// Light Replacer (LR) // // ABOUT THE DEVICE // // This is a device supposedly to be used by Janitors and Janitor Cyborgs which will // allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since // they don't have hands or a way to replace lightbulbs. // // HOW IT WORKS // // You attack a light fixture with it, if the light fixture is broken it will replace the // light fixture with a working light; the broken light is then placed on the floor for the // user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture. // // HOW TO REFILL THE DEVICE // // It will need to be manually refilled with lights. // If it's part of a robot module, it will charge when the Robot is inside a Recharge Station. // // EMAGGED FEATURES // // NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore. // // I'm not sure everyone will react the emag's features so please say what your opinions are of it. // // When emagged it will rig every light it replaces, which will explode when the light is on. // This is VERY noticable, even the device's name changes when you emag it so if anyone // examines you when you're holding it in your hand, you will be discovered. // It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy // access to them, and only one of them can emag their device. // // The explosion cannot insta-kill anyone with 30% or more health. #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 /obj/item/device/lightreplacer name = "light replacer" desc = "A device to automatically replace lights. Refill with working lightbulbs." icon = 'icons/obj/janitor.dmi' icon_state = "lightreplacer0" item_state = "electronic" flags = FPRINT | CONDUCT slot_flags = SLOT_BELT origin_tech = "magnets=3;materials=2" var/max_uses = 20 var/uses = 0 var/emagged = 0 var/failmsg = "" var/charge = 1 /obj/item/device/lightreplacer/New() uses = max_uses / 2 failmsg = "The [name]'s refill light blinks red." ..() /obj/item/device/lightreplacer/examine(mob/user) if(..(user, 2)) user << "It has [uses] lights remaining." /obj/item/device/lightreplacer/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/card/emag) && emagged == 0) Emag() return if(istype(W, /obj/item/stack/sheet/glass)) var/obj/item/stack/sheet/glass/G = W if(uses >= max_uses) user << "[src.name] is full." return else if(G.use(1)) AddUses(5) user << "You insert a piece of glass into the [src.name]. You have [uses] lights remaining." return else user << "You need one sheet of glass to replace lights." if(istype(W, /obj/item/weapon/light)) var/obj/item/weapon/light/L = W if(L.status == 0) // LIGHT OKAY if(uses < max_uses) AddUses(1) user << "You insert the [L.name] into the [src.name]. You have [uses] lights remaining." user.drop_item() del(L) return else user << "You need a working light." return /obj/item/device/lightreplacer/attack_self(mob/user) /* // This would probably be a bit OP. If you want it though, uncomment the code. if(isrobot(user)) var/mob/living/silicon/robot/R = user if(R.emagged) src.Emag() usr << "You shortcircuit the [src]." return */ usr << "It has [uses] lights remaining." /obj/item/device/lightreplacer/update_icon() icon_state = "lightreplacer[emagged]" /obj/item/device/lightreplacer/proc/Use(var/mob/user) playsound(src.loc, 'sound/machines/click.ogg', 50, 1) AddUses(-1) return 1 // Negative numbers will subtract /obj/item/device/lightreplacer/proc/AddUses(var/amount = 1) uses = min(max(uses + amount, 0), max_uses) /obj/item/device/lightreplacer/proc/Charge(var/mob/user) charge += 1 if(charge > 7) AddUses(1) charge = 1 /obj/item/device/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U) if(target.status != LIGHT_OK) if(CanUse(U)) if(!Use(U)) return U << "You replace the [target.fitting] with the [src]." if(target.status != LIGHT_EMPTY) var/obj/item/weapon/light/L1 = new target.light_type(target.loc) L1.status = target.status L1.rigged = target.rigged L1.brightness = target.brightness L1.switchcount = target.switchcount target.switchcount = 0 L1.update() target.status = LIGHT_EMPTY target.update() var/obj/item/weapon/light/L2 = new target.light_type() target.status = L2.status target.switchcount = L2.switchcount target.rigged = emagged target.brightness = L2.brightness target.on = target.has_power() target.update() del(L2) if(target.on && target.rigged) target.explode() return else U << failmsg return else U << "There is a working [target.fitting] already inserted." return /obj/item/device/lightreplacer/proc/Emag() emagged = !emagged playsound(src.loc, "sparks", 100, 1) if(emagged) name = "Shortcircuited [initial(name)]" else name = initial(name) update_icon() //Can you use it? /obj/item/device/lightreplacer/proc/CanUse(var/mob/living/user) src.add_fingerprint(user) //Not sure what else to check for. Maybe if clumsy? if(uses > 0) return 1 else return 0 #undef LIGHT_OK #undef LIGHT_EMPTY #undef LIGHT_BROKEN #undef LIGHT_BURNED