mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
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.
875 lines
24 KiB
Plaintext
875 lines
24 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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#define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb
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#define LIGHTING_POWER_FACTOR 2 //5W per luminosity * range //VOREStation Edit: why the fuck are lights eating so much power, 2W per thing
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var/global/list/light_type_cache = list()
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/proc/get_light_type_instance(var/light_type)
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. = light_type_cache[light_type]
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if(!.)
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. = new light_type
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light_type_cache[light_type] = .
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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 = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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var/stage = 1
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var/fixture_type = /obj/machinery/light
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var/sheets_refunded = 2
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/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)
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..(newloc)
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if(fixture)
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fixture_type = fixture.type
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fixture.transfer_fingerprints_to(src)
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set_dir(fixture.dir)
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stage = 2
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else if(newdir)
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set_dir(newdir)
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update_icon()
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/obj/machinery/light_construct/update_icon()
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switch(stage)
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if(1)
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icon_state = "tube-construct-stage1"
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if(2)
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icon_state = "tube-construct-stage2"
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if(3)
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icon_state = "tube-empty"
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/obj/machinery/light_construct/examine(mob/user)
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if(!..(user, 2))
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return
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switch(src.stage)
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if(1)
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to_chat(user, "It's an empty frame.")
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if(2)
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to_chat(user, "It's wired.")
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if(3)
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to_chat(user, "The casing is closed.")
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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 (W.is_wrench())
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if (src.stage == 1)
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playsound(src, W.usesound, 75, 1)
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to_chat(usr, "You begin deconstructing [src].")
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if (!do_after(usr, 30 * W.toolspeed))
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return
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new /obj/item/stack/material/steel( 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, 'sound/items/Deconstruct.ogg', 75, 1)
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qdel(src)
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if (src.stage == 2)
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to_chat(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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to_chat(usr, "You have to unscrew the case first.")
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return
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if(W.is_wirecutter())
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if (src.stage != 2) return
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src.stage = 1
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src.update_icon()
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new /obj/item/stack/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, W.usesound, 50, 1)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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if (src.stage != 1) return
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var/obj/item/stack/cable_coil/coil = W
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if (coil.use(1))
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src.stage = 2
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src.update_icon()
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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(W.is_screwdriver())
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if (src.stage == 2)
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src.stage = 3
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src.update_icon()
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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, W.usesound, 75, 1)
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var/obj/machinery/light/newlight = new fixture_type(src.loc, src)
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newlight.set_dir(src.dir)
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src.transfer_fingerprints_to(newlight)
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qdel(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 = 'icons/obj/lighting.dmi'
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icon_state = "bulb-construct-stage1"
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anchored = 1
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stage = 1
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fixture_type = /obj/machinery/light/small
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sheets_refunded = 1
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/obj/machinery/light_construct/small/update_icon()
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switch(stage)
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if(1)
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icon_state = "bulb-construct-stage1"
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if(2)
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icon_state = "bulb-construct-stage2"
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if(3)
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icon_state = "bulb-empty"
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/obj/machinery/light_construct/flamp
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name = "floor light fixture frame"
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desc = "A floor light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flamp-construct-stage1"
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anchored = 0
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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stage = 1
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fixture_type = /obj/machinery/light/flamp
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sheets_refunded = 2
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/obj/machinery/light_construct/flamp/update_icon()
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switch(stage)
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if(1)
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icon_state = "flamp-construct-stage1"
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if(2)
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icon_state = "flamp-construct-stage2"
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if(3)
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icon_state = "flamp-empty"
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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 = 'icons/obj/lighting_vr.dmi' //VOREStation Edit
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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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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 10
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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/brightness_range
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var/brightness_power
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var/brightness_color
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/construct_type = /obj/machinery/light_construct
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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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//VOREStation Edit Start
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var/needsound = FALSE // Flag to prevent playing turn-on sound multiple times, and from playing at roundstart
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var/shows_alerts = TRUE // Flag for if this fixture should show alerts. Make sure icon states exist!
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var/current_alert = null // Which alert are we showing right now?
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//VOREStation Edit End
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var/auto_flicker = FALSE // If true, will constantly flicker, so long as someone is around to see it (otherwise its a waste of CPU).
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/obj/machinery/light/flicker
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auto_flicker = TRUE
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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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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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construct_type = /obj/machinery/light_construct/small
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shows_alerts = FALSE //VOREStation Edit
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/obj/machinery/light/small/flicker
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auto_flicker = TRUE
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/obj/machinery/light/flamp
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icon = 'icons/obj/lighting.dmi' //VOREStation Edit
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icon_state = "flamp1"
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base_state = "flamp"
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plane = OBJ_PLANE
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layer = OBJ_LAYER
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desc = "A floor lamp."
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light_type = /obj/item/weapon/light/bulb
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construct_type = /obj/machinery/light_construct/flamp
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shows_alerts = FALSE //VOREStation Edit
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var/lamp_shade = 1
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/obj/machinery/light/flamp/New(atom/newloc, obj/machinery/light_construct/construct = null)
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..(newloc, construct)
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if(construct)
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lamp_shade = 0
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update_icon()
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/obj/machinery/light/flamp/flicker
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auto_flicker = TRUE
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/obj/machinery/light/small/emergency
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light_type = /obj/item/weapon/light/bulb/red
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/obj/machinery/light/small/emergency/flicker
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auto_flicker = TRUE
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/obj/machinery/light/spot
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name = "spotlight"
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light_type = /obj/item/weapon/light/tube/large
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shows_alerts = FALSE //VOREStation Edit
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/obj/machinery/light/spot/flicker
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auto_flicker = TRUE
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//VOREStation Add - Shadeless!
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/obj/machinery/light/flamp/noshade/New()
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lamp_shade = 0
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update(0)
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..()
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//VOREStation Add End
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// create a new lighting fixture
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/obj/machinery/light/New(atom/newloc, obj/machinery/light_construct/construct = null)
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..(newloc)
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if(construct)
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status = LIGHT_EMPTY
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construct_type = construct.type
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construct.transfer_fingerprints_to(src)
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set_dir(construct.dir)
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else
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var/obj/item/weapon/light/L = get_light_type_instance(light_type)
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update_from_bulb(L)
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if(prob(L.broken_chance))
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broken(1)
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on = powered()
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update(0)
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/obj/machinery/light/Destroy()
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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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return ..()
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/obj/machinery/light/update_icon()
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switch(status) // set icon_states
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if(LIGHT_OK)
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//VOREStation Edit Start
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if(shows_alerts && current_alert && on)
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icon_state = "[base_state]-alert-[current_alert]"
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else
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icon_state = "[base_state][on]"
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//VOREStation Edit End
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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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return
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/obj/machinery/light/flamp/update_icon()
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if(lamp_shade)
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base_state = "flampshade"
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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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on = 0
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icon_state = "[base_state][on]"
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if(LIGHT_BURNED)
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on = 0
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icon_state = "[base_state][on]"
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if(LIGHT_BROKEN)
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on = 0
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icon_state = "[base_state][on]"
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return
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else
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base_state = "flamp"
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..()
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//VOREStation Edit Start
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/obj/machinery/light/proc/set_alert_atmos()
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if(shows_alerts)
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current_alert = "atmos"
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brightness_color = "#6D6DFC"
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if(on)
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update()
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/obj/machinery/light/proc/set_alert_fire()
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if(shows_alerts)
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current_alert = "fire"
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brightness_color = "#FF3030"
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if(on)
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update()
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/obj/machinery/light/proc/reset_alert()
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if(shows_alerts)
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current_alert = null
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brightness_color = initial(brightness_color) || "" // Workaround for BYOND stupidity. Can't set it to null or it won't clear.
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if(on)
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update()
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//VOREstation Edit End
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// update lighting
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/obj/machinery/light/proc/update(var/trigger = 1)
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update_icon()
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//VOREStation Edit Start
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if(!on)
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needsound = TRUE // Play sound next time we turn on
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else if(needsound)
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playsound(src.loc, 'sound/effects/lighton.ogg', 65, 1)
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needsound = FALSE // Don't play sound again until we've been turned off
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//VOREStation Edit End
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if(on)
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if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
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if(!auto_flicker)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(status == LIGHT_OK && trigger)
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status = LIGHT_BURNED
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update_icon()
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on = 0
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set_light(0)
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else
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use_power = 2
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set_light(brightness_range, brightness_power, brightness_color)
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else
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use_power = 1
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set_light(0)
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active_power_usage = ((light_range * light_power) * LIGHTING_POWER_FACTOR)
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/obj/machinery/light/attack_generic(var/mob/user, var/damage)
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if(!damage)
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return
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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to_chat(user, "That object is useless to you.")
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return
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if(!(status == LIGHT_OK||status == LIGHT_BURNED))
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return
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visible_message("<span class='danger'>[user] smashes the light!</span>")
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user.do_attack_animation(src)
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broken()
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return 1
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/obj/machinery/light/take_damage(var/damage)
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if(!damage)
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return
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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return
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if(!(status == LIGHT_OK||status == LIGHT_BURNED))
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return
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broken()
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return 1
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/obj/machinery/light/blob_act()
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broken()
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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(mob/user)
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var/fitting = get_fitting_name()
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switch(status)
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if(LIGHT_OK)
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to_chat(user, "[desc] It is turned [on? "on" : "off"].")
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if(LIGHT_EMPTY)
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to_chat(user, "[desc] The [fitting] has been removed.")
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if(LIGHT_BURNED)
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to_chat(user, "[desc] The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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to_chat(user, "[desc] The [fitting] has been smashed.")
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/obj/machinery/light/proc/get_fitting_name()
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var/obj/item/weapon/light/L = light_type
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return initial(L.name)
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/obj/machinery/light/proc/update_from_bulb(obj/item/weapon/light/L)
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status = L.status
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switchcount = L.switchcount
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rigged = L.rigged
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brightness_range = L.brightness_range
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brightness_power = L.brightness_power
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brightness_color = L.brightness_color
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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/proc/insert_bulb(obj/item/weapon/light/L)
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update_from_bulb(L)
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qdel(L)
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on = powered()
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update()
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if(on && rigged)
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log_admin("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged light explosion, last touched by [fingerprintslast]")
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explode()
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/obj/machinery/light/proc/remove_bulb()
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. = new light_type(src.loc, src)
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switchcount = 0
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status = LIGHT_EMPTY
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update()
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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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var/obj/item/device/lightreplacer/LR = W
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if(isliving(user))
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var/mob/living/U = user
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LR.ReplaceLight(src, U)
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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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to_chat(user, "There is a [get_fitting_name()] already inserted.")
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return
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if(!istype(W, light_type))
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to_chat(user, "This type of light requires a [get_fitting_name()].")
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return
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to_chat(user, "You insert [W].")
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insert_bulb(W)
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src.add_fingerprint(user)
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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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to_chat(user, "You hit the light, and it smashes!")
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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
|