Files
Bubberstation/code/game/objects/items/rcd/RLD.dm
Useroth 7bb2f5055e [MIRROR] 81182 81367 81399 (#26492)
* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182)

[Converts all manual extraction of rbg with rgb2num. It's just
better](ae798eabd5)

[Yanks out old HSV management, replaces it with list
stuff](4997e86051)

There's this old lummy era clunky code that passed HSV as text

We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc

So let's just do that.

Also, cleans up spraytan code (and ethereal lighting)

Code better

* Refactors fire overlays once again to make it not get stuck so often (#81367)

Maybe finally fixes #77701

A big reason why this kept happening is because fire uses standing
overlays. But fire isn't managed by mobs anymore. Meaning in some
situations, fire can cease to exist but the overlay can still be on the
mob. So it gets stuck.

So like, why use standing overlays anymore? We can just hook
`update_overlays` signal.
Isn't that neat.

🆑 Melbert
refactor: Fire effects get added to mobs in a different way now. Maybe
it will get stuck less. Report any oddities.
/🆑

* Fix Flaky Failure From Fire  (#81399)

## About The Pull Request

Closes #81396 , Closes #81391 , Closes #81403, Closes #81402

I don't know why but I thought this proc was only called once, when the
mob entered the turf. That was silly.

And going back at it, I'm not entirely sure why I tied
`TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like
it originally was.

While going back over this, I cleaned up the proc a bit. 

## Changelog

Not necessary

* There we go?

* Bruh moment

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-12 19:03:58 -05:00

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// RAPID LIGHTING DEVICE
// modes of operation
#define GLOW_MODE 1
#define LIGHT_MODE 2
#define REMOVE_MODE 3
// operation costs
#define LIGHT_TUBE_COST 10
#define FLOOR_LIGHT_COST 15
#define GLOW_STICK_COST 5
#define DECONSTRUCT_COST 10
//operation delays
#define BUILD_DELAY 10
#define REMOVE_DELAY 15
/obj/item/construction/rld
name = "Rapid Lighting Device"
desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld"
worn_icon_state = "RPD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 200
max_matter = 200
slot_flags = ITEM_SLOT_BELT
has_ammobar = TRUE
ammo_sections = 6
banned_upgrades = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
/// mode of operation see above defines
var/mode = LIGHT_MODE
///reference to thr original icons
var/static/list/original_options = list(
"Color Pick" = icon(icon = 'icons/hud/radial.dmi', icon_state = "omni"),
"Glow Stick" = icon(icon = 'icons/obj/lighting.dmi', icon_state = "glowstick"),
"Deconstruct" = icon(icon = 'icons/obj/tools.dmi', icon_state = "wrench"),
"Light Fixture" = icon(icon = 'icons/obj/lighting.dmi', icon_state = "ltube"),
)
///will contain the original icons modified with the color choice
var/list/display_options = list()
var/color_choice = "#ffffff"
/obj/item/construction/rld/Initialize(mapload)
. = ..()
for(var/option in original_options)
display_options[option] = icon(original_options[option])
/obj/item/construction/rld/attack_self(mob/user)
. = ..()
if((upgrade & RCD_UPGRADE_SILO_LINK) && display_options["Silo Link"] == null) //silo upgrade instaled but option was not updated then update it just one
display_options["Silo Link"] = icon(icon = 'icons/obj/machines/ore_silo.dmi', icon_state = "silo")
var/choice = show_radial_menu(user, src, display_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
if(!choice)
return
switch(choice)
if("Light Fixture")
mode = LIGHT_MODE
to_chat(user, span_notice("You change RLD's mode to 'Permanent Light Construction'."))
if("Glow Stick")
mode = GLOW_MODE
to_chat(user, span_notice("You change RLD's mode to 'Light Launcher'."))
if("Color Pick")
var/new_choice = input(user,"","Choose Color",color_choice) as color
if(new_choice == null)
return
var/list/new_rgb = rgb2num(new_choice)
for(var/option in original_options)
if(option == "Color Pick" || option == "Deconstruct" || option == "Silo Link")
continue
var/icon/icon = icon(original_options[option])
icon.SetIntensity(new_rgb[1]/255, new_rgb[2]/255, new_rgb[3]/255) //apply new scale
display_options[option] = icon
color_choice = new_choice
if("Deconstruct")
mode = REMOVE_MODE
to_chat(user, span_notice("You change RLD's mode to 'Deconstruct'."))
else
toggle_silo(user)
/obj/item/construction/rld/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
var/turf/start = get_turf(src)
switch(mode)
if(REMOVE_MODE)
if(!istype(A, /obj/machinery/light/))
return FALSE
//resource sanity checks before & after delay
if(!checkResource(DECONSTRUCT_COST, user))
return FALSE
var/beam = user.Beam(A,icon_state="light_beam", time = 15)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
if(!do_after(user, REMOVE_DELAY, target = A))
qdel(beam)
return FALSE
if(!checkResource(DECONSTRUCT_COST, user))
return FALSE
if(!useResource(DECONSTRUCT_COST, user))
return FALSE
activate()
qdel(A)
return TRUE
if(LIGHT_MODE)
//resource sanity checks before & after delay
var/cost = iswallturf(A) ? LIGHT_TUBE_COST : FLOOR_LIGHT_COST
if(!checkResource(cost, user))
return FALSE
var/beam = user.Beam(A,icon_state="light_beam", time = BUILD_DELAY)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
playsound(loc, 'sound/effects/light_flicker.ogg', 50, FALSE)
if(!do_after(user, BUILD_DELAY, target = A))
qdel(beam)
return FALSE
if(!checkResource(cost, user))
return FALSE
if(iswallturf(A))
var/turf/open/winner = null
var/winning_dist = null
var/skip = FALSE
for(var/direction in GLOB.cardinals)
var/turf/C = get_step(A, direction)
//turf already has a light
skip = FALSE
for(var/obj/machinery/light/dupe in C)
if(istype(dupe, /obj/machinery/light))
skip = TRUE
break
if(skip)
continue
//can't put a light here
if(!(isspaceturf(C) || TURF_SHARES(C)))
continue
//find turf closest to our player
var/x0 = C.x
var/y0 = C.y
var/contender = CHEAP_HYPOTENUSE(start.x, start.y, x0, y0)
if(!winner)
winner = C
winning_dist = contender
else if(contender < winning_dist) // lower is better
winner = C
winning_dist = contender
if(!winner)
balloon_alert(user, "no valid target!")
return FALSE
if(!useResource(cost, user))
return FALSE
activate()
var/obj/machinery/light/L = new /obj/machinery/light(get_turf(winner))
L.setDir(get_dir(winner, A))
L.color = color_choice
L.set_light_color(color_choice)
return TRUE
if(isfloorturf(A))
var/turf/target = get_turf(A)
for(var/obj/machinery/light/floor/dupe in target)
if(istype(dupe))
return FALSE
if(!useResource(cost, user))
return FALSE
activate()
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(target)
FL.color = color_choice
FL.set_light_color(color_choice)
return TRUE
if(GLOW_MODE)
if(!useResource(GLOW_STICK_COST, user))
return FALSE
activate()
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.set_light_color(G.color)
G.throw_at(A, 9, 3, user)
G.light_on = TRUE
G.update_brightness()
return TRUE
/obj/item/construction/rld/mini
name = "mini-rapid-light-device"
desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 100
max_matter = 100
#undef LIGHT_TUBE_COST
#undef FLOOR_LIGHT_COST
#undef GLOW_STICK_COST
#undef DECONSTRUCT_COST
#undef BUILD_DELAY
#undef REMOVE_DELAY
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE