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Bubberstation/code/modules/power/lighting/light_construct.dm
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SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00

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/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_type = /datum/armor/structure_light_construct
///Light construction stage (LIGHT_CONSTRUCT_EMPTY, LIGHT_CONSTRUCT_WIRED, LIGHT_CONSTRUCT_CLOSED)
var/stage = LIGHT_CONSTRUCT_EMPTY
///Type of fixture for icon state
var/fixture_type = "tube"
///Amount of sheets gained on deconstruction
var/sheets_refunded = 2
///Reference for light object
var/obj/machinery/light/new_light = null
///Reference for the internal cell
var/obj/item/stock_parts/power_store/cell
///Can we support a cell?
var/cell_connectors = TRUE
/datum/armor/structure_light_construct
melee = 50
bullet = 10
laser = 10
fire = 80
acid = 50
/obj/structure/light_construct/Initialize(mapload)
. = ..()
if(mapload && !find_and_hang_on_atom(mark_for_late_init = TRUE))
return INITIALIZE_HINT_LATELOAD
/obj/structure/light_construct/LateInitialize()
find_and_hang_on_atom(late_init = TRUE)
/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(LIGHT_CONSTRUCT_EMPTY)
. += span_notice("It's an empty frame with no wires.")
if(LIGHT_CONSTRUCT_WIRED)
. += span_notice("It is wired, but the bolts are not screwed in.")
if(LIGHT_CONSTRUCT_CLOSED)
. += span_notice("The casing is closed.")
if(cell_connectors)
if(cell)
. += span_notice("You see [cell] inside the casing.")
else
. += span_notice("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)
return
user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
user.put_in_hands(cell)
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/power_store/cell_reference = cell
cell = null
cell_reference.forceMove(drop_location())
return cell_reference.attack_tk(user)
/obj/structure/light_construct/attackby(obj/item/tool, mob/user, list/modifiers, list/attack_modifiers)
add_fingerprint(user)
if(istype(tool, /obj/item/stock_parts/power_store/cell))
if(!cell_connectors)
to_chat(user, span_warning("This [name] can't support a power cell!"))
return
if(HAS_TRAIT(tool, TRAIT_NODROP))
to_chat(user, span_warning("[tool] is stuck to your hand!"))
return
if(cell)
to_chat(user, span_warning("There is a power cell already installed!"))
return
if(user.temporarilyRemoveItemFromInventory(tool))
user.visible_message(span_notice("[user] hooks up [tool] to [src]."), \
span_notice("You add [tool] to [src]."))
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
tool.forceMove(src)
cell = tool
add_fingerprint(user)
return
if(istype(tool, /obj/item/light))
to_chat(user, span_warning("This [name] isn't finished being setup!"))
return
switch(stage)
if(LIGHT_CONSTRUCT_EMPTY)
if(tool.tool_behaviour == TOOL_WRENCH)
if(cell)
to_chat(user, span_warning("You have to remove the cell first!"))
return
to_chat(user, span_notice("You begin deconstructing [src]..."))
if (tool.use_tool(src, user, 30, volume=50))
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)
return
if(istype(tool, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = tool
if(coil.use(1))
icon_state = "[fixture_type]-construct-stage2"
stage = LIGHT_CONSTRUCT_WIRED
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(LIGHT_CONSTRUCT_WIRED)
if(tool.tool_behaviour == TOOL_WRENCH)
to_chat(usr, span_warning("You have to remove the wires first!"))
return
if(tool.tool_behaviour == TOOL_WIRECUTTER)
stage = LIGHT_CONSTRUCT_EMPTY
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."))
tool.play_tool_sound(src, 100)
return
if(tool.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."))
tool.play_tool_sound(src, 75)
switch(fixture_type)
if("tube")
new_light = new /obj/machinery/light/empty(loc)
if("bulb")
new_light = new /obj/machinery/light/small/empty(loc)
if("floor")
new_light = new /obj/machinery/light/floor/empty(loc)
new_light.setDir(dir)
new_light.find_and_hang_on_atom()
transfer_fingerprints_to(new_light)
if(!QDELETED(cell))
new_light.cell = cell
cell.forceMove(new_light)
cell = null
qdel(src)
return
return ..()
/obj/structure/light_construct/blob_act(obj/structure/blob/attacking_blob)
if(attacking_blob && attacking_blob.loc == loc)
deconstruct(FALSE)
/obj/structure/light_construct/atom_deconstruct(disassembled)
new /obj/item/stack/sheet/iron(loc, sheets_refunded)
if(stage == LIGHT_CONSTRUCT_WIRED)
new /obj/item/stack/cable_coil(drop_location(), 1, "red")
/obj/structure/light_construct/small
name = "small light fixture frame"
icon_state = "bulb-construct-stage1"
fixture_type = "bulb"
sheets_refunded = 1
/obj/structure/light_construct/floor
name = "floor light fixture frame"
icon_state = "floor-construct-stage1"
fixture_type = "floor"
sheets_refunded = 1