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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 glass. 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. -Changed the broken bottle item icon to "broken_beer" -Made the flavour text, for hitting yourself on the haad with a bottle, better. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4108 316c924e-a436-60f5-8080-3fe189b3f50e
802 lines
21 KiB
Plaintext
802 lines
21 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// status values shared between lighting fixtures and items
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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/light_fixture_frame
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name = "light fixture frame"
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desc = "Used for building lights."
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icon = 'lighting.dmi'
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icon_state = "tube-construct-item"
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flags = FPRINT | TABLEPASS| CONDUCT
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var/fixture_type = "tube"
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var/obj/machinery/light/newlight = null
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var/sheets_refunded = 2
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/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
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del(src)
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return
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..()
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/obj/item/light_fixture_frame/proc/try_build(turf/on_wall)
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if (get_dist(on_wall,usr)>1)
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return
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var/ndir = get_dir(usr,on_wall)
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if (!(ndir in cardinal))
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return
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var/turf/loc = get_turf_loc(usr)
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if (!istype(loc, /turf/simulated/floor))
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usr << "\red [src.name] cannot be placed on this spot."
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return
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usr << "Attaching [src] to the wall."
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playsound(src.loc, 'click.ogg', 75, 1)
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var/constrdir = usr.dir
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var/constrloc = usr.loc
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if (!do_after(usr, 30))
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return
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switch(fixture_type)
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(constrloc)
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if("tube")
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newlight = new /obj/machinery/light_construct(constrloc)
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newlight.dir = constrdir
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newlight.fingerprints = src.fingerprints
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newlight.fingerprintshidden = src.fingerprintshidden
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newlight.fingerprintslast = src.fingerprintslast
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usr.visible_message("[usr.name] attaches [src] to the wall.", \
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"You attach [src] to the wall.")
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del(src)
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/obj/item/light_fixture_frame/small
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name = "small light fixture frame"
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desc = "Used for building small lights."
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icon = 'lighting.dmi'
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icon_state = "bulb-construct-item"
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flags = FPRINT | TABLEPASS| CONDUCT
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fixture_type = "bulb"
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sheets_refunded = 1
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/obj/machinery/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 = 'lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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layer = 5
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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/obj/machinery/light_construct/New()
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..()
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if (fixture_type == "bulb")
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icon_state = "bulb-construct-stage1"
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/obj/machinery/light_construct/examine()
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set src in view()
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..()
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if (!(usr in view(2))) return
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switch(src.stage)
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if(1)
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usr << "It's an empty frame."
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return
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if(2)
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usr << "It's wired."
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return
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if(3)
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usr << "The casing is closed."
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return
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/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
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src.add_fingerprint(user)
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if (istype(W, /obj/item/weapon/wrench))
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if (src.stage == 1)
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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usr << "You begin deconstructing [src]."
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if (!do_after(usr, 30))
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return
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new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"You deconstruct [src].", "You hear a noise.")
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playsound(src.loc, 'Deconstruct.ogg', 75, 1)
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del(src)
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if (src.stage == 2)
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usr << "You have to remove the wires first."
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return
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if (src.stage == 3)
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usr << "You have to unscrew the case first."
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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if (src.stage != 2) return
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src.stage = 1
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-construct-stage1"
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if("bulb")
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src.icon_state = "bulb-construct-stage1"
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new /obj/item/weapon/cable_coil(get_turf(src.loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"You remove the wiring from [src].", "You hear a noise.")
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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return
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if(istype(W, /obj/item/weapon/cable_coil))
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if (src.stage != 1) return
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var/obj/item/weapon/cable_coil/coil = W
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coil.use(1)
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-construct-stage2"
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if("bulb")
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src.icon_state = "bulb-construct-stage2"
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src.stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"You add wires to [src].")
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if (src.stage == 2)
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-empty"
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if("bulb")
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src.icon_state = "bulb-empty"
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src.stage = 3
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user.visible_message("[user.name] closes [src]'s casing.", \
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"You close [src]'s casing.", "You hear a noise.")
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playsound(src.loc, 'Screwdriver.ogg', 75, 1)
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return
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else if (src.stage == 3)
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switch(fixture_type)
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if ("tube")
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src.icon_state = "tube-construct-stage2"
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if("bulb")
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src.icon_state = "bulb-construct-stage2"
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user.visible_message("[user.name] opens [src]'s casing.", \
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"You open [src]'s casing.", "You hear a noise.")
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playsound(src.loc, 'Screwdriver.ogg', 75, 1)
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src.stage = 2
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return
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if(istype(W, /obj/item/weapon/light/))
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if (istype(W, /obj/item/weapon/light/tube) && !(fixture_type == "tube")) return
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if (istype(W, /obj/item/weapon/light/bulb) && !(fixture_type == "bulb")) return
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if (src.stage != 3) return
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light(src.loc)
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if ("bulb")
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newlight = new /obj/machinery/light/small(src.loc)
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var/obj/item/weapon/light/L = W
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newlight.status = L.status
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newlight.switchcount = L.switchcount
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newlight.rigged = L.rigged
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newlight.brightness = L.brightness
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newlight.dir = src.dir
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newlight.on = newlight.has_power()
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newlight.fingerprints = src.fingerprints
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newlight.fingerprintshidden = src.fingerprintshidden
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newlight.fingerprintslast = src.fingerprintslast
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user.visible_message("[user.name] adds a light tube to [src], finishing it.", \
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"You finish [src].")
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del(W)
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del(src)
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return
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..()
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/obj/machinery/light_construct/small
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name = "small light fixture frame"
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desc = "A small light fixture under construction."
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icon = 'lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = 1
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layer = 5
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stage = 1
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/on_gs = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 3
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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/obj/machinery/light/spot
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name = "spotlight"
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fitting = "large tube"
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light_type = /obj/item/weapon/light/tube/large
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brightness = 15
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(2)
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switch(fitting)
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if("tube")
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if(src.loc && src.loc.loc && isarea(src.loc.loc))
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var/area/A = src.loc.loc
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brightness = A.area_lights_luminosity
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else
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brightness = rand(6,9)
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if(prob(10))
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broken(1)
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if("bulb")
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brightness = 3
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if(prob(25))
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broken(1)
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spawn(1)
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update()
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/obj/machinery/light/Del()
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var/area/A = get_area(src)
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if(A)
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on = 0
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// A.update_lights()
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..()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update()
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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if(!on)
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use_power = 1
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else
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use_power = 2
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var/oldlum = luminosity
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//luminosity = on * brightness
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sd_SetLuminosity(on * brightness) // *DAL*
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// if the state changed, inc the switching counter
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if(oldlum != luminosity)
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switchcount++
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// now check to see if the bulb is burned out
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if(status == LIGHT_OK)
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if(on && rigged)
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explode()
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if( prob( min(60, switchcount*switchcount*0.01) ) )
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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sd_SetLuminosity(0)
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active_power_usage = (luminosity * 20)
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if(on != on_gs)
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on_gs = on
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// var/area/A = get_area(src)
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// if(A)
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// A.update_lights()
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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switch(status)
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if(LIGHT_OK)
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usr << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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usr << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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usr << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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usr << "[desc] The [fitting] has been smashed."
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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if(status != LIGHT_OK)
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if(isliving(user))
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var/obj/item/device/lightreplacer/LR = W
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var/mob/living/U = user
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if(LR.CanUse(U))
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if(!LR.Use(U)) return
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U << "<span class='notice'>You replace the [src.fitting] with the [W].</span>"
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if(status != LIGHT_EMPTY)
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var/obj/item/weapon/light/L1 = new light_type(src.loc)
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L1.status = status
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L1.rigged = rigged
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L1.brightness = src.brightness
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L1.switchcount = switchcount
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switchcount = 0
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L1.update()
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status = LIGHT_EMPTY
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update()
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var/obj/item/weapon/light/L2 = new light_type()
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status = L2.status
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switchcount = L2.switchcount
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rigged = LR.emagged
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brightness = L2.brightness
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on = has_power()
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update()
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del(L2)
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// Leaving this here in case I get the go ahead to make emagged light replacers to insert rigged lights
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if(on && rigged)
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explode()
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return
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else
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user << LR.failmsg
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return
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else
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user << "There is a working [fitting] already inserted."
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return
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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user << "There is a [fitting] already inserted."
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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user << "You insert the [L.name]."
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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on = has_power()
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update()
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user.drop_item() //drop the item to update overlays and such
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del(L)
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if(on && rigged)
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explode()
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else
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user << "This type of light requires a [fitting]."
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return
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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user << "You hit the light, and it smashes!"
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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//if(!user.mutations & COLD_RESISTANCE)
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if (prob(12))
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electrocute_mob(user, get_area(src), src, 0.3)
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broken()
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else
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user << "You hit the light!"
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
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playsound(src.loc, 'Screwdriver.ogg', 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"You open [src]'s casing.", "You hear a noise.")
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var/obj/machinery/light_construct/newlight = null
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switch(fitting)
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if("tube")
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newlight = new /obj/machinery/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage2"
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if("bulb")
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newlight = new /obj/machinery/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage2"
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newlight.dir = src.dir
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newlight.stage = 2
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newlight.fingerprints = src.fingerprints
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newlight.fingerprintshidden = src.fingerprintshidden
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newlight.fingerprintslast = src.fingerprintslast
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del(src)
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return
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user << "You stick \the [W] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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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
|
|
|
|
/obj/machinery/light/attack_animal(mob/living/simple_animal/M)
|
|
if(M.melee_damage_upper == 0) return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
M << "\red That object is useless to you."
|
|
return
|
|
else if (status == LIGHT_OK||status == LIGHT_BURNED)
|
|
for(var/mob/O in viewers(src))
|
|
O.show_message("\red [M.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 || (COLD_RESISTANCE in user.mutations))
|
|
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")
|
|
|
|
if(affecting.take_damage( 0, 5 )) // 5 burn damage
|
|
H.UpdateDamageIcon()
|
|
H.updatehealth()
|
|
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
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
|
|
user.put_in_active_hand(L) //puts it in our active hand
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
// 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(10)
|
|
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, 0, 2, 2)
|
|
sleep(1)
|
|
del(src)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 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 = 1
|
|
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
|
|
|
|
/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
|
|
w_class = 2
|
|
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
|
|
|
|
/obj/item/weapon/light/bulb/fire
|
|
name = "fire bulb"
|
|
desc = "A replacement fire bulb."
|
|
icon_state = "fbulb"
|
|
base_state = "fbulb"
|
|
item_state = "egg4"
|
|
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(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
desc = "A broken [name]."
|
|
|
|
|
|
/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
|
|
/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()
|
|
else
|
|
..()
|
|
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"
|
|
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
|
|
item_state = "syringe_kit"
|
|
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
|
|
storage_slots=21
|
|
can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb")
|
|
max_combined_w_class = 21
|
|
|
|
/obj/item/weapon/storage/lightbox/bulbs/New()
|
|
..()
|
|
for(var/i = 0; i < 21; i++)
|
|
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()
|
|
..()
|
|
for(var/i = 0; i < 21; i++)
|
|
new /obj/item/weapon/light/tube(src)
|
|
|
|
/obj/item/weapon/storage/lightbox/mixed
|
|
name = "replacement lights"
|
|
icon_state = "lightmixed"
|
|
|
|
/obj/item/weapon/storage/lightbox/mixed/New()
|
|
..()
|
|
for(var/i = 0; i < 14; i++)
|
|
new /obj/item/weapon/light/tube(src)
|
|
for(var/i = 0; i < 7; i++)
|
|
new /obj/item/weapon/light/bulb(src)
|