Files
Bubberstation/code/modules/power/lighting.dm
SkyratBot 169c42a262 [MIRROR] Refactors connect_loc_behalf into a component (#7613)
* 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>
2021-08-17 20:29:11 +01:00

1275 lines
36 KiB
Plaintext

// 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 (3 MINUTES)
#define BROKEN_SPARKS_MAX (9 MINUTES)
#define LIGHT_DRAIN_TIME 25
#define LIGHT_POWER_GAIN 35
//How many reagents the lights can hold
#define LIGHT_REAGENT_CAPACITY 5
/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_warning("You cannot place [src] in this area!"))
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_danger("This casing doesn't support power cells for backup power.")
/obj/structure/light_construct/attack_hand(mob/user, list/modifiers)
if(cell)
user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
user.put_in_hands(cell)
cell.update_appearance()
cell = null
add_fingerprint(user)
/obj/structure/light_construct/attack_tk(mob/user)
if(!cell)
return
to_chat(user, span_notice("You telekinetically remove [cell]."))
var/obj/item/stock_parts/cell/cell_reference = cell
cell = null
cell_reference.forceMove(drop_location())
return cell_reference.attack_tk(user)
/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_warning("This [name] can't support a power cell!"))
return
if(HAS_TRAIT(W, TRAIT_NODROP))
to_chat(user, span_warning("[W] is stuck to your hand!"))
return
if(cell)
to_chat(user, span_warning("There is a power cell already installed!"))
else if(user.temporarilyRemoveItemFromInventory(W))
user.visible_message(span_notice("[user] hooks up [W] to [src]."), \
span_notice("You add [W] to [src]."))
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_warning("This [name] isn't finished being setup!"))
return
switch(stage)
if(1)
if(W.tool_behaviour == TOOL_WRENCH)
if(cell)
to_chat(user, span_warning("You have to remove the cell first!"))
return
else
to_chat(user, span_notice("You begin deconstructing [src]..."))
if (W.use_tool(src, user, 30, volume=50))
new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
user.visible_message(span_notice("[user.name] deconstructs [src]."), \
span_notice("You deconstruct [src]."), span_hear("You hear a ratchet."))
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_notice("[user.name] adds wires to [src]."), \
span_notice("You add wires to [src]."))
else
to_chat(user, span_warning("You need one length of cable to wire [src]!"))
return
if(2)
if(W.tool_behaviour == TOOL_WRENCH)
to_chat(usr, span_warning("You have to remove the wires first!"))
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_notice("[user.name] removes the wiring from [src]."), \
span_notice("You remove the wiring from [src]."), span_hear("You hear clicking."))
W.play_tool_sound(src, 100)
return
if(W.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message(span_notice("[user.name] closes [src]'s casing."), \
span_notice("You close [src]'s casing."), span_hear("You hear screwing."))
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/iron(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' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
var/overlayicon = 'icons/obj/lighting_overlay.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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 = "#f3fffa" // 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
/obj/machinery/light/broken
status = LIGHT_BROKEN
icon_state = "tube-broken"
/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/no_nightlight
nightshift_enabled = FALSE
/obj/machinery/light/warm
bulb_colour = "#fae5c1"
/obj/machinery/light/warm/no_nightlight
nightshift_allowed = FALSE
/obj/machinery/light/cold
bulb_colour = "#deefff"
nightshift_light_color = "#deefff"
/obj/machinery/light/cold/no_nightlight
nightshift_allowed = FALSE
/obj/machinery/light/red
bulb_colour = "#FF3232"
nightshift_allowed = FALSE
no_emergency = TRUE
brightness = 2
bulb_power = 0.7
/obj/machinery/light/blacklight
bulb_colour = "#A700FF"
nightshift_allowed = FALSE
brightness = 2
bulb_power = 0.8
/obj/machinery/light/dim
nightshift_allowed = FALSE
bulb_colour = "#FFDDCC"
bulb_power = 0.6
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb"
base_state = "bulb"
fitting = "bulb"
brightness = 4
nightshift_brightness = 4
bulb_colour = "#FFD6AA"
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/small/built
icon_state = "bulb-empty"
start_with_cell = FALSE
/obj/machinery/light/small/built/Initialize()
. = ..()
status = LIGHT_EMPTY
update(0)
/obj/machinery/light/small/red
bulb_colour = "#FF3232"
no_emergency = TRUE
nightshift_allowed = FALSE
brightness = 1
bulb_power = 0.8
/obj/machinery/light/small/blacklight
bulb_colour = "#A700FF"
nightshift_allowed = FALSE
brightness = 1
bulb_power = 0.9
/obj/machinery/light/Move()
if(status != LIGHT_BROKEN)
break_light_tube(1)
return ..()
// create a new lighting fixture
/obj/machinery/light/Initialize(mapload)
. = ..()
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)
RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, .proc/on_light_eater)
AddElement(/datum/element/atmos_sensitive, mapload)
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)
return ..()
/obj/machinery/light/update_icon_state()
switch(status) // set icon_states
if(LIGHT_OK)
//var/area/A = get_area(src) //SKYRAT EDIT REMOVAL
if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE
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"
return ..()
/obj/machinery/light/update_overlays()
. = ..()
if(!on || status != LIGHT_OK)
return
// var/area/A = get_area(src) SKYRAT EDIT REMOVAL
if(emergency_mode || firealarm) //SKYRAT EDIT CHANGE
. += mutable_appearance(overlayicon, "[base_state]_emergency", layer, plane)
return
if(nightshift_enabled)
. += mutable_appearance(overlayicon, "[base_state]_nightshift", layer, plane)
return
. += mutable_appearance(overlayicon, base_state, layer, plane)
//SKYRAT EDIT ADDITION BEGIN - AESTHETICS
#define LIGHT_ON_DELAY_UPPER 3 SECONDS
#define LIGHT_ON_DELAY_LOWER 1 SECONDS
//SKYRAT EDIT END
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = TRUE, instant = FALSE, play_sound = TRUE) //SKYRAT EDIT CHANGE
switch(status)
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(on)
/* SKYRAT EDIT ORIGINAL
var/BR = brightness
var/PO = bulb_power
var/CO = bulb_colour
if(color)
CO = color
var/area/A = get_area(src)
if (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)
*/
//SKYRAT EDIT CHANGE BEGIN - AESTHETICS
if(instant)
turn_on(trigger, play_sound)
else if(maploaded)
turn_on(trigger, play_sound)
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