Files
CHOMPStation2/code/modules/power/lighting.dm
baloh.matevz 530c5c804a - Yet another issue that needed fixing resulted in the entire system having to be rewritten. Fixes issue 44, Fixes issue 690.
New defines in setup.dm:

This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)

#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8

#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8

#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4

The speed at which your body temperature raises or falls can be altered with the following defines: 

#define BODYTEMP_AUTORECOVERY_DIVISOR 12 
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6

The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.


Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.

I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:48:49 +00:00

767 lines
20 KiB
Plaintext

// 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
/obj/item/light_fixture_frame
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
flags = FPRINT | TABLEPASS| CONDUCT
var/fixture_type = "tube"
var/obj/machinery/light/newlight = null
var/sheets_refunded = 2
/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
del(src)
return
..()
/obj/item/light_fixture_frame/proc/try_build(turf/on_wall)
if (get_dist(on_wall,usr)>1)
return
var/ndir = get_dir(usr,on_wall)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf_loc(usr)
if (!istype(loc, /turf/simulated/floor))
usr << "\red [src.name] cannot be placed on this spot."
return
usr << "Attaching [src] to the wall."
playsound(src.loc, 'click.ogg', 75, 1)
var/constrdir = usr.dir
var/constrloc = usr.loc
if (!do_after(usr, 30))
return
switch(fixture_type)
if("bulb")
newlight = new /obj/machinery/light_construct/small(constrloc)
if("tube")
newlight = new /obj/machinery/light_construct(constrloc)
newlight.dir = constrdir
newlight.fingerprints = src.fingerprints
newlight.fingerprintshidden = src.fingerprintshidden
newlight.fingerprintslast = src.fingerprintslast
usr.visible_message("[usr.name] attaches [src] to the wall.", \
"You attach [src] to the wall.")
del(src)
/obj/item/light_fixture_frame/small
name = "small light fixture frame"
desc = "Used for building small lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-item"
flags = FPRINT | TABLEPASS| CONDUCT
fixture_type = "bulb"
sheets_refunded = 1
/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
layer = 5
var/stage = 1
var/fixture_type = "tube"
var/sheets_refunded = 2
var/obj/machinery/light/newlight = null
/obj/machinery/light_construct/New()
..()
if (fixture_type == "bulb")
icon_state = "bulb-construct-stage1"
/obj/machinery/light_construct/examine()
set src in view()
..()
if (!(usr in view(2))) return
switch(src.stage)
if(1)
usr << "It's an empty frame."
return
if(2)
usr << "It's wired."
return
if(3)
usr << "The casing is closed."
return
/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/wrench))
if (src.stage == 1)
playsound(src.loc, 'Ratchet.ogg', 75, 1)
usr << "You begin deconstructing [src]."
if (!do_after(usr, 30))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
user.visible_message("[user.name] deconstructs [src].", \
"You deconstruct [src].", "You hear a noise.")
playsound(src.loc, 'Deconstruct.ogg', 75, 1)
del(src)
if (src.stage == 2)
usr << "You have to remove the wires first."
return
if (src.stage == 3)
usr << "You have to unscrew the case first."
return
if(istype(W, /obj/item/weapon/wirecutters))
if (src.stage != 2) return
src.stage = 1
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage1"
if("bulb")
src.icon_state = "bulb-construct-stage1"
new /obj/item/weapon/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, 'Wirecutter.ogg', 100, 1)
return
if(istype(W, /obj/item/weapon/cable_coil))
if (src.stage != 1) return
var/obj/item/weapon/cable_coil/coil = W
coil.use(1)
switch(fixture_type)
if ("tube")
src.icon_state = "tube-construct-stage2"
if("bulb")
src.icon_state = "bulb-construct-stage2"
src.stage = 2
user.visible_message("[user.name] adds wires to [src].", \
"You add wires to [src].")
return
if(istype(W, /obj/item/weapon/screwdriver))
if (src.stage == 2)
switch(fixture_type)
if ("tube")
src.icon_state = "tube-empty"
if("bulb")
src.icon_state = "bulb-empty"
src.stage = 3
user.visible_message("[user.name] closes [src]'s casing.", \
"You close [src]'s casing.", "You hear a noise.")
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
switch(fixture_type)
if("tube")
newlight = new /obj/machinery/light/built(src.loc)
if ("bulb")
newlight = new /obj/machinery/light/small/built(src.loc)
newlight.dir = src.dir
src.transfer_fingerprints_to(newlight)
del(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
layer = 5
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting.dmi'
var/base_state = "tube" // base description and icon_state
icon_state = "tube1"
desc = "A lighting fixture."
anchored = 1
layer = 5 // They were appearing under mobs which is a little weird - Ostaf
use_power = 2
idle_power_usage = 2
active_power_usage = 20
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
var/on_gs = 0
var/brightness = 8 // luminosity when on, also used in power calculation
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/flickering = 0
var/light_type = /obj/item/weapon/light/tube // the type of light item
var/fitting = "tube"
var/switchcount = 0 // count of number of times switched on/off
// this is used to calc the probability the light burns out
var/rigged = 0 // true if rigged to explode
// the smaller bulb light fixture
/obj/machinery/light/small
icon_state = "bulb1"
base_state = "bulb"
fitting = "bulb"
brightness = 3
desc = "A small lighting fixture."
light_type = /obj/item/weapon/light/bulb
/obj/machinery/light/spot
name = "spotlight"
fitting = "large tube"
light_type = /obj/item/weapon/light/tube/large
brightness = 15
/obj/machinery/light/built/New()
status = LIGHT_EMPTY
update(0)
..()
/obj/machinery/light/small/built/New()
status = LIGHT_EMPTY
update(0)
..()
// create a new lighting fixture
/obj/machinery/light/New()
..()
spawn(2)
switch(fitting)
if("tube")
brightness = 8
if(prob(10))
broken(1)
if("bulb")
brightness = 4
if(prob(25))
broken(1)
spawn(1)
update(0)
/obj/machinery/light/Del()
var/area/A = get_area(src)
if(A)
on = 0
// A.update_lights()
..()
/obj/machinery/light/update_icon()
switch(status) // set icon_states
if(LIGHT_OK)
icon_state = "[base_state][on]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
on = 0
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
on = 0
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
on = 0
return
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(var/trigger = 1)
update_icon()
if(!on)
use_power = 1
else
use_power = 2
var/oldlum = luminosity
//luminosity = on * brightness
sd_SetLuminosity(on * brightness) // *DAL*
// if the state changed, inc the switching counter
if(oldlum != luminosity)
switchcount++
// now check to see if the bulb is burned out
if(status == LIGHT_OK && trigger)
if(on && rigged)
explode()
if( prob( min(60, switchcount*switchcount*0.01) ) )
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
sd_SetLuminosity(0)
active_power_usage = (luminosity * 20)
if(on != on_gs)
on_gs = on
// var/area/A = get_area(src)
// if(A)
// A.update_lights()
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/seton(var/s)
on = (s && status == LIGHT_OK)
update()
// examine verb
/obj/machinery/light/examine()
set src in oview(1)
if(usr && !usr.stat)
switch(status)
if(LIGHT_OK)
usr << "[desc] It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
usr << "[desc] The [fitting] has been removed."
if(LIGHT_BURNED)
usr << "[desc] The [fitting] is burnt out."
if(LIGHT_BROKEN)
usr << "[desc] The [fitting] has been smashed."
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/attackby(obj/item/W, mob/user)
//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)
user << "There is a [fitting] already inserted."
return
else
src.add_fingerprint(user)
var/obj/item/weapon/light/L = W
if(istype(L, light_type))
status = L.status
user << "You insert the [L.name]."
switchcount = L.switchcount
rigged = L.rigged
brightness = L.brightness
on = has_power()
update()
user.drop_item() //drop the item to update overlays and such
del(L)
if(on && rigged)
explode()
else
user << "This type of light requires a [fitting]."
return
// attempt to break the light
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
if(prob(1+W.force * 5))
user << "You hit the light, and it smashes!"
for(var/mob/M in viewers(src))
if(M == user)
continue
M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
if(on && (W.flags & CONDUCT))
//if(!user.mutations & COLD_RESISTANCE)
if (prob(12))
electrocute_mob(user, get_area(src), src, 0.3)
broken()
else
user << "You hit the light!"
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
user.visible_message("[user.name] opens [src]'s casing.", \
"You open [src]'s casing.", "You hear a noise.")
var/obj/machinery/light_construct/newlight = null
switch(fitting)
if("tube")
newlight = new /obj/machinery/light_construct(src.loc)
newlight.icon_state = "tube-construct-stage2"
if("bulb")
newlight = new /obj/machinery/light_construct/small(src.loc)
newlight.icon_state = "bulb-construct-stage2"
newlight.dir = src.dir
newlight.stage = 2
newlight.fingerprints = src.fingerprints
newlight.fingerprintshidden = src.fingerprintshidden
newlight.fingerprintslast = src.fingerprintslast
del(src)
return
user << "You stick \the [W] into the light socket!"
if(has_power() && (W.flags & CONDUCT))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
//if(!user.mutations & COLD_RESISTANCE)
if (prob(75))
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/A = src.loc.loc
return A.master.lightswitch && A.master.power_light
/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
// 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
if(G.max_heat_protection_temperature)
prot = (G.max_heat_protection_temperature > 360)
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()
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 = 'icons/obj/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 = 100
brightness = 8
/obj/item/weapon/light/tube/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/throw_impact(atom/hit_atom)
..()
shatter()
/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
shatter()
/obj/item/weapon/light/proc/shatter()
if(status == LIGHT_OK || status == LIGHT_BURNED)
src.visible_message("\red [name] shatters.","\red You hear a small glass object shatter.")
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 = 'icons/obj/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)