
|
|
|
/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()
|
|
. = ..()
|
|
create_reagents(LIGHT_REAGENT_CAPACITY, INJECTABLE | DRAINABLE)
|
|
AddComponent(/datum/component/caltrop, min_damage = force)
|
|
update()
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = .proc/on_entered,
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/item/light/proc/on_entered(datum/source, atom/movable/AM)
|
|
SIGNAL_HANDLER
|
|
if(!isliving(AM))
|
|
return
|
|
var/mob/living/L = AM
|
|
if(!(L.movement_type & (FLYING|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()
|
|
|
|
/obj/item/light/create_reagents(max_vol, flags)
|
|
. = ..()
|
|
RegisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), .proc/on_reagent_change)
|
|
RegisterSignal(reagents, COMSIG_PARENT_QDELETING, .proc/on_reagents_del)
|
|
|
|
/**
|
|
* Handles rigging the cell if it contains enough plasma.
|
|
*/
|
|
/obj/item/light/proc/on_reagent_change(datum/reagents/holder, ...)
|
|
SIGNAL_HANDLER
|
|
rigged = (reagents.has_reagent(/datum/reagent/toxin/plasma, LIGHT_REAGENT_CAPACITY)) ? TRUE : FALSE //has_reagent returns the reagent datum, we don't want to hold a reference to prevent hard dels
|
|
return NONE
|
|
|
|
/**
|
|
* Handles the reagent holder datum being deleted for some reason. Probably someone making pizza lights.
|
|
*/
|
|
/obj/item/light/proc/on_reagents_del(datum/reagents/holder)
|
|
SIGNAL_HANDLER
|
|
UnregisterSignal(holder, list(
|
|
COMSIG_PARENT_QDELETING,
|
|
COMSIG_REAGENTS_NEW_REAGENT,
|
|
COMSIG_REAGENTS_ADD_REAGENT,
|
|
COMSIG_REAGENTS_REM_REAGENT,
|
|
COMSIG_REAGENTS_DEL_REAGENT,
|
|
))
|
|
return NONE
|
|
|
|
#undef LIGHT_REAGENT_CAPACITY
|
|
|
|
/obj/item/light/attack(mob/living/M, mob/living/user, def_zone)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/light/attack_obj(obj/O, mob/living/user, params)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
visible_message(span_danger("[src] shatters."),span_hear("You hear a small glass object shatter."))
|
|
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"
|
|
|
|
// -------- Directional presets
|
|
// The directions are backwards on the lights we have now
|
|
/obj/machinery/light/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Broken tube
|
|
/obj/machinery/light/broken/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/broken/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/broken/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/broken/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Tube construct
|
|
/obj/structure/light_construct/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/light_construct/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/structure/light_construct/directional/east
|
|
dir = EAST
|
|
|
|
/obj/structure/light_construct/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Tube frames
|
|
/obj/machinery/light/built/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/built/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/built/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/built/directional/west
|
|
dir = WEST
|
|
|
|
// ---- No nightlight tubes
|
|
/obj/machinery/light/no_nightlight/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/no_nightlight/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/no_nightlight/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/no_nightlight/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Warm light tubes
|
|
/obj/machinery/light/warm/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/warm/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/warm/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/warm/directional/west
|
|
dir = WEST
|
|
|
|
// ---- No nightlight warm light tubes
|
|
/obj/machinery/light/warm/no_nightlight/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/warm/no_nightlight/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/warm/no_nightlight/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/warm/no_nightlight/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Cold light tubes
|
|
/obj/machinery/light/cold/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/cold/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/cold/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/cold/directional/west
|
|
dir = WEST
|
|
|
|
// ---- No nightlight cold light tubes
|
|
/obj/machinery/light/cold/no_nightlight/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/cold/no_nightlight/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/cold/no_nightlight/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/cold/no_nightlight/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Red tubes
|
|
/obj/machinery/light/red/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/red/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/red/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/red/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Blacklight tubes
|
|
/obj/machinery/light/blacklight/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/blacklight/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/blacklight/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/blacklight/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Dim tubes
|
|
/obj/machinery/light/dim/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/dim/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/dim/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/dim/directional/west
|
|
dir = WEST
|
|
|
|
|
|
// -------- Bulb lights
|
|
/obj/machinery/light/small/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/small/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/small/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/small/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Bulb construct
|
|
/obj/structure/light_construct/small/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/structure/light_construct/small/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/structure/light_construct/small/directional/east
|
|
dir = EAST
|
|
|
|
/obj/structure/light_construct/small/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Bulb frames
|
|
/obj/machinery/light/small/built/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/small/built/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/small/built/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/small/built/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Broken bulbs
|
|
/obj/machinery/light/small/broken/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/small/broken/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/small/broken/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/small/broken/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Red bulbs
|
|
/obj/machinery/light/small/red/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/small/red/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/small/red/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/small/red/directional/west
|
|
dir = WEST
|
|
|
|
// ---- Blacklight bulbs
|
|
/obj/machinery/light/small/blacklight/directional/north
|
|
dir = NORTH
|
|
|
|
/obj/machinery/light/small/blacklight/directional/south
|
|
dir = SOUTH
|
|
|
|
/obj/machinery/light/small/blacklight/directional/east
|
|
dir = EAST
|
|
|
|
/obj/machinery/light/small/blacklight/directional/west
|
|
dir = WEST
|
|
|
|
#undef LIGHT_DRAIN_TIME
|
|
#undef LIGHT_POWER_GAIN
|