Reimplemented floor lights as a machine built at the autolathe.

This commit is contained in:
Zuhayr
2015-08-16 19:26:17 -07:00
parent 84c778959a
commit 3f833f2b24
8 changed files with 160 additions and 72 deletions

View File

@@ -373,6 +373,7 @@
#include "code\game\machinery\doppler_array.dm"
#include "code\game\machinery\flasher.dm"
#include "code\game\machinery\floodlight.dm"
#include "code\game\machinery\floor_light.dm"
#include "code\game\machinery\floorlayer.dm"
#include "code\game\machinery\hologram.dm"
#include "code\game\machinery\holosign.dm"
@@ -636,8 +637,6 @@
#include "code\game\objects\items\stacks\rods.dm"
#include "code\game\objects\items\stacks\stack.dm"
#include "code\game\objects\items\stacks\sheets\leather.dm"
#include "code\game\objects\items\stacks\sheets\light.dm"
#include "code\game\objects\items\stacks\tiles\light.dm"
#include "code\game\objects\items\stacks\tiles\tile_types.dm"
#include "code\game\objects\items\weapons\AI_modules.dm"
#include "code\game\objects\items\weapons\autopsy.dm"

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@@ -37,6 +37,11 @@
path = /obj/item/device/flashlight
category = "General"
/datum/autolathe/recipe/floor_light
name = "floor light"
path = /obj/machinery/floor_light
category = "General"
/datum/autolathe/recipe/extinguisher
name = "extinguisher"
path = /obj/item/weapon/extinguisher

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@@ -0,0 +1,154 @@
var/list/floor_light_cache = list()
/obj/machinery/floor_light
name = "floor light"
icon = 'icons/obj/machines/floor_light.dmi'
icon_state = "base"
desc = "A backlit floor panel."
layer = TURF_LAYER+0.001
anchored = 0
use_power = 2
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT
matter = list(DEFAULT_WALL_MATERIAL = 2500, "glass" = 2750)
var/on
var/damaged
var/default_light_range = 4
var/default_light_power = 2
var/default_light_colour = "#FFFFFF"
/obj/machinery/floor_light/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/weapon/screwdriver))
anchored = !anchored
visible_message("<span class='notice'>\The [user] has [anchored ? "attached" : "detached"] \the [src].</span>")
else if(istype(W, /obj/item/weapon/weldingtool) && (damaged || (stat & BROKEN)))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0, user))
user << "<span class='warning'>\The [src] must be on to complete this task.</span>"
return
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(!do_after(user, 20))
return
if(!src || !WT.isOn())
return
visible_message("<span class='notice'>\The [user] has repaired \the [src].</span>")
stat &= ~BROKEN
damaged = null
update_brightness()
else if(W.force && user.a_intent == "hurt")
attack_hand(user)
return
/obj/machinery/floor_light/attack_hand(var/mob/user)
if(user.a_intent == "hurt" && !user.small)
if(!isnull(damaged) && !(stat & BROKEN))
visible_message("<span class='danger'>\The [user] smashes \the [src]!</span>")
playsound(src, "shatter", 70, 1)
stat |= BROKEN
else
visible_message("<span class='danger'>\The [user] attacks \the [src]!</span>")
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(isnull(damaged)) damaged = 0
update_brightness()
return
else
if(!anchored)
user << "<span class='warning'>\The [src] must be screwed down first.</span>"
return
if(stat & BROKEN)
user << "<span class='warning'>\The [src] is too damaged to be functional.</span>"
return
if(stat & NOPOWER)
user << "<span class='warning'>\The [src] is unpowered.</span>"
return
on = !on
if(on) use_power = 2
visible_message("<span class='notice'>\The [user] turns \the [src] [on ? "on" : "off"].</span>")
update_brightness()
return
/obj/machinery/floor_light/process()
..()
var/need_update
if((!anchored || broken()) && on)
use_power = 0
on = 0
need_update = 1
else if(use_power && !on)
use_power = 0
need_update = 1
if(need_update)
update_brightness()
/obj/machinery/floor_light/proc/update_brightness()
if(on && use_power == 2)
if(light_range != default_light_range || light_power != default_light_power || light_color != default_light_colour)
set_light(default_light_range, default_light_power, default_light_colour)
else
use_power = 0
if(light_range || light_power)
set_light(0)
active_power_usage = ((light_range + light_power) * 10)
update_icon()
/obj/machinery/floor_light/update_icon()
overlays.Cut()
if(use_power && !broken())
if(isnull(damaged))
var/cache_key = "floorlight-[default_light_colour]"
if(!floor_light_cache[cache_key])
var/image/I = image("on")
I.color = default_light_colour
I.layer = layer+0.001
floor_light_cache[cache_key] = I
overlays |= floor_light_cache[cache_key]
else
if(damaged == 0) //Needs init.
damaged = rand(1,4)
var/cache_key = "floorlight-broken[damaged]-[default_light_colour]"
if(!floor_light_cache[cache_key])
var/image/I = image("flicker[damaged]")
I.color = default_light_colour
I.layer = layer+0.001
floor_light_cache[cache_key] = I
overlays |= floor_light_cache[cache_key]
/obj/machinery/floor_light/proc/broken()
return (stat & (BROKEN|NOPOWER))
/obj/machinery/floor_light/ex_act(severity)
switch(severity)
if(1)
qdel(src)
if(2)
if (prob(50))
qdel(src)
else if(prob(20))
stat |= BROKEN
else
if(isnull(damaged))
damaged = 0
if(3)
if (prob(5))
qdel(src)
else if(isnull(damaged))
damaged = 0
return
/obj/machinery/floor_light/Destroy()
var/area/A = get_area(src)
if(A)
on = 0
..()
/obj/machinery/floor_light/cultify()
default_light_colour = "#FF0000"
update_brightness()

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@@ -1,33 +0,0 @@
/obj/item/stack/light_w
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon_state = "glass_wire"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/material/glass(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
qdel(src)
if(istype(O,/obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL)
var/obj/item/stack/M = O
if (M.use(1))
use(1)
new/obj/item/stack/tile/light(get_turf(user))
user << "<span class='notice'>You make a light tile.</span>"
else
user << "<span class='warning'>You need one metal sheet to finish the light tile.</span>"
return

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@@ -1,36 +0,0 @@
/obj/item/stack/tile/light
name = "light tile"
singular_name = "light floor tile"
desc = "A floor tile, made out off glass. It produces light."
icon_state = "tile_e"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
/obj/item/stack/tile/light/New(var/loc, var/amount=null)
..()
if(prob(5))
state = 3 //broken
else if(prob(5))
state = 2 //breaking
else if(prob(10))
state = 1 //flickering occasionally
else
state = 0 //fine
/obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/crowbar))
new/obj/item/stack/material/steel(user.loc)
amount--
new/obj/item/stack/light_w(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
qdel(src)

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@@ -361,7 +361,6 @@ var/list/name_to_material
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/basic
wire_product = /obj/item/stack/light_w
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)

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