mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-25 08:34:23 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
269 lines
7.6 KiB
Plaintext
269 lines
7.6 KiB
Plaintext
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// Light Replacer (LR)
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//
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// ABOUT THE DEVICE
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//
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// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
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// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
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// they don't have hands or a way to replace lightbulbs.
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//
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// HOW IT WORKS
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//
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// You attack a light fixture with it, if the light fixture is broken it will replace the
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// light fixture with a working light; the broken light is then placed on the floor for the
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// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
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//
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// HOW TO REFILL THE DEVICE
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//
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// It will need to be manually refilled with lights.
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// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
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//
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// EMAGGED FEATURES
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//
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// NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
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//
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// I'm not sure everyone will react the emag's features so please say what your opinions are of it.
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//
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// When emagged it will rig every light it replaces, which will explode when the light is on.
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// This is VERY noticable, even the device's name changes when you emag it so if anyone
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// examines you when you're holding it in your hand, you will be discovered.
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// It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
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// access to them, and only one of them can emag their device.
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//
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// The explosion cannot insta-kill anyone with 30% or more health.
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "lightreplacer0"
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inhand_icon_state = "electronic"
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worn_icon_state = "light_replacer"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 8
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var/max_uses = 20
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var/uses = 10
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// How much to increase per each glass?
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charge = 1
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// Eating used bulbs gives us bulb shards
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var/bulb_shards = 0
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// when we get this many shards, we get a free bulb.
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var/shards_required = 4
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/obj/item/lightreplacer/examine(mob/user)
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. = ..()
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. += status_string()
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/obj/item/lightreplacer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(uses >= max_uses)
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to_chat(user, span_warning("[src.name] is full."))
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return
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else if(G.use(decrement))
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AddUses(increment)
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to_chat(user, span_notice("You insert a piece of glass into \the [src.name]. You have [uses] light\s remaining."))
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return
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else
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to_chat(user, span_warning("You need one sheet of glass to replace lights!"))
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if(istype(W, /obj/item/shard))
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if(uses >= max_uses)
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to_chat(user, span_warning("\The [src] is full."))
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return
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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AddUses(round(increment*0.75))
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to_chat(user, span_notice("You insert a shard of glass into \the [src]. You have [uses] light\s remaining."))
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qdel(W)
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return
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if(istype(W, /obj/item/light))
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var/obj/item/light/L = W
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if(L.status == 0) // LIGHT OKAY
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if(uses < max_uses)
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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AddUses(1)
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qdel(L)
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else
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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to_chat(user, span_notice("You insert [L] into \the [src]."))
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AddShards(1, user)
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qdel(L)
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return
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if(istype(W, /obj/item/storage))
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var/obj/item/storage/S = W
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I, /obj/item/light))
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var/obj/item/light/L = I
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found_lightbulbs = TRUE
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if(src.uses >= max_uses)
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break
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if(L.status == LIGHT_OK)
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replaced_something = TRUE
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AddUses(1)
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qdel(L)
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else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
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replaced_something = TRUE
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AddShards(1, user)
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qdel(L)
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if(!found_lightbulbs)
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to_chat(user, span_warning("\The [S] contains no bulbs."))
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return
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if(!replaced_something && src.uses == max_uses)
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to_chat(user, span_warning("\The [src] is full!"))
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return
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to_chat(user, span_notice("You fill \the [src] with lights from \the [S]. " + status_string() + ""))
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/obj/item/lightreplacer/emag_act()
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if(obj_flags & EMAGGED)
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return
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Emag()
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/obj/item/lightreplacer/attack_self(mob/user)
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for(var/obj/machinery/light/target in user.loc)
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ReplaceLight(target, user)
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to_chat(user, status_string())
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/obj/item/lightreplacer/update_icon_state()
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icon_state = "lightreplacer[(obj_flags & EMAGGED ? 1 : 0)]"
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return ..()
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/obj/item/lightreplacer/proc/status_string()
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return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
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/obj/item/lightreplacer/proc/Use(mob/user)
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/lightreplacer/proc/AddUses(amount = 1)
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uses = clamp(uses + amount, 0, max_uses)
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/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
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bulb_shards += amount
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var/new_bulbs = round(bulb_shards / shards_required)
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if(new_bulbs > 0)
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AddUses(new_bulbs)
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bulb_shards = bulb_shards % shards_required
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if(new_bulbs != 0)
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to_chat(user, span_notice("\The [src] fabricates a new bulb from the broken glass it has stored. It now has [uses] uses."))
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playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE)
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return new_bulbs
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/obj/item/lightreplacer/proc/Charge(mob/user)
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charge += 1
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if(charge > 3)
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AddUses(1)
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charge = 1
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/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U))
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return
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to_chat(U, span_notice("You replace \the [target.fitting] with \the [src]."))
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if(target.status != LIGHT_EMPTY)
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AddShards(1, U)
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target.status = LIGHT_EMPTY
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target.update()
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var/obj/item/light/L2 = new target.light_type()
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target.status = L2.status
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target.switchcount = L2.switchcount
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target.rigged = (obj_flags & EMAGGED ? 1 : 0)
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target.brightness = L2.brightness
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target.on = target.has_power()
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target.update()
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qdel(L2)
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if(target.on && target.rigged)
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target.explode()
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return
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else
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to_chat(U, span_warning("\The [src]'s refill light blinks red."))
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return
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else
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to_chat(U, span_warning("There is a working [target.fitting] already inserted!"))
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return
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/obj/item/lightreplacer/proc/Emag()
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obj_flags ^= EMAGGED
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playsound(src.loc, "sparks", 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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if(obj_flags & EMAGGED)
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name = "shortcircuited [initial(name)]"
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else
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name = initial(name)
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update_appearance()
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/obj/item/lightreplacer/proc/CanUse(mob/living/user)
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src.add_fingerprint(user)
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
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. = ..()
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if(!proximity)
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return
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if(!isturf(T))
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return
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var/used = FALSE
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for(var/atom/A in T)
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if(!CanUse(U))
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break
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used = TRUE
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if(istype(A, /obj/machinery/light))
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ReplaceLight(A, U)
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if(!used)
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to_chat(U, span_warning("\The [src]'s refill light blinks red."))
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/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.myreplacer = src
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J.update_appearance()
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/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED
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