// The lighting system // // consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light) // status values shared between lighting fixtures and items #define LIGHT_OK 0 #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 // the standard tube light fixture /obj/machinery/light name = "light fixture" icon = 'lighting.dmi' var/base_state = "tube" // base description and icon_state icon_state = "tube1" desc = "A lighting fixture." anchored = 1 layer = 5 // They were appearing under mobs which is a little weird - Ostaf use_power = 2 idle_power_usage = 2 active_power_usage = 20 power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list var/on = 0 // 1 if on, 0 if off var/on_gs = 0 var/brightness = 8 // luminosity when on, also used in power calculation var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN var/light_type = /obj/item/weapon/light/tube // the type of light item var/fitting = "tube" var/switchcount = 0 // count of number of times switched on/off // this is used to calc the probability the light burns out var/rigged = 0 // true if rigged to explode // the smaller bulb light fixture /obj/machinery/light/small icon_state = "bulb1" base_state = "bulb" fitting = "bulb" brightness = 3 desc = "A small lighting fixture." light_type = /obj/item/weapon/light/bulb /obj/machinery/light/spot name = "spotlight" fitting = "large tube" light_type = /obj/item/weapon/light/tube/large brightness = 15 // the desk lamp /obj/machinery/light/lamp name = "desk lamp" icon_state = "lamp1" base_state = "lamp" fitting = "bulb" brightness = 7 desc = "A desk lamp" light_type = /obj/item/weapon/light/bulb var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch // green-shaded desk lamp /obj/machinery/light/lamp/green icon_state = "green1" base_state = "green" desc = "A green-shaded desk lamp" // create a new lighting fixture /obj/machinery/light/New() ..() spawn(2) switch(fitting) if("tube") if(src.loc && src.loc.loc && isarea(src.loc.loc)) var/area/A = src.loc.loc brightness = A.area_lights_luminosity else brightness = rand(6,9) if(prob(10)) broken(1) if("bulb") brightness = 3 if(prob(25)) broken(1) spawn(1) update() /obj/machinery/light/Del() var/area/A = get_area(src) if(A) on = 0 // A.update_lights() ..() // update the icon_state and luminosity of the light depending on its state /obj/machinery/light/proc/update() switch(status) // set icon_states if(LIGHT_OK) icon_state = "[base_state][on]" if(LIGHT_EMPTY) icon_state = "[base_state]-empty" on = 0 if(LIGHT_BURNED) icon_state = "[base_state]-burned" on = 0 if(LIGHT_BROKEN) icon_state = "[base_state]-broken" on = 0 if(!on) use_power = 1 else use_power = 2 var/oldlum = luminosity //luminosity = on * brightness sd_SetLuminosity(on * brightness) // *DAL* // if the state changed, inc the switching counter if(oldlum != luminosity) switchcount++ // now check to see if the bulb is burned out if(status == LIGHT_OK) if(on && rigged) explode() if( prob( min(60, switchcount*switchcount*0.01) ) ) status = LIGHT_BURNED icon_state = "[base_state]-burned" on = 0 sd_SetLuminosity(0) active_power_usage = (luminosity * 20) if(on != on_gs) on_gs = on // var/area/A = get_area(src) // if(A) // A.update_lights() // attempt to set the light's on/off status // will not switch on if broken/burned/empty /obj/machinery/light/proc/seton(var/s) on = (s && status == LIGHT_OK) update() // examine verb /obj/machinery/light/examine() set src in oview(1) if(usr && !usr.stat) switch(status) if(LIGHT_OK) usr << "[desc] It is turned [on? "on" : "off"]." if(LIGHT_EMPTY) usr << "[desc] The [fitting] has been removed." if(LIGHT_BURNED) usr << "[desc] The [fitting] is burnt out." if(LIGHT_BROKEN) usr << "[desc] The [fitting] has been smashed." // attack with item - insert light (if right type), otherwise try to break the light /obj/machinery/light/attackby(obj/item/W, mob/user) // attempt to insert light if(istype(W, /obj/item/weapon/light)) if(status != LIGHT_EMPTY) user << "There is a [fitting] already inserted." return else src.add_fingerprint(user) var/obj/item/weapon/light/L = W if(istype(L, light_type)) status = L.status user << "You insert the [L.name]." switchcount = L.switchcount rigged = L.rigged brightness = L.brightness del(L) on = has_power() update() user.update_clothing() if(on && rigged) explode() else user << "This type of light requires a [fitting]." return // attempt to take light apart else if(istype(W, /obj/item/weapon/wirecutters)) if(status == LIGHT_EMPTY) playsound(src.loc, 'Wirecutter.ogg', 100, 1) var/turf/T = get_turf(user) user.visible_message("[user] cuts the light's wiring.", "You start to cut the light's wiring.") sleep(40) if(get_turf(user) == T) usr << "\blue You cut the light's wiring." var/obj/structure/light_frame/F = new(loc) F.anchored = 1 F.name = "Secured Light Fixture Frame" F.dir = dir F.light_type = type F.icon_state = icon_state del(src) else user << "\blue You need to remove the [fitting] first!" // attempt to break the light //If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY) if(prob(1+W.force * 5)) user << "You hit the light, and it smashes!" for(var/mob/M in viewers(src)) if(M == user) continue M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2) if(on && (W.flags & CONDUCT)) //if(!user.mutations & COLD_RESISTANCE) if (prob(12)) electrocute_mob(user, get_area(src), src, 0.3) broken() else user << "You hit the light!" // attempt to stick weapon into light socket else if(status == LIGHT_EMPTY) user << "You stick \the [W] into the light socket!" if(has_power() && (W.flags & CONDUCT)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() //if(!user.mutations & COLD_RESISTANCE) if (prob(75)) electrocute_mob(user, get_area(src), src, rand(0.7,1.0)) // returns whether this light has power // true if area has power and lightswitch is on /obj/machinery/light/proc/has_power() var/area/A = src.loc.loc return A.master.lightswitch && A.master.power_light // ai attack - do nothing /obj/machinery/light/attack_ai(mob/user) return // Aliens smash the bulb but do not get electrocuted./N /obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs. if(status == LIGHT_EMPTY||status == LIGHT_BROKEN) user << "\green That object is useless to you." return else if (status == LIGHT_OK||status == LIGHT_BURNED) for(var/mob/M in viewers(src)) M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2) broken() 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/user) add_fingerprint(user) if(status == LIGHT_EMPTY) user << "There is no [fitting] in this light." return // make it burn hands if not wearing fire-insulated gloves if(on) var/prot = 0 var/mob/living/carbon/human/H = user if(istype(H)) if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves prot = (G.heat_transfer_coefficient < 0.5) // *** TODO: better handling of glove heat protection else prot = 1 if(prot > 0 || (user.mutations & COLD_RESISTANCE)) user << "You remove the light [fitting]" else user << "You try to remove the light [fitting], but you burn your hand on it!" var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm") affecting.take_damage( 0, 5 ) // 5 burn damage H.updatehealth() H.UpdateDamageIcon() return // if burned, don't remove the light // create a light tube/bulb item and put it in the user's hand var/obj/item/weapon/light/L = new light_type() L.status = status L.rigged = rigged L.brightness = src.brightness L.loc = usr L.layer = 20 if(user.hand) user.l_hand = L else user.r_hand = L // light item inherits the switchcount, then zero it L.switchcount = switchcount switchcount = 0 L.update() L.add_fingerprint(user) status = LIGHT_EMPTY update() user.update_clothing() // break the light and make sparks if was on /obj/machinery/light/proc/broken(var/skip_sound_and_sparks = 0) if(status == LIGHT_EMPTY) return if(!skip_sound_and_sparks) if(status == LIGHT_OK || status == LIGHT_BURNED) playsound(src.loc, 'Glasshit.ogg', 75, 1) if(on) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() status = LIGHT_BROKEN update() // explosion effect // destroy the whole light fixture or just shatter it /obj/machinery/light/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(75)) broken() if(3.0) if (prob(50)) broken() return //blob effect /obj/machinery/light/blob_act() if(prob(75)) broken() // timed process // use power #define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity /obj/machinery/light/process() return // if(on) // use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT) // called when area power state changes /obj/machinery/light/power_change() spawn(rand(0,15)) var/area/A = src.loc.loc A = A.master seton(A.lightswitch && A.power_light) // called when on fire /obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C broken() // explode the light /obj/machinery/light/proc/explode() var/turf/T = get_turf(src.loc) spawn(0) broken() // break it first to give a warning sleep(2) explosion(T, 0, 1, 2, 2) sleep(1) del(src) // special handling for desk lamps // if attack with hand, only "grab" attacks are an attempt to remove bulb // otherwise, switch the lamp on/off /obj/machinery/light/lamp/attack_hand(mob/user) if(user.a_intent == "grab") ..() // do standard hand attack else switchon = !switchon user << "You switch [switchon ? "on" : "off"] the [name]." seton(switchon && powered(LIGHT)) // called when area power state changes // override since lamp does not use area lightswitch /obj/machinery/light/lamp/power_change() spawn(rand(0,15)) var/area/A = src.loc.loc A = A.master seton(switchon && A.power_light) // returns whether this lamp has power // true if area has power and lamp switch is on /obj/machinery/light/lamp/has_power() var/area/A = src.loc.loc return switchon && A.master.power_light // the light item // can be tube or bulb subtypes // will fit into empty /obj/machinery/light of the corresponding type /obj/item/weapon/light icon = 'lighting.dmi' flags = FPRINT | TABLEPASS force = 2 throwforce = 5 w_class = 2 var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched m_amt = 60 var/rigged = 0 // true if rigged to explode var/brightness = 2 //how much light it gives off var/repair_state = 0 /obj/item/weapon/light/tube name = "light tube" desc = "A replacement light tube." icon_state = "ltube" base_state = "ltube" item_state = "c_tube" g_amt = 200 brightness = 8 large name = "large light tube" brightness = 15 /obj/item/weapon/light/bulb name = "light bulb" desc = "A replacement light bulb." icon_state = "lbulb" base_state = "lbulb" item_state = "contvapour" g_amt = 100 brightness = 5 // update the icon state and description of the light /obj/item/weapon/light proc/update() switch(status) if(LIGHT_OK) icon_state = base_state desc = "A replacement [name]." if(LIGHT_BURNED) icon_state = "[base_state]-burned" desc = "A burnt-out [name]." if(repair_state == 1) desc += " It has some wires hanging out." if(LIGHT_BROKEN) icon_state = "[base_state]-broken" desc = "A broken [name]." if(repair_state == 1) desc += " It has some wires hanging out." else if(repair_state == 2) desc += " It has had new wires put in." /obj/item/weapon/light/New() ..() switch(name) if("light tube") brightness = rand(6,9) if("light bulb") brightness = rand(4,6) update() // attack bulb/tube with object // if a syringe, can inject plasma to make it explode // also repairing them with wire and screwdriver // and glass if it's broken /obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/weapon/reagent_containers/syringe)) var/obj/item/weapon/reagent_containers/syringe/S = I user << "You inject the solution into the [src]." if(S.reagents.has_reagent("plasma", 5)) rigged = 1 S.reagents.clear_reagents() return if(status != 0) if(istype(I, /obj/item/weapon/cable_coil) && repair_state == 0) user << "You put some new wiring into the [src]." I:use(1) repair_state = 1 update() return if(istype(I, /obj/item/weapon/screwdriver) && repair_state == 1) user << "You attach the new wiring." playsound(src.loc, 'Screwdriver.ogg', 100, 1) if(status == LIGHT_BURNED) repair_state = 0 status = LIGHT_OK else repair_state = 2 update() return if(istype(I, /obj/item/stack/sheet/glass) && status == LIGHT_BROKEN) user << "You repair the glass of the [src]." //this is worded terribly I:use(1) force = 2 //because breaking it changes the force, this changes it back if(repair_state == 2) repair_state = 0 status = LIGHT_OK else status = LIGHT_BURNED update() return ..() return // called after an attack with a light item // shatter light, unless it was an attempt to put it in a light socket // now only shatter if the intent was harm /obj/item/weapon/light/afterattack(atom/target, mob/user) if(istype(target, /obj/machinery/light)) return if(user.a_intent != "hurt") return if(status == LIGHT_OK || status == LIGHT_BURNED) user << "The [name] shatters!" status = LIGHT_BROKEN force = 5 playsound(src.loc, 'Glasshit.ogg', 75, 1) update() // a box of replacement light items /obj/item/weapon/storage/lightbox name = "replacement bulbs" icon = 'storage.dmi' icon_state = "light" item_state = "syringe_kit" /obj/item/weapon/storage/lightbox/bulbs/New() ..() new /obj/item/weapon/light/bulb(src) new /obj/item/weapon/light/bulb(src) new /obj/item/weapon/light/bulb(src) new /obj/item/weapon/light/bulb(src) new /obj/item/weapon/light/bulb(src) new /obj/item/weapon/light/bulb(src) /obj/item/weapon/storage/lightbox/tubes name = "replacement tubes" icon_state = "lighttube" /obj/item/weapon/storage/lightbox/tubes/New() ..() new /obj/item/weapon/light/tube(src) new /obj/item/weapon/light/tube(src) new /obj/item/weapon/light/tube(src) new /obj/item/weapon/light/tube(src) new /obj/item/weapon/light/tube(src) new /obj/item/weapon/light/tube(src) /obj/structure/light_frame name = "Light Fixture Frame" icon = 'lighting.dmi' icon_state = "tube-empty" desc = "A lighting fixture frame." anchored = 0 layer = 5 var/light_type = /obj/machinery/light var/wired = 0 m_amt = 1000 /obj/structure/light_frame/small light_type = /obj/machinery/light/small icon_state = "bulb-empty" /obj/structure/light_frame/lamp light_type = /obj/machinery/light/lamp icon_state = "lamp-empty" /obj/structure/light_frame/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/wrench) && !anchored) playsound(src.loc, 'Ratchet.ogg', 100, 1) var/turf/T = get_turf(user) user.visible_message("[user] secures the light fixture.", "You start to secure the light fixture.") sleep(40) if(get_turf(user) == T) usr << "\blue You secure the light fixture." anchored = 1 name = "Secured Light Fixture Frame" else if(istype(W, /obj/item/weapon/wrench) && anchored) playsound(src.loc, 'Ratchet.ogg', 100, 1) var/turf/T = get_turf(user) user.visible_message("[user] unsecures the light fixture.", "You start to unsecure the light fixture.") sleep(40) if(get_turf(user) == T) usr << "\blue You unsecure the light fixture." anchored = 0 name = "Light Fixture Frame" else if(istype(W, /obj/item/weapon/cable_coil) && anchored) var/turf/T = get_turf(user) user.visible_message("[user] wires the light fixture.", "You start to wire the light fixture.") sleep(40) if(get_turf(user) == T) var/obj/item/weapon/cable_coil/C = W C.use(1) usr << "\blue You wire the light fixture." var/obj/machinery/light/L = new light_type(loc) L.dir = dir L.status = LIGHT_EMPTY L.update() del(src) else if(istype(W, /obj/item/weapon/screwdriver) && !anchored) playsound(src.loc, 'Screwdriver.ogg', 100, 1) usr << "\blue You take apart the light fixture." new /obj/item/stack/sheet/metal(loc) del(src) else ..() /obj/structure/light_frame/verb/rotate() set name = "Rotate Light" set category = "Object" set src in oview(1) if (src.anchored) usr << "It is fastened to the wall; therefore, you can't rotate it!" return 0 src.dir = turn(src.dir, 90) return