Files
CHOMPStation2/code/modules/power/lighting.dm
RadiantFlash7 d57a9847c6 Disposals, snow, power, exploration
Exploration WIP
Fixes trail blazers
Finishes up disposals
Fixes power lines being wrong directional via sprite.
Fixes areas, and snow tiles to be simulated and outdoors.
fixes merge conflict as well.
2019-10-27 15:07:48 -04:00

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24 KiB
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// 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
#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
#define LIGHTING_POWER_FACTOR 2 //5W per luminosity * range //VOREStation Edit: why the fuck are lights eating so much power, 2W per thing
var/global/list/light_type_cache = list()
/proc/get_light_type_instance(var/light_type)
. = light_type_cache[light_type]
if(!.)
. = new light_type
light_type_cache[light_type] = .
/obj/machinery/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = 1
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
var/stage = 1
var/fixture_type = /obj/machinery/light
var/sheets_refunded = 2
/obj/machinery/light_construct/New(var/atom/newloc, var/newdir, var/building = 0, var/datum/frame/frame_types/frame_type, var/obj/machinery/light/fixture = null)
..(newloc)
if(fixture)
fixture_type = fixture.type
fixture.transfer_fingerprints_to(src)
set_dir(fixture.dir)
stage = 2
else if(newdir)
set_dir(newdir)
update_icon()
/obj/machinery/light_construct/update_icon()
switch(stage)
if(1)
icon_state = "tube-construct-stage1"
if(2)
icon_state = "tube-construct-stage2"
if(3)
icon_state = "tube-empty"
/obj/machinery/light_construct/examine(mob/user)
if(!..(user, 2))
return
switch(src.stage)
if(1)
to_chat(user, "It's an empty frame.")
if(2)
to_chat(user, "It's wired.")
if(3)
to_chat(user, "The casing is closed.")
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (W.is_wrench())
if (src.stage == 1)
playsound(src, W.usesound, 75, 1)
to_chat(usr, "You begin deconstructing [src].")
if (!do_after(usr, 30 * W.toolspeed))
return
new /obj/item/stack/material/steel( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
"You deconstruct [src].", "You hear a noise.")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
qdel(src)
if (src.stage == 2)
to_chat(usr, "You have to remove the wires first.")
return
if (src.stage == 3)
to_chat(usr, "You have to unscrew the case first.")
return
if(W.is_wirecutter())
if (src.stage != 2) return
src.stage = 1
src.update_icon()
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
user.visible_message("[user.name] removes the wiring from [src].", \
"You remove the wiring from [src].", "You hear a noise.")
playsound(src.loc, W.usesound, 50, 1)
return
if(istype(W, /obj/item/stack/cable_coil))
if (src.stage != 1) return
var/obj/item/stack/cable_coil/coil = W
if (coil.use(1))
src.stage = 2
src.update_icon()
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(W.is_screwdriver())
if (src.stage == 2)
src.stage = 3
src.update_icon()
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src, W.usesound, 75, 1)
var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
newlight.set_dir(src.dir)
src.transfer_fingerprints_to(newlight)
qdel(src)
return
..()
/obj/machinery/light_construct/small
name = "small light fixture frame"
desc = "A small light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-stage1"
anchored = 1
stage = 1
fixture_type = /obj/machinery/light/small
sheets_refunded = 1
/obj/machinery/light_construct/small/update_icon()
switch(stage)
if(1)
icon_state = "bulb-construct-stage1"
if(2)
icon_state = "bulb-construct-stage2"
if(3)
icon_state = "bulb-empty"
/obj/machinery/light_construct/flamp
name = "floor light fixture frame"
desc = "A floor light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp-construct-stage1"
anchored = 0
plane = OBJ_PLANE
layer = OBJ_LAYER
stage = 1
fixture_type = /obj/machinery/light/flamp
sheets_refunded = 2
/obj/machinery/light_construct/flamp/update_icon()
switch(stage)
if(1)
icon_state = "flamp-construct-stage1"
if(2)
icon_state = "flamp-construct-stage2"
if(3)
icon_state = "flamp-empty"
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting_vr.dmi' //VOREStation Edit
var/base_state = "tube" // base description and icon_state
icon_state = "tube1"
desc = "A lighting fixture."
anchored = 1
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
use_power = 2
idle_power_usage = 2
active_power_usage = 10
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/brightness_range
var/brightness_power
var/brightness_color
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
var/construct_type = /obj/machinery/light_construct
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
//VOREStation Edit Start
var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart
var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist!
var/current_alert = null // Which alert are we showing right now?
//VOREStation Edit End
var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU).
/obj/machinery/light/flicker
auto_flicker = TRUE
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
construct_type = /obj/machinery/light_construct/small
shows_alerts = FALSE //VOREStation Edit
/obj/machinery/light/small/flicker
auto_flicker = TRUE
/obj/machinery/light/flamp
icon = 'icons/obj/lighting.dmi' //VOREStation Edit
icon_state = "flamp1"
base_state = "flamp"
plane = OBJ_PLANE
layer = OBJ_LAYER
desc = "A floor lamp."
light_type = /obj/item/weapon/light/bulb
construct_type = /obj/machinery/light_construct/flamp
shows_alerts = FALSE //VOREStation Edit
var/lamp_shade = 1
/obj/machinery/light/flamp/New(atom/newloc, obj/machinery/light_construct/construct = null)
..(newloc, construct)
if(construct)
lamp_shade = 0
update_icon()
/obj/machinery/light/flamp/flicker
auto_flicker = TRUE
/obj/machinery/light/small/emergency
light_type = /obj/item/weapon/light/bulb/red
/obj/machinery/light/small/emergency/flicker
auto_flicker = TRUE
/obj/machinery/light/spot
name = "spotlight"
light_type = /obj/item/weapon/light/tube/large
shows_alerts = FALSE //VOREStation Edit
/obj/machinery/light/spot/flicker
auto_flicker = TRUE
//VOREStation Add - Shadeless!
/obj/machinery/light/flamp/noshade/New()
lamp_shade = 0
update(0)
..()
//VOREStation Add End
// create a new lighting fixture
/obj/machinery/light/New(atom/newloc, obj/machinery/light_construct/construct = null)
..(newloc)
if(construct)
status = LIGHT_EMPTY
construct_type = construct.type
construct.transfer_fingerprints_to(src)
set_dir(construct.dir)
else
var/obj/item/weapon/light/L = get_light_type_instance(light_type)
update_from_bulb(L)
if(prob(L.broken_chance))
broken(1)
on = powered()
update(0)
/obj/machinery/light/Destroy()
var/area/A = get_area(src)
if(A)
on = 0
// A.update_lights()
return ..()
/obj/machinery/light/update_icon()
switch(status) // set icon_states
if(LIGHT_OK)
//VOREStation Edit Start
if(shows_alerts && current_alert && on)
icon_state = "[base_state]-alert-[current_alert]"
else
icon_state = "[base_state][on]"
//VOREStation Edit End
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
return
/obj/machinery/light/flamp/update_icon()
if(lamp_shade)
base_state = "flampshade"
switch(status) // set icon_states
if(LIGHT_OK)
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
on = 0
icon_state = "[base_state][on]"
if(LIGHT_BURNED)
on = 0
icon_state = "[base_state][on]"
if(LIGHT_BROKEN)
on = 0
icon_state = "[base_state][on]"
return
else
base_state = "flamp"
..()
//VOREStation Edit Start
/obj/machinery/light/proc/set_alert_atmos()
if(shows_alerts)
current_alert = "atmos"
brightness_color = "#6D6DFC"
if(on)
update()
/obj/machinery/light/proc/set_alert_fire()
if(shows_alerts)
current_alert = "fire"
brightness_color = "#FF3030"
if(on)
update()
/obj/machinery/light/proc/reset_alert()
if(shows_alerts)
current_alert = null
brightness_color = initial(brightness_color) || "" // Workaround for BYOND stupidity. Can't set it to null or it won't clear.
if(on)
update()
//VOREstation Edit End
// update lighting
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
//VOREStation Edit Start
if(!on)
needsound = TRUE // Play sound next time we turn on
else if(needsound)
playsound(src.loc, 'sound/effects/lighton.ogg', 65, 1)
needsound = FALSE // Don't play sound again until we've been turned off
//VOREStation Edit End
if(on)
if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
if(!auto_flicker)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
else if( prob( min(60, switchcount*switchcount*0.01) ) )
if(status == LIGHT_OK && trigger)
status = LIGHT_BURNED
update_icon()
on = 0
set_light(0)
else
use_power = 2
set_light(brightness_range, brightness_power, brightness_color)
else
use_power = 1
set_light(0)
active_power_usage = ((light_range * light_power) * LIGHTING_POWER_FACTOR)
/obj/machinery/light/attack_generic(var/mob/user, var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
to_chat(user, "That object is useless to you.")
return
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
visible_message("<span class='danger'>[user] smashes the light!</span>")
user.do_attack_animation(src)
broken()
return 1
/obj/machinery/light/take_damage(var/damage)
if(!damage)
return
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
return
if(!(status == LIGHT_OK||status == LIGHT_BURNED))
return
broken()
return 1
/obj/machinery/light/blob_act()
broken()
// 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(mob/user)
var/fitting = get_fitting_name()
switch(status)
if(LIGHT_OK)
to_chat(user, "[desc] It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
to_chat(user, "[desc] The [fitting] has been removed.")
if(LIGHT_BURNED)
to_chat(user, "[desc] The [fitting] is burnt out.")
if(LIGHT_BROKEN)
to_chat(user, "[desc] The [fitting] has been smashed.")
/obj/machinery/light/proc/get_fitting_name()
var/obj/item/weapon/light/L = light_type
return initial(L.name)
/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
status = L.status
switchcount = L.switchcount
rigged = L.rigged
brightness_range = L.brightness_range
brightness_power = L.brightness_power
brightness_color = L.brightness_color
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
update_from_bulb(L)
qdel(L)
on = powered()
update()
if(on && rigged)
log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
explode()
/obj/machinery/light/proc/remove_bulb()
. = new light_type(src.loc, src)
switchcount = 0
status = LIGHT_EMPTY
update()
/obj/machinery/light/attackby(obj/item/W, mob/user)
//Light replacer code
if(istype(W, /obj/item/device/lightreplacer))
var/obj/item/device/lightreplacer/LR = W
if(isliving(user))
var/mob/living/U = user
LR.ReplaceLight(src, U)
return
// attempt to insert light
if(istype(W, /obj/item/weapon/light))
if(status != LIGHT_EMPTY)
to_chat(user, "There is a [get_fitting_name()] already inserted.")
return
if(!istype(W, light_type))
to_chat(user, "This type of light requires a [get_fitting_name()].")
return
to_chat(user, "You insert [W].")
insert_bulb(W)
src.add_fingerprint(user)
// 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))
to_chat(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 & NOCONDUCT))
//if(!user.mutations & COLD_RESISTANCE)
if (prob(12))
electrocute_mob(user, get_area(src), src, 0.3)
broken()
else
to_chat(user, "You hit the light!")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(W.is_screwdriver()) //If it's a screwdriver open it.
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
new construct_type(src.loc, fixture = src)
qdel(src)
return
to_chat(user, "You stick \the [W] into the light socket!")
if(has_power() && !(W.flags & NOCONDUCT))
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))
/obj/machinery/light/flamp/attackby(obj/item/W, mob/user)
if(W.is_wrench())
anchored = !anchored
playsound(src, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
if(!lamp_shade)
if(istype(W, /obj/item/weapon/lampshade))
lamp_shade = 1
qdel(W)
update_icon()
return
else
if(W.is_screwdriver())
playsound(src, W.usesound, 75, 1)
user.visible_message("[user.name] removes [src]'s lamp shade.", \
"You remove [src]'s lamp shade.", "You hear a noise.")
lamp_shade = 0
new /obj/item/weapon/lampshade(src.loc)
update_icon()
return
..()
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/A = get_area(src)
return A && A.lightswitch && (!A.requires_power || A.power_light)
/obj/machinery/light/flamp/has_power()
var/area/A = get_area(src)
if(lamp_shade)
return A && (!A.requires_power || A.power_light)
else
return A && A.lightswitch && (!A.requires_power || A.power_light)
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
if(flickering) return
flickering = 1
spawn(0)
if(on && status == LIGHT_OK)
for(var/i = 0; i < amount; i++)
if(status != LIGHT_OK) break
on = !on
update(0)
sleep(rand(5, 15))
on = (status == LIGHT_OK)
update(0)
flickering = 0
// ai attack - make lights flicker, because why not
/obj/machinery/light/attack_ai(mob/user)
src.flicker(1)
return
/obj/machinery/light/flamp/attack_ai(mob/user)
attack_hand()
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)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
user.setClickCooldown(user.get_attack_speed())
for(var/mob/M in viewers(src))
M.show_message("<font color='red'>[user.name] smashed the light!</font>", 3, "You hear a tinkle of breaking glass", 2)
broken()
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.species.heat_level_1 > LIGHT_BULB_TEMPERATURE)
prot = 1
else if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature)
if(G.max_heat_protection_temperature > LIGHT_BULB_TEMPERATURE)
prot = 1
else
prot = 1
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
to_chat(user, "You remove the light [get_fitting_name()]")
else if(TK in user.mutations)
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
else
to_chat(user, "You try to remove the light [get_fitting_name()], but it's too hot and you don't want to burn your hand.")
return // if burned, don't remove the light
else
to_chat(user, "You remove the light [get_fitting_name()].")
// create a light tube/bulb item and put it in the user's hand
user.put_in_active_hand(remove_bulb()) //puts it in our active hand
/obj/machinery/light/flamp/attack_hand(mob/user)
if(lamp_shade)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
if(on)
on = 0
update()
else
on = has_power()
update()
else
..()
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
to_chat(user, "There is no [get_fitting_name()] in this light.")
return
to_chat(user, "You telekinetically remove the light [get_fitting_name()].")
remove_bulb()
// 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, 'sound/effects/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()
/obj/machinery/light/proc/fix()
if(status == LIGHT_OK)
return
status = LIGHT_OK
on = 1
update()
// explosion effect
// destroy the whole light fixture or just shatter it
/obj/machinery/light/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(75))
broken()
if(3.0)
if (prob(50))
broken()
return
//blob effect
// timed process
// use power
/obj/machinery/light/process()
if(auto_flicker && !flickering)
if(check_for_player_proximity(src, radius = 12, ignore_ghosts = FALSE, ignore_afk = TRUE))
seton(TRUE) // Lights must be on to flicker.
flicker(5)
else
seton(FALSE) // Otherwise keep it dark and spooky for when someone shows up.
// called when area power state changes
/obj/machinery/light/power_change()
spawn(10)
seton(has_power())
// called when on fire
/obj/machinery/light/fire_act(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)
qdel(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 = 'icons/obj/lighting.dmi'
force = 2
throwforce = 5
w_class = ITEMSIZE_TINY
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
var/base_state
var/switchcount = 0 // number of times switched
matter = list(DEFAULT_WALL_MATERIAL = 60)
var/rigged = 0 // true if rigged to explode
var/broken_chance = 2
var/brightness_range = 2 //how much light it gives off
var/brightness_power = 1
var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
/obj/item/weapon/light/tube
name = "light tube"
desc = "A replacement light tube."
icon_state = "ltube"
base_state = "ltube"
item_state = "c_tube"
matter = list("glass" = 100)
brightness_range = 10 // luminosity when on, also used in power calculation //VOREStation Edit
brightness_power = 6
/obj/item/weapon/light/tube/large
w_class = ITEMSIZE_SMALL
name = "large light tube"
brightness_range = 15
brightness_power = 9
/obj/item/weapon/light/bulb
name = "light bulb"
desc = "A replacement light bulb."
icon_state = "lbulb"
base_state = "lbulb"
item_state = "contvapour"
matter = list("glass" = 100)
brightness_range = 5
brightness_power = 4
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
/obj/item/weapon/light/throw_impact(atom/hit_atom)
..()
shatter()
/obj/item/weapon/light/bulb/red
brightness_range = 4
color = "#da0205"
brightness_color = "#da0205"
/obj/item/weapon/light/bulb/fire
name = "fire bulb"
desc = "A replacement fire bulb."
icon_state = "fbulb"
base_state = "fbulb"
item_state = "egg4"
matter = list("glass" = 100)
// update the icon state and description of the light
/obj/item/weapon/light/update_icon()
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(atom/newloc, obj/machinery/light/fixture = null)
..()
if(fixture)
status = fixture.status
rigged = fixture.rigged
switchcount = fixture.switchcount
fixture.transfer_fingerprints_to(src)
//shouldn't be necessary to copy these unless someone varedits stuff, but just in case
brightness_range = fixture.brightness_range
brightness_power = fixture.brightness_power
brightness_color = fixture.brightness_color
update_icon()
// attack bulb/tube with object
// if a syringe, can inject phoron 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
to_chat(user, "You inject the solution into the [src].")
if(S.reagents.has_reagent("phoron", 5))
log_admin("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
message_admins("LOG: [user.name] ([user.ckey]) injected a light with phoron, rigging it to explode.")
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, proximity)
if(!proximity) return
if(istype(target, /obj/machinery/light))
return
if(user.a_intent != I_HURT)
return
shatter()
/obj/item/weapon/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
src.visible_message("<font color='red'>[name] shatters.</font>","<font color='red'> You hear a small glass object shatter.</font>")
status = LIGHT_BROKEN
force = 5
sharp = 1
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
update_icon()
//Lamp Shade
/obj/item/weapon/lampshade
name = "lamp shade"
desc = "A lamp shade for a lamp."
icon = 'icons/obj/lighting.dmi'
icon_state = "lampshade"
w_class = ITEMSIZE_TINY