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Aliens are now scary. Be careful of all those friendly xenos running about. Scythe-like arms can now seriously injure you if they get an opportunity. Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage. Spit has a new projectile icon. Aliens can now properly attack monkeys, dealing heavy damage. Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap. Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms. Slightly higher damage to exosuits. Invisibility now works for 15 seconds instead of 30. Resin wall now costs 100 plasma instead of 200. Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long. Aliens can now break glass, grills, and tables, and light fixtures without using acid. Adult aliens can now also climb over tables/racks. Fixed the acid verb not properly showing up. Fixed stab/disarm never properly showing up. Larva now get a verb to hide under tables as the old code didn't work. More alien emote fixes. Larva should now properly be gender neutral. General changes: Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone. Hulks can break through grills a lot faster than before. Added smoothwall shuttle code by Urist (and icons by Rolfero). Added a new dmi for gimmick items. Moved a few gimmick items there. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
503 lines
12 KiB
Plaintext
503 lines
12 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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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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var/on = 0 // 1 if on, 0 if off
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 5
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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// the desk lamp
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/obj/machinery/light/lamp
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name = "desk lamp"
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icon_state = "lamp1"
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base_state = "lamp"
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fitting = "bulb"
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brightness = 5
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desc = "A desk lamp"
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light_type = /obj/item/weapon/light/bulb
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var/switchon = 0 // independent switching for lamps - not controlled by area lightswitch
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// green-shaded desk lamp
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/obj/machinery/light/lamp/green
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icon_state = "green1"
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base_state = "green"
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desc = "A green-shaded desk lamp"
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(1)
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update()
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update()
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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var/oldlum = luminosity
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//luminosity = on * brightness
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sd_SetLuminosity(on * brightness) // *DAL*
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// if the state changed, inc the switching counter
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if(oldlum != luminosity)
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switchcount++
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// now check to see if the bulb is burned out
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if(status == LIGHT_OK)
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if(on && rigged)
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explode()
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if( prob( min(60, switchcount*switchcount*0.01) ) )
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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sd_SetLuminosity(0)
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(var/s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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switch(status)
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if(LIGHT_OK)
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usr << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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usr << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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usr << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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usr << "[desc] The [fitting] has been smashed."
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/user)
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if (istype(user, /mob/living/silicon))
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return
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// attempt to insert light
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if(istype(W, /obj/item/weapon/light))
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if(status != LIGHT_EMPTY)
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user << "There is a [fitting] already inserted."
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return
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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status = L.status
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user << "You insert the [L.name]."
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switchcount = L.switchcount
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rigged = L.rigged
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del(L)
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on = has_power()
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update()
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user.update_clothing()
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if(on && rigged)
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explode()
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else
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user << "This type of light requires a [fitting]."
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return
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// attempt to break the light
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//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
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else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
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if(prob(1+W.force * 5))
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user << "You hit the light, and it smashes!"
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for(var/mob/M in viewers(src))
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if(M == user)
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continue
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M.show_message("[user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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if(on && (W.flags & CONDUCT))
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if(!user.mutations & 2)
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src.electrocute(user, 50, null, 20000)
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broken()
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else
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user << "You hit the light!"
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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user << "You stick \the [W.name] into the light socket!"
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if(has_power() && (W.flags & CONDUCT))
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var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if(!user.mutations & 2)
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src.electrocute(user, 75, null, 20000)
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// returns whether this light has power
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = src.loc.loc
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return A.master.lightswitch && A.master.power_light
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// ai attack - do nothing
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/obj/machinery/light/attack_ai(mob/user)
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return
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// Aliens smash the bulb but do not get electrocuted./N
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/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
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if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
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user << "\green That object is useless to you."
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return
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else if (status == LIGHT_OK||status == LIGHT_BURNED)
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for(var/mob/M in viewers(src))
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M.show_message("\red [user.name] smashed the light!", 3, "You hear a tinkle of breaking glass", 2)
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broken()
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/user)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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user << "There is no [fitting] in this light."
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(on)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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prot = (G.heat_transfer_coefficient < 0.5) // *** TODO: better handling of glove heat protection
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else
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prot = 1
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if(prot > 0 || (user.mutations & 2))
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user << "You remove the light [fitting]"
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else
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user << "You try to remove the light [fitting], but you burn your hand on it!"
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var/datum/organ/external/affecting = H.organs["[user.hand ? "l" : "r" ]_hand"]
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affecting.take_damage( 0, 5 ) // 5 burn damage
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H.UpdateDamageIcon()
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H.fireloss += 5
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H.updatehealth()
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return // if burned, don't remove the light
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// create a light tube/bulb item and put it in the user's hand
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var/obj/item/weapon/light/L = new light_type()
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L.status = status
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L.rigged = rigged
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L.loc = usr
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L.layer = 20
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if(user.hand)
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user.l_hand = L
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else
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user.r_hand = L
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// light item inherits the switchcount, then zero it
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L.switchcount = switchcount
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switchcount = 0
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L.update()
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L.add_fingerprint(user)
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status = LIGHT_EMPTY
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update()
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user.update_clothing()
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// break the light and make sparks if was on
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/obj/machinery/light/proc/broken()
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if(status == LIGHT_EMPTY)
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return
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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if(on)
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var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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status = LIGHT_BROKEN
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update()
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// explosion effect
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// destroy the whole light fixture or just shatter it
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/obj/machinery/light/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(75))
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broken()
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if(3.0)
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if (prob(50))
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broken()
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return
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//blob effect
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/obj/machinery/light/blob_act()
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if(prob(75))
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broken()
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// timed process
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// use power
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#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
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/obj/machinery/light/process()
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if(on)
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use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
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// called when area power state changes
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/obj/machinery/light/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(A.lightswitch && A.power_light)
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// called when on fire
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/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
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broken()
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// explode the light
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/obj/machinery/light/proc/explode()
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var/turf/T = get_turf(src.loc)
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spawn(0)
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broken() // break it first to give a warning
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sleep(2)
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explosion(T, 0, 1, 2, 2)
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sleep(1)
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del(src)
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// special handling for desk lamps
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// if attack with hand, only "grab" attacks are an attempt to remove bulb
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// otherwise, switch the lamp on/off
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/obj/machinery/light/lamp/attack_hand(mob/user)
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if(user.a_intent == "grab")
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..() // do standard hand attack
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else
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switchon = !switchon
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user << "You switch [switchon ? "on" : "off"] the [name]."
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seton(switchon && powered(LIGHT))
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// called when area power state changes
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// override since lamp does not use area lightswitch
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/obj/machinery/light/lamp/power_change()
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spawn(rand(0,15))
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var/area/A = src.loc.loc
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A = A.master
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seton(switchon && A.power_light)
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// returns whether this lamp has power
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// true if area has power and lamp switch is on
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/obj/machinery/light/lamp/has_power()
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var/area/A = src.loc.loc
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return switchon && A.master.power_light
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// the light item
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// can be tube or bulb subtypes
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// will fit into empty /obj/machinery/light of the corresponding type
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/obj/item/weapon/light
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icon = 'lighting.dmi'
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flags = FPRINT | TABLEPASS
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force = 2
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throwforce = 5
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w_class = 2
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var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
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var/base_state
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var/switchcount = 0 // number of times switched
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m_amt = 60
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var/rigged = 0 // true if rigged to explode
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/obj/item/weapon/light/tube
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name = "light tube"
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desc = "A replacement light tube."
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icon_state = "ltube"
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base_state = "ltube"
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item_state = "c_tube"
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g_amt = 200
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/obj/item/weapon/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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icon_state = "lbulb"
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base_state = "lbulb"
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item_state = "contvapour"
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g_amt = 100
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// update the icon state and description of the light
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/obj/item/weapon/light
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proc/update()
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switch(status)
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if(LIGHT_OK)
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icon_state = base_state
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desc = "A replacement [name]."
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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desc = "A burnt-out [name]."
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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desc = "A broken [name]."
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/obj/item/weapon/light/New()
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..()
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update()
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// attack bulb/tube with object
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// if a syringe, can inject plasma to make it explode
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/obj/item/weapon/light/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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user << "You inject the solution into the [src]."
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if(S.reagents.has_reagent("plasma", 5))
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rigged = 1
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S.reagents.clear_reagents()
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else
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..()
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return
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// called after an attack with a light item
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// shatter light, unless it was an attempt to put it in a light socket
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// now only shatter if the intent was harm
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/obj/item/weapon/light/afterattack(atom/target, mob/user)
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if(istype(target, /obj/machinery/light))
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return
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if(user.a_intent != "hurt")
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return
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if(status == LIGHT_OK || status == LIGHT_BURNED)
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user << "The [name] shatters!"
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status = LIGHT_BROKEN
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force = 5
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playsound(src.loc, 'Glasshit.ogg', 75, 1)
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update()
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// a box of replacement light items
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/obj/item/weapon/storage/lightbox
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name = "replacement lights"
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icon = 'storage.dmi'
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icon_state = "light"
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item_state = "syringe_kit"
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/obj/item/weapon/storage/lightbox/New()
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..()
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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new /obj/item/weapon/light/bulb(src)
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/obj/item/weapon/storage/lightbox/tubes/New()
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..()
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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new /obj/item/weapon/light/tube(src)
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