mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 20:42:08 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
167 lines
5.5 KiB
Plaintext
167 lines
5.5 KiB
Plaintext
/obj/structure/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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max_integrity = 200
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armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
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///Light construction stage (LIGHT_CONSTRUCT_EMPTY, LIGHT_CONSTRUCT_WIRED, LIGHT_CONSTRUCT_CLOSED)
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var/stage = LIGHT_CONSTRUCT_EMPTY
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///Type of fixture for icon state
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var/fixture_type = "tube"
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///Amount of sheets gained on deconstruction
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var/sheets_refunded = 2
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///Reference for light object
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var/obj/machinery/light/new_light = null
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///Reference for the internal cell
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var/obj/item/stock_parts/cell/cell
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///Can we support a cell?
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var/cell_connectors = TRUE
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/obj/structure/light_construct/Initialize(mapload, ndir, building)
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. = ..()
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if(building)
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setDir(ndir)
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/obj/structure/light_construct/Destroy()
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QDEL_NULL(cell)
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return ..()
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/obj/structure/light_construct/get_cell()
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return cell
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/obj/structure/light_construct/examine(mob/user)
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. = ..()
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switch(stage)
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if(LIGHT_CONSTRUCT_EMPTY)
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. += "It's an empty frame."
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if(LIGHT_CONSTRUCT_WIRED)
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. += "It's wired."
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if(LIGHT_CONSTRUCT_CLOSED)
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. += "The casing is closed."
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if(cell_connectors)
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if(cell)
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. += "You see [cell] inside the casing."
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else
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. += "The casing has no power cell for backup power."
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else
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. += span_danger("This casing doesn't support power cells for backup power.")
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/obj/structure/light_construct/attack_hand(mob/user, list/modifiers)
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if(!cell)
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return
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user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
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user.put_in_hands(cell)
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cell.update_appearance()
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cell = null
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add_fingerprint(user)
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/obj/structure/light_construct/attack_tk(mob/user)
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if(!cell)
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return
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to_chat(user, span_notice("You telekinetically remove [cell]."))
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var/obj/item/stock_parts/cell/cell_reference = cell
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cell = null
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cell_reference.forceMove(drop_location())
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return cell_reference.attack_tk(user)
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/obj/structure/light_construct/attackby(obj/item/tool, mob/user, params)
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add_fingerprint(user)
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if(istype(tool, /obj/item/stock_parts/cell))
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if(!cell_connectors)
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to_chat(user, span_warning("This [name] can't support a power cell!"))
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return
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if(HAS_TRAIT(tool, TRAIT_NODROP))
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to_chat(user, span_warning("[tool] is stuck to your hand!"))
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return
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if(cell)
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to_chat(user, span_warning("There is a power cell already installed!"))
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return
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if(user.temporarilyRemoveItemFromInventory(tool))
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user.visible_message(span_notice("[user] hooks up [tool] to [src]."), \
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span_notice("You add [tool] to [src]."))
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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tool.forceMove(src)
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cell = tool
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add_fingerprint(user)
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return
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if(istype(tool, /obj/item/light))
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to_chat(user, span_warning("This [name] isn't finished being setup!"))
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return
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switch(stage)
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if(LIGHT_CONSTRUCT_EMPTY)
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if(tool.tool_behaviour == TOOL_WRENCH)
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if(cell)
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to_chat(user, span_warning("You have to remove the cell first!"))
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return
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to_chat(user, span_notice("You begin deconstructing [src]..."))
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if (tool.use_tool(src, user, 30, volume=50))
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new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
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user.visible_message(span_notice("[user.name] deconstructs [src]."), \
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span_notice("You deconstruct [src]."), span_hear("You hear a ratchet."))
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playsound(src, 'sound/items/deconstruct.ogg', 75, TRUE)
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qdel(src)
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return
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if(istype(tool, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = tool
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if(coil.use(1))
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icon_state = "[fixture_type]-construct-stage2"
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stage = LIGHT_CONSTRUCT_WIRED
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user.visible_message(span_notice("[user.name] adds wires to [src]."), \
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span_notice("You add wires to [src]."))
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else
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to_chat(user, span_warning("You need one length of cable to wire [src]!"))
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return
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if(LIGHT_CONSTRUCT_WIRED)
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if(tool.tool_behaviour == TOOL_WRENCH)
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to_chat(usr, span_warning("You have to remove the wires first!"))
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return
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if(tool.tool_behaviour == TOOL_WIRECUTTER)
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stage = LIGHT_CONSTRUCT_EMPTY
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icon_state = "[fixture_type]-construct-stage1"
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new /obj/item/stack/cable_coil(drop_location(), 1, "red")
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user.visible_message(span_notice("[user.name] removes the wiring from [src]."), \
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span_notice("You remove the wiring from [src]."), span_hear("You hear clicking."))
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tool.play_tool_sound(src, 100)
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return
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if(tool.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message(span_notice("[user.name] closes [src]'s casing."), \
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span_notice("You close [src]'s casing."), span_hear("You hear screwing."))
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tool.play_tool_sound(src, 75)
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switch(fixture_type)
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if("tube")
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new_light = new /obj/machinery/light/built(loc)
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if("bulb")
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new_light = new /obj/machinery/light/small/built(loc)
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new_light.setDir(dir)
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transfer_fingerprints_to(new_light)
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if(cell)
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new_light.cell = cell
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cell.forceMove(new_light)
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cell = null
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qdel(src)
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return
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return ..()
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/obj/structure/light_construct/blob_act(obj/structure/blob/attacking_blob)
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if(attacking_blob && attacking_blob.loc == loc)
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qdel(src)
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/obj/structure/light_construct/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/iron(loc, sheets_refunded)
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qdel(src)
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-stage1"
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fixture_type = "bulb"
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sheets_refunded = 1
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