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* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365) ## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@ hotmail.com> * [MDB IGNORE] Angled Lights & Lighting Prototyping Tool * Update north_star.dmm * Revert "Update north_star.dmm" This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991. * Updatepaths * Update nukie_base.dmm * Newer version of northstar with the penguins * Update northstar_cryo.dmm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: MMMiracles <lolaccount1@ hotmail.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
749 lines
25 KiB
Plaintext
749 lines
25 KiB
Plaintext
// 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'
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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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plane = GAME_PLANE_UPPER
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.02
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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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always_area_sensitive = TRUE
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light_angle = 170
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///What overlay the light should use
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var/overlay_icon = 'icons/obj/lighting_overlay.dmi'
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///base description and icon_state
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var/base_state = "tube"
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///Is the light on?
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var/on = FALSE
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///Amount of power used
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var/static_power_used = 0
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///Luminosity when on, also used in power calculation
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var/brightness = 8
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///Basically the alpha of the emitted light source
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var/bulb_power = 1
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///Default colour of the light.
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var/bulb_colour = LIGHT_COLOR_DEFAULT
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///LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/status = LIGHT_OK
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///Should we flicker?
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var/flickering = FALSE
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///The type of light item
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var/light_type = /obj/item/light/tube
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///String of the light type, used in descriptions and in examine
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var/fitting = "tube"
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///Count of number of times switched on/off, this is used to calculate the probability the light burns out
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var/switchcount = 0
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///Cell reference
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var/obj/item/stock_parts/cell/cell
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/// If TRUE, then cell is null, but one is pretending to exist.
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/// This is to defer emergency cell creation unless necessary, as it is very expensive.
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var/has_mock_cell = TRUE
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///If true, this fixture generates a very weak cell at roundstart
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var/start_with_cell = TRUE
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///Currently in night shift mode?
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var/nightshift_enabled = FALSE
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///Set to FALSE to never let this light get switched to night mode.
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var/nightshift_allowed = TRUE
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///Brightness of the nightshift light
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var/nightshift_brightness = 8
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///Alpha of the nightshift light
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var/nightshift_light_power = 0.45
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///Basecolor of the nightshift light
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var/nightshift_light_color = "#FFDDCC"
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///If true, the light is in low power mode
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var/low_power_mode = FALSE
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///If true, this light cannot ever be in low power mode
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var/no_low_power = FALSE
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///If true, overrides lights to use emergency lighting
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var/major_emergency = FALSE
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///Multiplier for this light's base brightness during a cascade
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var/bulb_major_emergency_brightness_mul = 0.75
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///Colour of the light when major emergency mode is on
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var/bulb_emergency_colour = "#ff4e4e"
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///Multiplier for this light's base brightness in low power power mode
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var/bulb_low_power_brightness_mul = 0.25
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///Determines the colour of the light while it's in low power mode
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var/bulb_low_power_colour = COLOR_VIVID_RED
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///The multiplier for determining the light's power in low power mode
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var/bulb_low_power_pow_mul = 0.75
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///The minimum value for the light's power in low power mode
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var/bulb_low_power_pow_min = 0.5
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///The Light range to use when working in fire alarm status
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var/fire_brightness = 4
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///The Light colour to use when working in fire alarm status
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var/fire_colour = COLOR_FIRE_LIGHT_RED
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///Power usage - W per unit of luminosity
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var/power_consumption_rate = 20
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/obj/machinery/light/Move()
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if(status != LIGHT_BROKEN)
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break_light_tube(TRUE)
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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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// Detect and scream about double stacked lights
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if(PERFORM_ALL_TESTS(focus_only/stacked_lights))
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var/turf/our_location = get_turf(src)
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for(var/obj/machinery/light/on_turf in our_location)
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if(on_turf == src)
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continue
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if(on_turf.dir != dir)
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continue
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stack_trace("Conflicting double stacked light [on_turf.type] found at ([our_location.x],[our_location.y],[our_location.z])")
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qdel(on_turf)
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if(!mapload) //sync up nightshift lighting for player made lights
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var/area/our_area = get_room_area(src)
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var/obj/machinery/power/apc/temp_apc = our_area.apc
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nightshift_enabled = temp_apc?.nightshift_lights
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if(!start_with_cell || no_low_power)
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has_mock_cell = FALSE
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if(is_station_level(z))
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RegisterSignal(SSdcs, COMSIG_GLOB_GREY_TIDE_LIGHT, PROC_REF(grey_tide)) //Only put the signal on station lights
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// Light projects out backwards from the dir of the light
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set_light(l_dir = turn(dir, 180))
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RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, PROC_REF(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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if(prob(2))
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break_light_tube(TRUE)
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if("bulb")
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if(prob(5))
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break_light_tube(TRUE)
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update(trigger = FALSE)
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/obj/machinery/light/Destroy()
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var/area/local_area = get_room_area(src)
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if(local_area)
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on = FALSE
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QDEL_NULL(cell)
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return ..()
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/obj/machinery/light/setDir(newdir)
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. = ..()
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set_light(l_dir = turn(dir, 180))
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// If we're adjacent to the source, we make this sorta indentation for our light to ensure it stays lit (and to make distances look right)
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// By shifting the light position we use forward a bit, towards something that isn't off by 0.5 from being in angle
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// Because angle calculation is kinda harsh it's hard to find a happy point between fulldark and fullbright for the corners behind the light. this is good enough tho
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/obj/machinery/light/get_light_offset()
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var/list/hand_back = ..()
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var/list/dir_offset = dir2offset(turn(dir, 180))
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hand_back[1] += dir_offset[1] * 0.5
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hand_back[2] += dir_offset[2] * 0.5
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return hand_back
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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/local_area = get_area(src)
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//SKYRAT EDIT BEGIN - Original
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/*
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if(low_power_mode || major_emergency || (local_area?.fire))
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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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*/
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if(low_power_mode)
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icon_state = "[base_state]_lpower"
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else if(major_emergency || (local_area?.fire))
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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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// SKYRAT EDIT END
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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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/* SKYRAT EDIT START - ORIGINAL:
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var/area/local_area = get_area(src)
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if(emergency_mode || (local_area?.fire))
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*/
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var/area/local_area = get_area(src)
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if(low_power_mode || major_emergency || (local_area?.fire)) // SKYRAT EDIT END
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. += mutable_appearance(overlay_icon, "[base_state]_emergency")
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return
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if(nightshift_enabled)
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. += mutable_appearance(overlay_icon, "[base_state]_nightshift")
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return
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. += mutable_appearance(overlay_icon, base_state)
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//SKYRAT EDIT ADDITION BEGIN - AESTHETICS
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#define LIGHT_ON_DELAY_UPPER (2 SECONDS)
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#define LIGHT_ON_DELAY_LOWER (0.25 SECONDS)
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//SKYRAT EDIT END
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// Area sensitivity is traditionally tied directly to power use, as an optimization
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// But since we want it for fire reacting, we disregard that
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/obj/machinery/light/setup_area_power_relationship()
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. = ..()
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if(!.)
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return
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var/area/our_area = get_room_area(src)
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RegisterSignal(our_area, COMSIG_AREA_FIRE_CHANGED, PROC_REF(handle_fire))
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/obj/machinery/light/on_enter_area(datum/source, area/area_to_register)
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..()
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RegisterSignal(area_to_register, COMSIG_AREA_FIRE_CHANGED, PROC_REF(handle_fire))
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handle_fire(area_to_register, area_to_register.fire)
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/obj/machinery/light/on_exit_area(datum/source, area/area_to_unregister)
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..()
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UnregisterSignal(area_to_unregister, COMSIG_AREA_FIRE_CHANGED)
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/obj/machinery/light/proc/handle_fire(area/source, new_fire)
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SIGNAL_HANDLER
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update(instant = TRUE, play_sound = FALSE) //SKYRAT EDIT CHANGE
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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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low_power_mode = FALSE
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if(on)
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/* SKYRAT EDIT ORIGINAL
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var/brightness_set = brightness
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var/power_set = bulb_power
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var/color_set = bulb_colour
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if(color)
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color_set = color
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if(reagents)
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START_PROCESSING(SSmachines, src)
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var/area/local_area =get_room_area(src)
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if (local_area?.fire)
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color_set = fire_colour
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brightness_set = fire_brightness
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else if (nightshift_enabled)
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brightness_set = nightshift_brightness
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power_set = nightshift_light_power
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if(!color)
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color_set = nightshift_light_color
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else if (major_emergency)
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color_set = bulb_low_power_colour
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brightness_set = brightness * bulb_major_emergency_brightness_mul
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var/matching = light && brightness_set == light.light_range && power_set == light.light_power && color_set == light.light_color
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if(!matching)
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switchcount++
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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(
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l_range = brightness_set,
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l_power = power_set,
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l_color = color_set
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)
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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
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else if(!turning_on)
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turning_on = TRUE
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addtimer(CALLBACK(src, PROC_REF(turn_on), trigger, play_sound), rand(LIGHT_ON_DELAY_LOWER, LIGHT_ON_DELAY_UPPER))
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//SKYRAT EDIT END
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else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
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use_power = IDLE_POWER_USE
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low_power_mode = TRUE
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START_PROCESSING(SSmachines, src)
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else
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use_power = IDLE_POWER_USE
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set_light(l_range = 0)
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update_appearance()
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update_current_power_usage()
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broken_sparks(start_only=TRUE)
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//SKYRAT EDIT ADDITION BEGIN - AESTHETICS
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#undef LIGHT_ON_DELAY_UPPER
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#undef LIGHT_ON_DELAY_LOWER
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//SKYRAT EDIT END
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/obj/machinery/light/update_current_power_usage()
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if(!on && static_power_used > 0) //Light is off but still powered
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removeStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT)
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static_power_used = 0
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else if(on) //Light is on, just recalculate usage
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var/static_power_used_new = 0
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var/area/local_area = get_room_area(src)
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if (nightshift_enabled && !local_area?.fire)
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static_power_used_new = nightshift_brightness * nightshift_light_power * power_consumption_rate
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else
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static_power_used_new = brightness * bulb_power * power_consumption_rate
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if(static_power_used != static_power_used_new) //Consumption changed - update
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removeStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT)
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static_power_used = static_power_used_new
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addStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT)
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/obj/machinery/light/update_atom_colour()
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..()
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update()
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/obj/machinery/light/proc/broken_sparks(start_only=FALSE)
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if(!QDELETED(src) && status == LIGHT_BROKEN && has_power() && MC_RUNNING())
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if(!start_only)
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do_sparks(3, TRUE, src)
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var/delay = rand(BROKEN_SPARKS_MIN, BROKEN_SPARKS_MAX)
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addtimer(CALLBACK(src, PROC_REF(broken_sparks)), delay, TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
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/obj/machinery/light/process(seconds_per_tick)
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if(has_power()) //If the light is being powered by the station.
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if(cell)
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if(cell.charge == cell.maxcharge && !reagents) //If the cell is done mooching station power, and reagents don't need processing, stop processing
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return PROCESS_KILL
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cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
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if(reagents) //with most reagents coming out at 300, and with most meaningful reactions coming at 370+, this rate gives a few seconds of time to place it in and get out of dodge regardless of input.
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reagents.adjust_thermal_energy(8 * reagents.total_volume * SPECIFIC_HEAT_DEFAULT * seconds_per_tick)
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reagents.handle_reactions()
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if(low_power_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
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update(FALSE) //Disables emergency mode and sets the color to normal
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/obj/machinery/light/proc/burn_out()
|
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if(status == LIGHT_OK)
|
|
status = LIGHT_BURNED
|
|
icon_state = "[base_state]-burned"
|
|
on = FALSE
|
|
set_light(l_range = 0)
|
|
|
|
// attempt to set the light's on/off status
|
|
// will not switch on if broken/burned/empty
|
|
/obj/machinery/light/proc/set_on(turn_on)
|
|
on = (turn_on && status == LIGHT_OK)
|
|
update()
|
|
|
|
/obj/machinery/light/get_cell()
|
|
if (has_mock_cell)
|
|
cell = new /obj/item/stock_parts/cell/emergency_light(src)
|
|
has_mock_cell = FALSE
|
|
|
|
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 || has_mock_cell)
|
|
. += "Its backup power charge meter reads [has_mock_cell ? 100 : 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/tool, mob/living/user, params)
|
|
// attempt to insert light
|
|
if(istype(tool, /obj/item/light))
|
|
if(status == LIGHT_OK)
|
|
to_chat(user, span_warning("There is a [fitting] already inserted!"))
|
|
return
|
|
add_fingerprint(user)
|
|
var/obj/item/light/light_object = tool
|
|
if(!istype(light_object, light_type))
|
|
to_chat(user, span_warning("This type of light requires a [fitting]!"))
|
|
return
|
|
if(!user.temporarilyRemoveItemFromInventory(light_object))
|
|
return
|
|
|
|
add_fingerprint(user)
|
|
if(status != LIGHT_EMPTY)
|
|
drop_light_tube(user)
|
|
to_chat(user, span_notice("You replace [light_object]."))
|
|
else
|
|
to_chat(user, span_notice("You insert [light_object]."))
|
|
if(length(light_object.reagents.reagent_list))
|
|
create_reagents(LIGHT_REAGENT_CAPACITY, SEALED_CONTAINER | TRANSPARENT)
|
|
light_object.reagents.trans_to(reagents, LIGHT_REAGENT_CAPACITY)
|
|
status = light_object.status
|
|
switchcount = light_object.switchcount
|
|
brightness = light_object.brightness
|
|
on = has_power()
|
|
update()
|
|
|
|
qdel(light_object)
|
|
|
|
return
|
|
|
|
// attempt to stick weapon into light socket
|
|
if(status != LIGHT_EMPTY)
|
|
return ..()
|
|
if(tool.tool_behaviour == TOOL_SCREWDRIVER) //If it's a screwdriver open it.
|
|
tool.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()
|
|
return
|
|
to_chat(user, span_userdanger("You stick \the [tool] into the light socket!"))
|
|
if(has_power() && (tool.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)
|
|
|
|
/obj/machinery/light/deconstruct(disassembled = TRUE)
|
|
if(flags_1 & NODECONSTRUCT_1)
|
|
qdel(src)
|
|
return
|
|
var/obj/structure/light_construct/new_light = null
|
|
var/current_stage = 2
|
|
if(!disassembled)
|
|
current_stage = 1
|
|
switch(fitting)
|
|
if("tube")
|
|
new_light = new /obj/structure/light_construct(loc)
|
|
new_light.icon_state = "tube-construct-stage[current_stage]"
|
|
|
|
if("bulb")
|
|
new_light = new /obj/structure/light_construct/small(loc)
|
|
new_light.icon_state = "bulb-construct-stage[current_stage]"
|
|
new_light.setDir(dir)
|
|
new_light.stage = current_stage
|
|
if(!disassembled)
|
|
new_light.take_damage(new_light.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(new_light)
|
|
|
|
var/obj/item/stock_parts/cell/real_cell = get_cell()
|
|
if(!QDELETED(real_cell))
|
|
new_light.cell = real_cell
|
|
real_cell.forceMove(new_light)
|
|
cell = null
|
|
qdel(src)
|
|
|
|
/obj/machinery/light/attacked_by(obj/item/attacking_object, mob/living/user)
|
|
..()
|
|
if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
|
|
return
|
|
if(!on || !(attacking_object.flags_1 & CONDUCT_1))
|
|
return
|
|
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(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/local_area = get_room_area(src)
|
|
return !local_area.lightswitch && local_area.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/local_area =get_room_area(src)
|
|
//SKYRAT EDIT ADDITION BEGIN
|
|
if(isnull(local_area))
|
|
return FALSE
|
|
//SKYRAT EDIT END
|
|
return local_area.lightswitch && local_area.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(power_usage_amount)
|
|
if(no_low_power || (!cell && !has_mock_cell))
|
|
return FALSE
|
|
if (has_mock_cell)
|
|
return status == LIGHT_OK
|
|
if(power_usage_amount ? cell.charge >= power_usage_amount : cell.charge)
|
|
return status == LIGHT_OK
|
|
return FALSE
|
|
|
|
// 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(power_usage_amount = LIGHT_EMERGENCY_POWER_USE)
|
|
if(!has_emergency_power(power_usage_amount))
|
|
return FALSE
|
|
var/obj/item/stock_parts/cell/real_cell = get_cell()
|
|
if(real_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
|
|
real_cell.use(power_usage_amount)
|
|
set_light(
|
|
l_range = brightness * bulb_low_power_brightness_mul,
|
|
l_power = max(bulb_low_power_pow_min, bulb_low_power_pow_mul * (real_cell.charge / real_cell.maxcharge)),
|
|
l_color = bulb_low_power_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 in 1 to amount)
|
|
if(status != LIGHT_OK || !has_power())
|
|
break
|
|
on = !on
|
|
update(FALSE, TRUE) //SKYRAT EDIT CHANGE
|
|
sleep(rand(5, 15))
|
|
if(has_power())
|
|
on = (status == LIGHT_OK)
|
|
else
|
|
on = FALSE
|
|
update(FALSE, TRUE) // SKYRAT EDIT CHANGE
|
|
. = TRUE //did we actually flicker?
|
|
flickering = FALSE
|
|
|
|
// ai attack - make lights flicker, because why not
|
|
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
no_low_power = !no_low_power
|
|
to_chat(user, span_notice("Emergency lights for this fixture have been [no_low_power ? "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)
|
|
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)
|
|
return
|
|
|
|
var/protected = FALSE
|
|
|
|
if(istype(user))
|
|
var/obj/item/organ/internal/stomach/maybe_stomach = user.get_organ_slot(ORGAN_SLOT_STOMACH)
|
|
if(istype(maybe_stomach, /obj/item/organ/internal/stomach/ethereal))
|
|
var/obj/item/organ/internal/stomach/ethereal/stomach = maybe_stomach
|
|
if(stomach.drain_time > world.time)
|
|
return
|
|
to_chat(user, span_notice("You start channeling some power through the [fitting] into your body."))
|
|
stomach.drain_time = world.time + LIGHT_DRAIN_TIME
|
|
while(do_after(user, LIGHT_DRAIN_TIME, target = src))
|
|
stomach.drain_time = world.time + LIGHT_DRAIN_TIME
|
|
if(istype(stomach))
|
|
to_chat(user, span_notice("You receive some charge from the [fitting]."))
|
|
stomach.adjust_charge(LIGHT_POWER_GAIN)
|
|
else
|
|
to_chat(user, span_warning("You can't receive charge from the [fitting]!"))
|
|
return
|
|
|
|
if(user.gloves)
|
|
var/obj/item/clothing/gloves/electrician_gloves = user.gloves
|
|
if(electrician_gloves.max_heat_protection_temperature && electrician_gloves.max_heat_protection_temperature > 360)
|
|
protected = TRUE
|
|
else
|
|
protected = TRUE
|
|
|
|
if(protected || 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(/datum/mutation/human/telekinesis))
|
|
to_chat(user, span_notice("You telekinetically remove the light [fitting]."))
|
|
else
|
|
var/obj/item/bodypart/affecting = user.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
|
|
if(affecting?.receive_damage( 0, 5 )) // 5 burn damage
|
|
user.update_damage_overlays()
|
|
if(HAS_TRAIT(user, TRAIT_LIGHTBULB_REMOVER))
|
|
to_chat(user, span_notice("You feel your [affecting] burning, and the light beginning to budge."))
|
|
if(!do_after(user, 5 SECONDS, target = src))
|
|
return
|
|
if(affecting?.receive_damage( 0, 10 )) // 10 more burn damage
|
|
user.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
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
drop_light_tube(user)
|
|
|
|
/obj/machinery/light/proc/set_major_emergency_light()
|
|
major_emergency = TRUE
|
|
update()
|
|
|
|
/obj/machinery/light/proc/unset_major_emergency_light()
|
|
major_emergency = FALSE
|
|
update()
|
|
|
|
/obj/machinery/light/proc/drop_light_tube(mob/user)
|
|
var/obj/item/light/light_object = new light_type()
|
|
if(reagents)
|
|
reagents.trans_to(light_object.reagents, LIGHT_REAGENT_CAPACITY)
|
|
QDEL_NULL(reagents)
|
|
light_object.status = status
|
|
light_object.brightness = brightness
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
light_object.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
light_object.update_appearance()
|
|
light_object.forceMove(loc)
|
|
|
|
if(user) //puts it in our active hand
|
|
light_object.add_fingerprint(user)
|
|
user.put_in_active_hand(light_object)
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
return light_object
|
|
|
|
/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 = FALSE)
|
|
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(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/local_area =get_room_area(src)
|
|
set_on(local_area.lightswitch && local_area.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()
|
|
|
|
/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
|
|
|
|
/obj/machinery/light/proc/grey_tide(datum/source, list/grey_tide_areas)
|
|
SIGNAL_HANDLER
|
|
|
|
for(var/area_type in grey_tide_areas)
|
|
if(!istype(get_area(src), area_type))
|
|
continue
|
|
INVOKE_ASYNC(src, PROC_REF(flicker))
|
|
|
|
/obj/machinery/light/floor
|
|
name = "floor light"
|
|
desc = "A lightbulb you can walk on without breaking it, amazing."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
base_state = "floor" // base description and icon_state
|
|
icon_state = "floor"
|
|
brightness = 4
|
|
light_angle = 360
|
|
layer = LOW_OBJ_LAYER
|
|
plane = FLOOR_PLANE
|
|
light_type = /obj/item/light/bulb
|
|
fitting = "bulb"
|
|
nightshift_brightness = 3
|
|
fire_brightness = 2
|
|
|
|
/obj/machinery/light/floor/get_light_offset()
|
|
return list(0, 0)
|
|
|
|
/obj/machinery/light/floor/broken
|
|
status = LIGHT_BROKEN
|
|
icon_state = "floor-broken"
|